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  1. #1

    Ulduar 10-Man Achievements, Blue posts, Comics

    Now that the item recaps are done, it's time for a blue post update!

    Removal of Realm First! achievements for Ulduar 10-Man
    Originally Posted by Bornakk (Blue Tracker)
    Other players in this thread brought up the same conclusions we came to. A hardcore guild that is full Naxx25 geared will get some Ulduar25 items, then go to Ulduar10, crush it for the realm firsts, then head back to Ulduar25. We didn't like the game design that involved this and changed it in the recent PTR build.

    Keep in mind that the patch isn't out yet so tweaks and adjustments can still happen for achievements.

    A possible solution ...
    Achievements are separate from progression, that said something we are looking into implementing is an achievement (like killing Algalon) in 10 player Ulduar that will require players to only be using gear that matches the item levels in Ulduar 10 (includes hard mode items). This would make it a pinnacle to shoot for in groups that only do normal level raids while still requiring heroic raiders to organize their gear appropriately to tackle it. This achievement could also have a unique title reward to go along with it.

    Now repeat this line 5 times: ** This is not finalized and therefore not guaranteed at this point. **
    Shop Talk – On Arenas & PTR Focus Testing
    Zarhym posted a small recap of the latest important blue posts. Please note that patch 3.1 will most likely NOT be deployed this week, a PTR testing is scheduled for Tuesday and I don't see any reason to do it if they plan to deploy the patch on the same day.
    Originally Posted by Zarhym (Blue Tracker)
    In this edition of Shop Talk, we’ve rounded up some of the latest Arena-related discussions and news, including the ongoing 2009 Arena Tournament, the impending end of season 5, and the beginning of a new contest for would-be eSports commentators.

    Phase 3 of the Arena Tournament Has Begun
    Registration for the 2009 Arena Tournament has closed, and phase 3 of the competition has officially begun. Teams are now locked down and battling for a shot at the regional finals. Read more (http://forums.worldofwarcraft.com/thread.html?topicId=15864790215&sid=1), or see the top 10 teams as of the end of phase 2 here: http://forums.worldofwarcraft.com/thread.html?topicId=15864790219&sid=1

    Arena Season 5 Set to Say Goodbye
    As the next major content patch draws near, we remind everyone that Arena season 5 is coming to a close. Don’t forget to spend your Arena points, as they’ll be reset once the new season begins. Read on! http://forums.worldofwarcraft.com/thread.html?topicId=15443194120&sid=1

    Arena Season 6 is Coming
    We’ve provided some detailed information about how team ratings will be calculated beginning in Arena season 6, so don’t miss out! http://forums.worldofwarcraft.com/thread.html?topicId=15864860497&sid=1

    Calling All Aspiring eSports Commentators
    Looking for a chance to prove your play-by-play prowess? Don’t miss your opportunity to take part in our first-ever Arena Shoutcasting Contest. http://forums.worldofwarcraft.com/thread.html?topicId=15443529794&sid=1

    Check Your Arena Records in the Armory
    By popular demand, players now have the ability to check detailed Arena statistics via the Armory, including match and opponent history. Check it out here: http://www.wowarmory.com/updates.xml

    Public Test Realm Arena Focus Testing
    Want to help us test the many class changes coming with patch 3.1? Log onto the public test realms on Tuesday, March 31 and join any rated Arena bracket. We will be monitoring matches throughout the day and look forward to seeing some great combat! Read more: http://forums.worldofwarcraft.com/thread.html?topicId=15864449012&postId=158627921305&sid=1

    Test Realm Patch Notes: http://www.worldofwarcraft.com/patchnotes/test-realm-patchnotes.html
    Account Security Awareness
    Originally Posted by Bornakk (Blue Tracker)
    We have recently seen an increase in the number of “spoof” emails players are receiving that are attempting to steal account information. These types of emails may often appear authentic and usually request your login name, security question/answer, AND password. Please keep in mind that official Blizzard emails will always come from a blizzard.com email address and will never ask for your password.

    For more security tips and ways to identify these emails, please visit our World of Warcraft Account Security page (http://us.blizzard.com/support/article.xml?articleId=20572&rhtml=true?rhtml=y).

