1. #2341
    no, it will make it easier. what's harder taking a gateway 4 times a minute or 1 time a minute? All that matters is the debuff from gateway, it makes you aggro immune.

  2. #2342
    How Aff plays out in pvp is yet to be determined with all the ups and downs, but I think it will be relatively OK. Gotta see how the glyphs/set bonuses end up still too. Our DoT dmg will probably end up a wash with the changes to coefs and set bonus. Burst will be better with Haunt/AD changes. Gateway change is actually needed - free team resets every 15 sec is way too powerful. Unattackable 1 min is still very strong. The totemic restoration change is also a HUGE buff for locks.

    Also, I don't think the pet thing is that much of an issue. Sac/Bargain is fine, and it's just not worth the risk of constant pet deaths/low health pact pets/cc'ed pets unable to spell lock/etc to play Sup.

    The survivability is still the biggest question mark. -10% dmg reduc + gateway change are bigtime nerfs. Baseline howl + Coil/Fury (comp dependent) is very helpful, but I think it will be too weak. I do think they'll bake some of our passive survivability back in, but if not - we're gonna be free points for Feral/Ret/DK teams. TBD I guess.

  3. #2343
    Quote Originally Posted by Teye View Post
    You seem to have forgotten that the game is sadly balanced largely around PvP.
    Hah. You must be new.

  4. #2344
    Quote Originally Posted by Tya View Post
    Hah. You must be new.

    ... You just quoted a post from a week ago. Which one of us is new here?

    Just one example is Chaos Wave, it was nerfed to the point of being almost unusable in PvE, because of PvP.
    Last edited by Teye; 2013-07-30 at 07:53 PM.

  5. #2345
    Quote Originally Posted by Teye View Post
    ... You just quoted a post from a week ago. Which one of us is new here?

    Just one example is Chaos Wave, it was nerfed to the point of being almost unusable in PvE, because of PvP.
    Another example is Chaos Bolt.

    /depressed

  6. #2346
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  7. #2347
    So for a clueless warlock, is locks nerfed PvEwise if current PTR notes goes live? Or just a change of play style?

  8. #2348
    Will aff be better than the other specs as it scales with gear well?

  9. #2349
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    The number pass has not even begun.
    Last edited by Zumzumzum; 2013-07-30 at 09:04 PM.
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  10. #2350
    Change to RPPM mechanics:

    Originally Posted by Blizzard Entertainment
    We think the cooldown lineup at the start of PvE encounters has gotten out of hand, and it’s having some rather negative effects on gameplay. Particularly with the number of RPPM procs most raiders have these days, the pull has just become way too important. It’s affecting gearing, it’s punishing classes that can’t capitalize on it as well as others, and it’s not how we’d like raiding to work.

    To that end, we’re going to make another change to how RPPM mechanics work on the pull. Starting a raid encounter will set every RPPM proc’s “time since last proc” to 90 seconds. That means the more frequent procs will still be more or less guaranteed to go off, but the rarer (and more powerful) procs will just have a high chance. This should hopefully chill things out a little bit, without changing how you play too dramatically.
    source: http://us.battle.net/wow/en/forum/topic/9573547577
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  11. #2351
    Now thats a change i can get behind, i genuinely think that will have a good impact on gameplay.

    This also nerfs the meta gem aswell i think (needs to be comfirmed)
    Last edited by AjayxD; 2013-07-30 at 09:32 PM.
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  12. #2352
    Quote Originally Posted by xskarma View Post
    Change to RPPM mechanics:

    Originally Posted by Blizzard Entertainment
    We think the cooldown lineup at the start of PvE encounters has gotten out of hand, and it’s having some rather negative effects on gameplay. Particularly with the number of RPPM procs most raiders have these days, the pull has just become way too important. It’s affecting gearing, it’s punishing classes that can’t capitalize on it as well as others, and it’s not how we’d like raiding to work.

    To that end, we’re going to make another change to how RPPM mechanics work on the pull. Starting a raid encounter will set every RPPM proc’s “time since last proc” to 90 seconds. That means the more frequent procs will still be more or less guaranteed to go off, but the rarer (and more powerful) procs will just have a high chance. This should hopefully chill things out a little bit, without changing how you play too dramatically.
    source: http://us.battle.net/wow/en/forum/topic/9573547577
    This is essentially the nail in the coffin for UVLS pull proc stacking. It remains to be seen whether or not UVLS will STILL be BiS. Crit dooms are just too strong.

  13. #2353
    Geezus they've taken so many backdoor steps to nerf UVLS (imp swarm, on-pull rppm proc protection timer, probably others I'm forgetting about), why the hell not just directly nerf the one trinket they're obviously targeting ?

