PvP destroys everything it is inserted in.
PvP destroys everything it is inserted in.
The GCD feels bad because you feel like you're pressing a button that isn't fun. It's a button that makes whatever follow it have bigger numbers, but since the numbers are so big anyway, it's kindda hard to notice.
Thus you get this very obvious "hole" in your rotation.
The perfect solution that makes PvP better and solves the problem in PvE is to just remove the spell and finding more interesting ways to let players burst in both PvE and PvP.
Last edited by Craaazyyy; 2019-12-07 at 03:16 PM.
https://www.youtube.com/@DoffenGG
Gaming and WoW stuff
As a prot pally and dh tank/dps i honestly dont ever think about gcd. Most of the gcd was changed back anyway wasnt it
https://www.youtube.com/@DoffenGG
Gaming and WoW stuff
Ah like that. Okay, when did that start? I didn't do much PvP in MoP and WoD, but I remember it got a lot more focus in Legion, but maybe I think of WoD. I agree with what you wrote in another thread that PvP in MoP was boring af, everyone did the same things, no niche whatsoever. So I barely did any. The pvp talents coming in Legion changed a bit on it's own, but I must be wrong with the other change then.
I know that back in the day like vanilla to WotLK we got tons of changes in PvE because classes were broken, bad or some abilities was too good or too bad in PvP so they changed it, effectively changed how classes worked in PvE. This is what I mean with how PvP effected PvE. But then I come with the point of seeing it the other way, for a PvP'er it must feel the opposite, I can understand. But changes in PvE came a lot because of PvP, especially back in the day when we didn't have it like we have now.
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Gaming and WoW stuff
The problem isn't pvp, the problem is Blizzard's utterly clueless take of pvp. They implemented a terrible solution to an on-going problem. GCD changes didn't fix pvp by any stretch of anyone's imagination. The problem with pvp is overall mobility of most melee classes. This sweeping change in melee mobility started with the addition of Monks and reached overdrive with the addition of DH's and then other melee classes needed changes to keep up. Anything less than a 70% snare is useless for ranged in Pvp, but that wasn't the case prior to MOP. Idk what the solution is because less melee mobility isn't fair game play either. But what I do know is that the GCD changes didn't help Pvp that much at all.
Classes playing the same isn't really relevant here, they've always played the same in both modes with the sole exception of minor set bonuses way back in the day. Beyond that the topic was that PvP negatively impacts PvE, but gearing purposes it's slanted against PvP which gives lower rewards than most aspects of PvE play. Tuning is a major factor in balance between the modes and largely avoids the huge nerfs we used to see in the past for PvE. These nerfs were the primary way PvP used to hurt PvE.
I said probably for the MDi as it's their big push, I'm not saying definitively it was. Putting a bunch of CDs into one button makes it harder to see what players are doing in a viewing environment. The quoted reason you stated doesn't even contradict what I said.The GCD change was not for MDI. Ion literally said in one of his dev QnAs that it was to remove the impact of silly macros that players were creating to blow cds in different combinations that was taking away from real decision making. Unfortunately, it backfired because slowing GCD's down was never the right solution given how many "setup" type classes/specs there are in the game. Their approach should've been different to tackle the problem as they claimed it to be.
Gearing is absolutely fucked today. Mythic+ has essentially handed free gear to pretty much everybody that can be bothered to interact with the system, and it's not reliant on doing hard content since M+10 is pie. 8.3 helps to fix this a bit while rewarding you even more for doing easier content. Mythic+ is infinitely repeatable and by its very nature severely drowns out nearly every other aspect of end game gearing. It's not the track of progression it was intended to be, it's a core part of end game gearing and it entirely invalidates raiding (sans a few Trinkets) below Mythic.Gearing is not completely "out of whack" as you put it. The whole "i'm forced to do M+ if i raid or vice versa" situation only applies to the top 1-2% of the wow population at end-game. At that point it's a matter of perspective, compulsion and self-control rather than "the game is broken". It is ENTIRELY possible to raid without setting foot into M+, it is ENTIRELY possible to do M+ without setting foot into raids. It is also ENTIRELY possible to do high m+ or mythic raiding without touching the other piece of content, but you'll reach those high levels slightly slower, is all. It is ENTIRELY your prerogative to play other forms of PvE content in the game or sometimes even PvP to earn those Elite pieces early in a patch because you want to speed up your own timeline in comparison to others. You're the ones driving each other to do the stuff you don't need to do. It's kind of ironic how most 'hardcore' players who visit forums such as this miss such basic points or just choose to willfully ignore them when making their arguments.
I don't really begrudge you any of this. If this is what you're enjoying then cool, my beef is with the effect M+ has had on raiding. I'm not even saying M+ needs to actually be ruined or anything, it might be that raiding needs to be revamped.I play on 6 characters, all ilv 440-ish and 1.1k-1.2kish rio scores. I don't enter raids on all except one of those characters, and even that just to get curve. I do ALL my gearing in M+. I never feel like i'm missing out on anything because I'm not raiding. Stuff like coral and inkpod trinkets are nice-to-haves, sure, but must-haves? Nope, not for me. And guess what, 98% of the game's population sees it that way too. I still enjoy the game, getting a different perspective of M+ affixes every week on multiple classes/specs/roles. But apparently, according to hardcore players i'm not supposed to be enjoying my time doing so? Yeah, sure.
Dunno how you're going to try to ding me at the start of your post for not re-reading what I typed when you can't be bothered to read what I typed to begin with.Also, "No challenge left in anything" ? Really? If i was to go through your armory and Rio, would I see 20+ keystone levels + CE + 2.3k+ CR on your characters?
What other challenge do you want outside of ALL the end-game content? First complete what's in front of you and then talk about other challenges. If anything, WoW players are spoiled for choice. It's OK not to have content in the game that would keep you hooked for more than 5-6 hours at a stretch. If you want more challenge outside those hours, create your own. Game Designers these days are not paid to design mechanics and gameplay to hook players for Hours on end. They're paid to hook players in for a reasonable amount of time and still drag the cash out of you. That's just the reality of the industry as a whole. Best come to terms with it real quick.
"and outside of Mythic raiding and very high M+ keys there is no challenge left in anything"
Cool flex though.
I've straight up never criticized the tower my dude. I think it's a great idea and I'm really hopeful for it, as I am for most of Shadowlands. No point in shadowboxing 'mate'.It's people like you who are also already trashing the Tower of The Damned from shadowlands before the shit is even out for alpha testing......
Last edited by Niroshi; 2019-12-07 at 10:36 PM.
pve ruined pve