    If you are seeking an additional layer of security, consider purchasing the optional Blizzard Authenticator when available at the online Blizzard Store (http://www.blizzard.com/store/details.xml?id=1100000182).
    Blue posts
    Originally Posted by Blizzard Entertainment
    PvP - Battlegrounds Item Rewards
    We would LOVE to offer good gear through BGs, don't get me wrong. It's clear from this thread alone how many players enjoy BGs. In the case of "BG epics" it isn't a philosophical opposition to having better rewards. We just haven't figured out a great way to do it yet. YET. The usual pitches tend to come down to:

    1) Just give everyone epics. Despite S1 and Naxx 25, this really isn't the goal.
    2) Make it very random, like you have a small chance to get an epic. /wrist
    3) Reward number of BGs won, which feels very grindy because the number would have to be large or you have situation 1 again. One of the things we like about both Arenas and raids is the gear rewards are gradual because of the lockout. You can't play 24/7 and gear yourself overnight.
    4) Have organized BG teams. Yet, if you think the logistics (and queues) are painful for a 5-player Arena team or a raid....
    5) Reward skill. This is the answer we like the best, but is also the hardest to institute. If you played many games, we could eventually get a sense for whether your presence helps determine whether your side wins or loses. But there are a lot of other factors at play -- how coordinated your side is, whether the other guys are AFK, is someone just honor farming, is someone griefing, etc. (Source)

    PvP - Class Representation
    Specifically on the topic of Arena representation, you have to be careful how you interpret those data. Consider:

    1) Depending on which numbers you present, your data can be used to support your argument more or less.
    2) When a class has low representaiton, you have to decide is that because they are too weak or others too powerful. For example, some specs are popular because they counter other popular specs.
    3) Popularity and viability have a correlation but it is not 1:1. Druids have never been the most popular class in WoW. There are a ton of DKs right now. Some players will abandon them when their power is more in line, but others will continue to play them because they like the class or have already invested in them.
    4) The community mindset typically seems to be: just keep buffing under-represented specs even if that means giving them potentially overpowered abilities. We try to balance from a broader point of view. For example, if you make an ability too overpowered you are just going to have to nerf it later. We try to peer into the future a little bit and address potential balance problems before they get out of control. (Source)

    Concussion Blow off the Global Cooldown?
    In general, we don't like damaging abilities being off the GCD. In general, we don't like ANYTHING being off the GCD. It is there for good reasons (such as not flooding the server with commands). (Source)

    10 Players raids vs. 25 Players - Q&A (Source)
    10 Man content is there to allow small guilds and casuals a way to see content. Blizzard realizes that having raid content that is so hard many people cannot see it negates raiding purpose. As such we have created 10 man content, a gimped version of the real 25 man raid.
    Our support of 10-player raiding is a recognition that some guilds just prefer to be small.

    Naxx 25 was puggable, this was not the intent. We do not want 25 man to be a bunch of randoms getting together to clear our content. Naxx 25 was that way, Ulduar 25 will not be pug friendly.
    Naxx being puggable is fine and really inevitable. The problem was that Naxx 25 was so easy compared to 10, that 10 felt like a pointless exercise. Ulduar 25 will not be as pug friendly as Naxx. I suspect it will be pugged at some point, but it may take longer. Don't forget that many guilds already knew the Naxx encounters very well when LK shipped.

    Since Ulduar will create a gap in raiding guilds and it seems Arena is dying, we have created greater rewards for arena as 1. and avenue to get better gear and 2. make people play arena.
    I'm not sure exactly what you're asking here. A lot of players are doing Naxx 25 because it is quite easy compared to the challenge of getting Arena gear. Ideally say item level 226 gear should take the same level of skill to earn in PvP or PvE. When the PvE content is more challenging, as it will be in Ulduar, some players will naturally shift back to PvP as their progression path towards gear.