  14. #2354
    Quote Originally Posted by Count Zero View Post
    Geezus they've taken so many backdoor steps to nerf UVLS (imp swarm, on-pull rppm proc protection timer, probably others I'm forgetting about), why the hell not just directly nerf the one trinket they're obviously targeting ?
    Because this nerf hits a bigger problem than UVLS, that trinket is a pain in the ass for demo because it lets you play in a way which you shouldnt be doing (think scorch weaving arcane) but next tier even if they were to remove the trinket you could just run high crit demo honestly.

    Think how hard that hits Fire mages on the pull now.
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  15. #2355
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    Geezus they've taken so many backdoor steps to nerf UVLS (imp swarm, on-pull rppm proc protection timer, probably others I'm forgetting about), why the hell not just directly nerf the one trinket they're obviously targeting ?
    I don't think UVLS is the only target here, the pulls have really become out of hand for a lot of specs, reaching 1M+ dps in T16 is insane.

    There is one good effect though, making embers on Tortos' pillars and having Wushoo proc won't make me rage anymore. That's nice :P
    That is, if I ever go back to ToT.
    Which is unlikely.
    Last edited by Zumzumzum; 2013-07-30 at 10:03 PM.
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  16. #2356
    Quote Originally Posted by Count Zero View Post
    Geezus they've taken so many backdoor steps to nerf UVLS (imp swarm, on-pull rppm proc protection timer, probably others I'm forgetting about), why the hell not just directly nerf the one trinket they're obviously targeting ?
    Nerfing Imp Swarm has nothing to do with nerfing UVLS.

    This has been said numerous times since Imp Swarm was introduced, but I'll say it one more time. Imp Swarm, Demonic Calling, Imp Swarm's haste scaling, the Gylph, Imp Swarm's CD or anything involving Imp Swarm in any way has nothing to do with the way Imps are generated with UVLS. Doom crit ticks will always generate an Imp, regardless of the number of Imps you have active, or the number of Imps Imp Swarm generates, regardless of the Glyph or anything like that.

    People need to get it through their heads. Sorry for the rant, but people have been messing that up for almost a year now.

    The Imp Swarm nerf was done to nerf out initial burst and fury generation, and as an attempt to make non-glyphed more attractive since no one uses it currently.


    Quote Originally Posted by AjayxD View Post
    Think how hard that hits Fire mages on the pull now.

    I believe this and UVLS were the main reasons for this nerf.
    Last edited by Teye; 2013-07-30 at 10:04 PM.

  17. #2357
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    Quote Originally Posted by Xyronic View Post
    This is essentially the nail in the coffin for UVLS pull proc stacking. It remains to be seen whether or not UVLS will STILL be BiS. Crit dooms are just too strong.
    How does this change "nail in the coffin" for pull proc stacking?

  18. #2358
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    Nerfing Imp Swarm has nothing to do with nerfing UVLS.
    This has been said numerous times since Imp Swarm was introduced, but I'll say it one more time. Imp Swarm, Demonic Calling, Imp Swarm's haste scaling, the Gylph, Imp Swarm's CD or anything involving Imp Swarm in any way has nothing to do with the way Imps are generated with UVLS. Doom crit ticks will always generate an Imp, regardless of the number of Imps you have active, or the number of Imps Imp Swarm generates, regardless of the Glyph or anything like that.
    People need to get it through their heads. Sorry for the rant, but people have been messing that distinction up for almost a year now.
    This is nerfing the whole Demo-GoSac-Imp Master gameplay though.
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  19. #2359
    Quote Originally Posted by Cocoabutterz View Post
    How does this change "nail in the coffin" for pull proc stacking?

    It really doesn't, in my opinion. If anything, it will be easier to get Imp Swarm, both HoG casts and Corruption cast before the proc, which is favorable over it procing on the first HoG or the pre-cast.

    - - - Updated - - -

    Quote Originally Posted by Zumzumzum View Post
    This is nerfing the whole Demo-GoSac-Imp Master gameplay though.
    Its a nerf to Serv, Sac and Supremacy, the nerf is just 30% bigger for Sac. That doesn't outweigh the benefit of using Sac on any fight where 3-4 Crit Dooms is possible.

    If they have a problem with us using Sac (I'd bet they do), they should just make Sac only benefit Imps by 20% or less, and continue to benefit the rest of our spells by 30%. That would bring Sac Demo back in line, or below the standard if that's what Blizzard wants for it.
    Last edited by Teye; 2013-07-30 at 10:10 PM.

  20. #2360
    Well I hope all of you like Archimonde's Darkness.

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