Casters in PvP
I'm showing how i started mage as fire for the first time in Ruthless gear, and how quick i learned how easy it is so inflic alot of damage to your opponents (i:e how to get a 100% proc on insta Pyroblast)
Sorry, but I have to respond with this — On a non-moving target that is always in line-of-sight and does not put any pressure back onto you meaning you can go 100% offensive. It is also a good idea to keep in mind that level 85 balance is not indicative of what the balance will be at level 90.
Is there a different set of abilities im supposed to use to cause damage to players that i can't see when im on target dummies?
I feel that you may have misinterpreted my post. While it is possible to cast the spells mentioned while moving, you cannot guarantee a real target will always be in line of sight to maintain the highest possible damage output. When attacking a target dummy, you will also not have to be thinking about protecting yourself, crowd control or silences. This means you do not need to utilize defensive cooldowns or maneuver strategically.
As can be seen from some of the posts above; simulations are good to base a theory off of, but they cannot take into account variables that occur when putting that theory into practice. (
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Rating Decay
As has been said before, rewarding players for not actively participating in arena is something that we don't like. Players in season 11 were sitting on their rating due to its length and because they were waiting on Mists, but also while they would like to play arena more they feel there is too high a risk of losing the rating that they achieved. This is definitely a part of the system we feel can be improved upon.
There has to be caution taken with changes to the rating system though. If it is made to punish people for not playing, it may end up punishing players for going on a holiday or being ill which is something that we would like to avoid as well. (
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Scenarios Feedback
how about the fact that NONE of this is explained properly? we dont see rhonin die, we dont see how jaina survived and we dont see WHY it happened
This is actually a concern the Developers addressed in a recent Developer Q&A session over at the Best Buy site. Here is what they had to say:
Q: The story of Tides of War is really interesting. I don't think players can get engaged if they have no idea what's happening, the bomb dropping is really anticlimactic. I felt a bit disappointed so little got included in the scenario. Was this because of lack of time, of developers or because you rather keep all that info in the novels.
A: I've been watching the Theramore feedback closely, and this comment seems pretty universal. We tried to keep everything all in the scenario, to make it really self-contained, but not burden it with lots of story that you have to slog through every time you played the scenario. It's pretty clear from the feedback that people wanted more story. We should've surrounded the scenarios with more quests or explanations to help round out the story for the people who wanted to know what exactly was happening. Lesson learned!
As you can probably get from this, we acknowledge that we didn't put in the level of context that people expected, and this is an important lesson we will keep in mind when working on future scenarios.
We want scenarios to be repayable, so we are concerned about burdening players with too much story that feels mandatory to wade through, but we can of course see from all the feedback we got from you guys that is also an issue if there is not enough story. We realise that Theramore could have benefited from one or more one-time quests on either end of the scenario, perhaps it could even have been a part of a one-time quest chain.
May I throw a quote to you? "As with many things, if we can't do something right, we end up not doing it"
Obviously you did. And you never did anything worse since you decided to give shamans to alliance, and paladins to horde and bloodelves...
First of all, we never said that we never make mistakes. We are only human after all, and to err is human!
Second of all, what is right is entirely in the eye of the beholder. We do not think that Shaman and Paladins becoming cross faction classes was a mistake, but this of course is an entirely different topic, so let's keep that discussion out of this thread, shall we?!
What I am trying to clarify here is that we’re trying to do things right and do our best to avoid adding things to the game that can be done better. Of course, if we realise that something wasn't done exactly right after adding it, then we will of course attest to that. (
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