    If the 25 man raids are not Pugs and they should be cleared by 25 man guilds, does this mean that the 10 man raid content is just "dumbed down content" for these guilds and should be skipped?
    If you are in a guild organized around 25-player raiding, then you may not get as much value out of also doing 10-player Ulduar. But it depends. If you can do 10-player hard modes, that gear is an upgrade to 25-player normal. Doing 10 hard might help you gear up for 25 hard, though you could also do the same thing just by running 25 normal a lot. Ultimately, though, the intent is that you pick 10 or 25 and focus on that. We don't prevent you from doing both if are interested in it.

    Do you guys recognize that a lot of people feel some of the 10man hard modes were overtuned?
    Many would argue that the 25-player modes were undertuned. Sarth 3D was intended to be something that guilds worked on for weeks. At first it looked like that was going to be the case, but after groups got geared up, most guilds that seriously tried it seemed to be able to manage before too long. We don't think that will be the case with Ulduar. It should keep you busy. But we'll see. You players are a clever lot.

    13.6% of guilds have done 3 drakes in 25 player. 4.2% of guilds have done 3 drakes in 10 player - AND that includes guilds who are wearing 25 player gear. Why can't you just admit you screwed up on 3D for 10 man and made it THE hardest encounter in the game? Considerably harder than the 25 man version in fact, and the proof is in the numbers.
    I am saying we screwed up and made the 10 player harder a lot harder than the 25 player version. I think you are arguing from an absolute POV that 10 was hard and 25 was on target. You could just as easily say that 10 was the target and 25 was too easy.

    I can see that it is not worth the effort to run 2 10s to gear up before 25s.
    Correct. It is not the intent that you run 10 to gear up for 25. If you ran 25 Naxx, you should be ready for 25 Ulduar. The only exception might be that some of the hard modes are hard, so doing 25 Ulduar, then 10 hard Ulduar might give you an edge on 25 hard Ulduar. But it still isn't required.

    Did the developers legitimately think that? The time it took to learn and complete the 3 drake encounter could be counted in not weeks, not days, not even hours, but minutes... trash included.
    Oh, this is just Sarth is srs bzns talk. It was challenging. Most guilds had to look at the videos of how the earlier guilds did it and it took them awhile to gear up for it. It wasn't M'uru and it wasn't supposed to be, but it was supposed to be harder than it ended up being. A lot of the guilds who could do Sarth 25 still have not done Sarth 10 though, and that isn't by choice in every case. We'll see how long it is before hard mode Mimiron and Yog and Algalon are srs bzns. My guess is a long time.

    This isn't proof of anything, it's your point of view. The only information I can gleam from it is that.. you want those unhappy with the faulty 10 man progression path, to be more vocal. Got ya.
    If your contention is that 10 player raiding is harder than 25 player raiding, then we disagree. The logistics of managing 25 players in our minds outweighs the "marginalizing individual effort" that you mention. I could see a way to have 10 and 25 drop the same loot but also share a lockout. Anything else will just kill 25 player raiding IMO, which is not something we want to do. We do however want to support 10 player raiding, and that means making the difficulty more appropriate for the rewards. If that isn't challenging enough for you, we do have the 10 player hard modes.

    Raid composition and "Sunwell" effect for hybrids
    However, the Sunwell probem we are trying to avoid was pretty consistent and widespread. There was some variation in raid composition, but not much. I think it's far too early to declare that any LK class is headed in that direction. All we are currently seeing is a lot of "My GM said we won't bring dps warriors anymore," or "My GM says Resto shamans are terrible now."

    If any of this turns into an actual trend, we'll all know it and it will be pretty obvious to everyone. DKs (of at least some specs) being too good at tanking, dps or PvP was pretty obvious to everyone except maybe a few DKs. (I know, everyone like to poke fun at the new guy.)

    I understand some of you are just trying to catch a problem before it blossoms out of control. Nothing wrong with that. But we're always going to be pretty cautious on acting based on early predictions that don't have a lot of evidence (even theoretical evidence) to back them up. (Source)

    Death Knight (3.1 Skills List / 3.1 Talent + Glyph Calc.)
    Blade Barrier mechanics in 3.1 - Sacrificying Threat for Mitigation?
    I feel like you arbitrarily defining "bonus" versus "normal." If it increases your mitigation, that's something you want as a tank. If the cost of that mitigation is too high, then it may not be something you want. So far almost all DKs still seem to take it. We balanced the old version around the assumption that it was nearly always up too.

    2) Blade Barrier - 5 ranks. Decreases damage taken by 1/2/3/4/5% and whenever your Blood Runes are on cooldown increases healing done to you by 5%.
    That is an interesting idea, and is consistent with the Blood theme. We would probably go with all of that happening when your Blood Runes are on cooldown. We'll keep it in mind if DK survivability seems to fall behind.

    If you're balancing around the assumption that it's always up, why is it not passive?

    I see where you are coming from, but that isn't the model we use very often. We balance around the assumption that priests cast Fort or that tanks are trying to generate threat. That doesn't mean the logical conclusion is just to make all of those passives.

    One of the things we like about BB is it rewards the DK for using up those runes and not just sitting on them, yet you can use them on whatever you want like D&D or Vampiric Blood. If anything, we'd like to have *more* active mitigation abilities, but nailing the cooldown and cost right is tricky. It is easy to get them into the realm of spammy at one extreme or saved for that critical moment (that may never arrive) on the other. (Source)

    Hunter (3.1 Skills List / 3.1 Talent + Glyph Calc.)
    Changes to T.N.T. in the patch notes
    TnT gives % damage to Explosive Shot, Immolation Trap and Explosive Trap and that’s it. It does NOT refresh the duration of anything. Sorry for the confusion. The patch notes are like 20 pages long and we've gone back and forth on a few things. (Source)

    Hunter Rebalance in 3.1
    We wanted to do more with ammo than we were technically able to do in the short term. (Source)

    Rogue (3.1 Skills List / 3.1 Talent + Glyph Calc.)
    Giving Vanish a .5 second immunity to stealth breaking
    That's an idea that has come up a few times. It may be something we experiment with, but it's not the kind of thing you can just slap on and call it done. It would take quite a bit of testing to solve any edge cases or exploits. (Source)

    Warlock (3.1 Skills List / 3.1 Talent + Glyph Calc.)
    Changes to fear damage treshold in 3.1
    We don't like how much damage dots can do while a target is feared. It prevents us from being able to balance fear as needed as a defensive ability and it keeps us from being able to adjust locks or priests in other ways. We're trying to move PvP more into a place where you do X and someone counters with Y, and the "dot and fear" strategy just seemed too simple yet effective. Honestly, if the classes with fears didn't also have strong dots, it probably would not have been as much of a problem.

    We don't think stuns needs a major change at this time. We dropped rogue PvP effectiveness in other ways, as I am sure they will be more than happy to explain to you. If we decide to make stuns break on damage right away then we would need to coordinate that with changes to rogue survivability. They are a melee class balanced around not taking much melee damage (because the target can't fight back). Locks and priests are by and large ranged classes. (Source)

    Warrior (3.1 Skills List / 3.1 Talent + Glyph Calc.)
    Heroic Strike Spamming
    This is the heart of the problem. HS in theory is something you use when you have more rage coming in than you know what to do with. In theory you stop using HS when rage is low, and then pick it up when rage is high

    The problem is that bosses hit really hard these days and we have given warriors a lot of ways to make their attacks cheaper. As a result, warriors are often flooded with rage while tanking anything remotely dangerous. You can literally HS every single white hit.

    We can't just cut the rage per damage number without a lot of testing, because that would affect not only tanks in low-rage situations (like tanking a heroic with great gear) but it will also affect dps warriors, especially in PvP. Hitting a warrior is always a double-edged sword in PvP because you are giving them resources.

    A long-term change would be to make even more of tanking warrior threat come from damage done and really scale back the threat from damage taken. Maybe you would HS after a big dragon breath or something, but you wouldn't be able to turn 90% or more of white hits into Heroics. Of course we'd have to make sure threat overall didn't suffer, so you can see how this gets to be a pretty big change (bigger than 3.1 in any case).

    The other approach is to let HS be a toggle or something else that can bleed off rage without requiring the player to hit the button virtually every 1.6 sec (or faster).

    Yet another approach is to get rid of the on-next-swing concept. Make HS something you do when you have lots of rage and make Devastate something you do when you don't have as much. Again, we'd need to make sure that the tank could do something if they felt aggro slipping away.

    Even longer term we need to think about whether we're even happy with this model of tank takes damage and converts it into threat or not. (Source)

    Comics
    Dark Legacy Comic #183 is out!


  2. #2

    Re: Ulduar 10-Man Achievements, Blue posts, Comics

    Dark legacy comic is pure win ;D

  3. #3

    Re: Ulduar 10-Man Achievements, Blue posts, Comics

    The hardest achievement is Immortal. Cuz of fcking lags and disconnects in Naxx. Blizz should rename it "Raid against lags" instead of Immortal.

  4. #4

    Re: Ulduar 10-Man Achievements, Blue posts, Comics

    Giving Vanish a .5 second immunity to stealth breaking.

    How can people exploit that? I seriously don't understand blizzard's logic.
    So paladins can exploit with their bubble?

  5. #5

    Re: Ulduar 10-Man Achievements, Blue posts, Comics

    That actually happened to me on the test realms....


    but it wasn't as much as a WHHYYYY :'( thing but more of a



    AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH throw my keyboard out the window reaction.

  6. #6

    Re: Ulduar 10-Man Achievements, Blue posts, Comics

    Quote Originally Posted by Langebrød
    Giving Vanish a .5 second immunity to stealth breaking.

    How can people exploit that? I seriously don't understand blizzard's logic.
    So paladins can exploit with their bubble?
    On bosses where you can see them cast you can just hit vanish and time it so you wont take any damage.

    A Naxx example would be Saphiron, where a skilled rogue (and yes there would be people who would be able to do this), could just carry on dpsing Saph, and then when ice bomb hits they just hit vanish and become immune.

    And even for the people that wouldnt be able to "skillfully" so this, there would be so many luck based immune incidents (and even in PvP) that would let rogues become immune and live it would come back down to yet more rng factors creating unfair wins.

  7. #7

    Re: Ulduar 10-Man Achievements, Blue posts, Comics

    3D for 10 man and made it THE hardest encounter in the game?
    I lol'ed at this. I pugged this with a good grp of players. Sure it takes a few tries to get it right, but once you have a proper tactic it isnt that hard.

  8. #8

    Re: Ulduar 10-Man Achievements, Blue posts, Comics

    Quote Originally Posted by ds___swoosh
    On bosses where you can see them cast you can just hit vanish and time it so you wont take any damage.

    A Naxx example would be Saphiron, where a skilled rogue (and yes there would be people who would be able to do this), could just carry on dpsing Saph, and then when ice bomb hits they just hit vanish and become immune.

    And even for the people that wouldnt be able to "skillfully" so this, there would be so many luck based immune incidents (and even in PvP) that would let rogues become immune and live it would come back down to yet more rng factors creating unfair wins.
    You have probably never played a rogue and you have never been hit by hunter's auto shot while vanished. In PvP, vanish breaks without ANY reason. And it happens more than often.

  9. #9

    Re: Ulduar 10-Man Achievements, Blue posts, Comics

    Quote Originally Posted by Pimpje
    I lol'ed at this. I pugged this with a good grp of players. Sure it takes a few tries to get it right, but once you have a proper tactic it isnt that hard.
    And every single person was in 25 man gear.



    Just a question, the immunity to stealth reaking... doesn't that mean exactly that? Immune to leaving stealth?

    Now an actual immunity bubble effect like the paladin, just taking damage without leaving sealth?

  10. #10
    Deleted

    Re: Ulduar 10-Man Achievements, Blue posts, Comics

    1. Shadow priests are not warlocks, you shouldn't nerf equally before giving the buffs needed for shadow priests first.

    2. Rogues aren't the only melee class out there, why should nerfs be done just to please them?

  11. #11
    RWeber
    Guest

    Re: Ulduar 10-Man Achievements, Blue posts, Comics

    Originally Posted by Blizzard Entertainment

    Raid composition and "Sunwell" effect for hybrids
    However, the Sunwell probem we are trying to avoid was pretty consistent and widespread. There was some variation in raid composition, but not much. I think it's far too early to declare that any LK class is headed in that direction. All we are currently seeing is a lot of "My GM said we won't bring dps warriors anymore," or "My GM says Resto shamans are terrible now."
    What Sunwell problem? Sunwell was one of the best tuned instances ever released. Sure the first kills were got by stacking, but that's not a problem that needs solving. Especially when the "solution" has led to far worse problems. My guild ran the same basic, balanced raid setup from T5 to Sunwell. Sure we weren't competing for first kills but there was no need at all to do any stacking.

    The overriding theme in these Blizzard comments is the refusal to admit that there were fundamental failures with the WotLK end-game and no sign of correcting any of these. It's all just "oh things were a bit easier than we thought, but they were supposed to be easy" when there has been an outcry of a magnitude that has never been seen before in the history of this game.

  12. #12

    Re: Ulduar 10-Man Achievements, Blue posts, Comics

    Rogues are a melee class balanced around not taking much melee damage
    wut.

  13. #13

    Re: Ulduar 10-Man Achievements, Blue posts, Comics

    Vanish "already has" a temporary immunity attached to it.
    I don't see why they're talking about making it 0.5 sec.. Could be nice, but far as i know it already exists.

    I've survived 33K + hits this way.

  14. #14
    MuTe
    Guest

    Re: Ulduar 10-Man Achievements, Blue posts, Comics

    Hmm, with the TNT not refreshing immolation trap Surv hunters have gained nothing but nerfs. Black Arrow is just another gbc and mana wasting shot to camouflage the nerf to explosive shot, and gives yet another keybinding, a worse proc chance on lock n load, and a shared cd with traps. Its an outrage to the Survival Hunter tree. The Hunting Party buff is useless, no Hunter needs a 100% chance to replenish mana, 40% does the job as well. And 3% agility increase 36 agility if u got 1200.. can hardly be called a buff.

    Why is Blizzard making these mistakes to Hunters in every major patch? Everone Hunter ive spoken so far is going to spec MM upon release. The BM buffs are just not good enough, the Surv nerfs are again to harsh, and the MM buffs are very nice compared to the other trees. Every Hunter loves being a MM, and now that the tree is becomming better then the others its not hard to predict whats gonna happen. The MM tree is now perfectly balanced, and a Hunter could take every nice talent in that tree and still be able to take the best out of the Surv tree.

    Unfortunatly this can only result in a nerf to MM. Blizzard is trying so hard not to make BM OP, and to spread out Hunters to spec different builds.
    They do not understand that nerfing a popular build like Surv only results in 95% of the Hunter community rerolling to the next fotm spec. Same thing happend to BM.
    The whole "we wanne make every spec viable for PVP and PVE" design is a failure. There will always be a spec better then the others, and its impossible to balance that.

    The only way they could ever spread out Hunters over different builds is to NERF every spec to oblivion, and then buff every spec with new original and refreshing abilities. Then Hunters will need time to experiment with the different builds, only to eventually pick the best out of the 3 builds.

    Im still waiting for Trap Launcher.. a ranged class that has to place a trap under the feet of a melee class and hope the melee is dumb enough to trigger it is clearly a fail in game design. Deterrence still needs fixing since its still useless against most rogues, dots, hunters dps, paladin seals, dk curses. Disengage still triggers the cooldown without effect when stunned at the exact same time, and can only be used on flat surfaces. Pets still get stuck in waterfalls and Blades edge arena ramps. Masters Call still doesnt remove ALL movement impairing effects when triggered (happened to me mostly vs DKs). Plz fix our broken abilities before nerfing the shit out of the things that actually did work properly. Sigh!

  15. #15

    Re: Ulduar 10-Man Achievements, Blue posts, Comics

    Originally Posted by Blizzard Entertainment

    Even longer term we need to think about whether we're even happy with this model of tank takes damage and converts it into threat or not. (Source)
    lolwut?



  16. #16

    Re: Ulduar 10-Man Achievements, Blue posts, Comics

    Achievements are separate from progression, that said something we are looking into implementing is an achievement (like killing Algalon) in 10 player Ulduar that will require players to only be using gear that matches the item levels in Ulduar 10 (includes hard mode items). This would make it a pinnacle to shoot for in groups that only do normal level raids while still requiring heroic raiders to organize their gear appropriately to tackle it. This achievement could also have a unique title reward to go along with it.
    Best idea i have ever read.

  17. #17

    Re: Ulduar 10-Man Achievements, Blue posts, Comics

    Specifically on the topic of Arena representation, you have to be careful how you interpret those data. Consider:

    1) Depending on which numbers you present, your data can be used to support your argument more or less.
    2) When a class has low representaiton, you have to decide is that because they are too weak or others too powerful. For example, some specs are popular because they counter other popular specs.
    3) Popularity and viability have a correlation but it is not 1:1. Druids have never been the most popular class in WoW. There are a ton of DKs right now. Some players will abandon them when their power is more in line, but others will continue to play them because they like the class or have already invested in them.
    4) The community mindset typically seems to be: just keep buffing under-represented specs even if that means giving them potentially overpowered abilities. We try to balance from a broader point of view. For example, if you make an ability too overpowered you are just going to have to nerf it later. We try to peer into the future a little bit and address potential balance problems before they get out of control.
    What a crock of shit, they keep making the same mistakes letting the exact same problems come back over and over again they have not fixed a single PvP issue ever! they replace one problem with anther.. they keep going on and on about how they are trying to bring balance (around what?) and that the current situations isnt that bad.. But 3 years have past and we still having classes using optimal gear and pvp specs with 0% representation and other classes with 18%. Your not getting any closer your getting further and further away..

    Until you stop remaining clueless to problems during beta, PTR's and leaving them on live for months and years. Nothing good will ever come out of it.. Bottomline is they need take a step back, take some time out and actually fix the problems and stop sticking plasters on everything.. I can spend 3-4months getting owned by DKs 27/4 if it means balance will come, but spending 8months getting owned by DKs only for a new patch to come out and instead of DKs its hunters that totally own, that is just lame.

    :>

  18. #18

    Re: Ulduar 10-Man Achievements, Blue posts, Comics

    Too much pvp crap. Blah.
    Personal site: http://fuh-q.com
    My Kitteh's personal site: http://kitteh.in

  19. #19
    The Patient Roar's Avatar
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    Re: Ulduar 10-Man Achievements, Blue posts, Comics

    Quote Originally Posted by ds___swoosh
    On bosses where you can see them cast you can just hit vanish and time it so you wont take any damage.

    A Naxx example would be Saphiron, where a skilled rogue (and yes there would be people who would be able to do this), could just carry on dpsing Saph, and then when ice bomb hits they just hit vanish and become immune.

    And even for the people that wouldnt be able to "skillfully" so this, there would be so many luck based immune incidents (and even in PvP) that would let rogues become immune and live it would come back down to yet more rng factors creating unfair wins.
    You can allreay do that, both agains't mobs and incoming .. let's say "Pyroblasts". But, thats also were the problem is.
    It doesn't always work, now as it did back in the 60's and early 70's tbh. Were you could almost vanish at any time w/o worrieng about getting hit out of it right away!

    and btw:
    and then when ice bomb hits they just hit vanish and become immune.
    Can't be avoided any other way then by standing behind an iceblock or am I totally wrong?
    -- Anyway, this might be the only "unfair" thing.. or is it really unfair? Considering mages/palas..

    Once you go troll, you'll never reroll.
    To bad I'm an undead! ~ Tøffelladden

  20. #20

    Re: Ulduar 10-Man Achievements, Blue posts, Comics

    Quote Originally Posted by Roar
    You can allreay do that, both agains't mobs and incoming .. let's say "Pyroblasts". But, thats also were the problem is.
    It doesn't always work, now as it did back in the 60's and early 70's tbh. Were you could almost vanish at any time w/o worrieng about getting hit out of it right away!

    and btw:
    and then when ice bomb hits they just hit vanish and become immune.
    Can't be avoided any other way then by standing behind an iceblock or am I totally wrong?
    -- Anyway, this might be the only "unfair" thing.. or is it really unfair? Considering mages/palas..

    Mages Iceblock -> 0 dps
    Pala bubble -> 50% TPS/DPS

    Thats fair for the CD.

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