• Breaking News

    Friday, August 7, 2020

    World of Warcraft [Firepower Friday] Weekly DPS Thread

    World of Warcraft [Firepower Friday] Weekly DPS Thread


    [Firepower Friday] Weekly DPS Thread

    Posted: 06 Aug 2020 10:43 PM PDT

    Please post any offers to help, questions, and logs in the appropriate class spot.

    Death Knight | Demon Hunter | Druid | Hunter | Mage | Monk | Paladin | Priest | Rogue | Shaman | Warlock | Warrior

    General DPS Questions

    submitted by /u/Babylonius
    [link] [comments]

    Lion's Pride Inn [By Dreamwalker] - Need a break or Feeling cold? Lion's pride inn got you covered! - I hope you like it <3

    Posted: 07 Aug 2020 12:44 AM PDT

    Character Customization is really on spot this time.

    Posted: 07 Aug 2020 01:27 AM PDT

    Half-naked elves get thousands of upvotes on this sub. How about for our boy in blue, Magni? [NSFW] [by Maragondi]

    Posted: 06 Aug 2020 12:27 PM PDT

    My first post ever on Reddit!! Took me quite a long time to finish :D Hope you guys like it ^^ <3 @araniellart

    Posted: 07 Aug 2020 02:50 AM PDT

    Tried to tank my first +18. Group got frustrated and quit but I was able to finish out solo. (14 min last boss)

    Posted: 06 Aug 2020 09:15 PM PDT

    Apparently we've been preparing for Shadowlands since elementary school

    Posted: 07 Aug 2020 03:46 AM PDT

    Just thought I would share some of my work here. Created this in Procreate on Ipad Pro. Artist: Brian Moncus (myself)

    Posted: 06 Aug 2020 12:45 PM PDT

    If you want to AOE cap spells just make them do diminishing damage the more targets they hit instead of 0 damage above a certain number

    Posted: 07 Aug 2020 01:15 AM PDT

    They could make aoe abilities make less damage the more targets you hit above the cap they want to implement. Breath of Sindragosa works like that for years, why can't they do the same to other aoe abilites? 50% damage on targets above a certain number lets say 5 and 20% damage or less on 10 targets. This way farming old content doesn't feel awful, since you we do so much damage to lower level enemies even 20% will be an overkill. Also numbers will still fly on multiple targets so people won't feel disappointed. This is such a better system, I really don't understand why they are going forward with the AOE cap they want to implement.

    submitted by /u/Yavannia
    [link] [comments]

    All these hours playing this game, and I just realized these Guardians are wearing flip flops

    Posted: 06 Aug 2020 10:01 AM PDT

    Undead Beasts can be tamed in Shadowlands - Acquire Simple Tome of Bone-Binding

    Posted: 07 Aug 2020 12:30 AM PDT

    PvP has been in decline for too long and why you should care

    Posted: 06 Aug 2020 03:07 PM PDT

    Before you rush to the downvote button like all PvP posts on this subreddit, just take the time to read this or just don't do anything, it needs exposure.

    I'm maybe not the best PvP player and I can't speak for everyone but I feel like it's a common feeling shared by many in the PvP community.

    PvP has been a major part of World of Warcraft in its history, it has been and still is to some extent a great display of someone's skill at the game. I remember watching montage, streams of high rated players having fun and just simply enjoying the game. It was fun for me too as a noob, I could just log on any characters, do duels with friends, queue up, etc. Don't get me wrong, I can still somewhat do that nowadays, but it is way harder and way less enjoyable. For example, if Billy who has never played PvP watches Pikaboo do 1v2s, it is entertaining and inspiring, he knows this rogue is good, he just outplayed them. So, Billy queues a skirmish on his rogue with average gear and he gets a standard dps healer matchup with a dh in the opposing team and gets obliterated. He never does arena again. Now what happened? Billy didn't have any corruptions and versatility; Billy didn't farm 40 visions full clear. Billy is sad and now just plays CoD with his friends.

    Over the years, the PvP community has been in decline, with many players leaving because Blizzard isn't giving it much love. It can be seen through the numerous content creators or high rated players leaving, the number of players participating (I sometimes wait 2 hours or more to queue a single 3v3 match at 2k mmr) or the general perception of PvP in the broader community of WoW itself (often seen as just a mini-game or "dead" content) creating a not so pleasing environment and snowballing into even fewer players participating.

    Now how did we get here? Gearing, lack of changes and others.

    Let's be clear here, gearing for PvPers hasn't been great since WoD. In Legion, we had templates which were great in a way because everyone could just log on and play but we lacked freedom in itemization. In BfA, oh boy, we actually can't gear up by doing PvP only, it is impossible. While PvErs complain about Conflict and Strife, we must do PvE all day everyday just to get average then have to farm forever assaults and visions to farm corruption.

    By the time you read this, you're maybe going to ask why I'm complaining since they are adding vendors for Shadowlands. Well, they just recycled the conquest bar into a vendor and called it a day. Currently, it is impossible to get the right items with the right stats, there just aren't enough variations of items to get geared with PvP.

    I'm not against doing a bit of PvE, getting maybe a legendary, 1 or 2 items is fine like trinkets (though they are a bit too overtuned) or 2 pieces of a tier set probably coming in the second raid but not being able to gear with my content is bad, anyone from the PvP community can agree on this.

    To solve this problem, we need all variations on the vendor. In a perfect world, I think PvP gear should be better than PvE gear in PvP (like WoD if I remember correctly or just add some sort of PvP power) with maybe a few exceptions but that's it.

    PvP should be mainly skill based, not who has better gear. It must be accessible; you shouldn't need tons and tons of hours gearing to step into rated arena.

    Putting gearing aside, we still have problems, the lack of changes. I'm going to give a couple of examples: you probably saw a screenshot on your discord or a post on reddit complaining about Destro Locks, well they got nerfed months after and it wasn't significant; a dampening slow meta that no one likes, we wait months; 40% of total damage with Gushing Wounds, yeah let's not fix anything; the Boralus arena never loads, let's hope it gets fixed next expansion; etc. While some changes are great, we need more and at the right time, especially when a lot of people are complaining. It is very frustrating and damaging the game for no real reason.

    We can also consider gameplay even though it's not as easy to fix compared to the other points. It is known that combat has slowed over the years, amplified with the GCD changes and I think many people will agree with me on this. In my opinion it lowers the skill ceiling players could reach by suppressing the reactivity component. I feel like decision making is the same, one is just slower. Someone less knowledgeable will try to press every spell no matter what, even if GCD changes are reverted, he's still making the wrong decision either way because he's wasting his big CDs he won't have for later scenarios during an encounter or arena match. Using everything is also way more fun and stacking CDs will always happen, GCD is just slowing an inevitable process.

    Blizzard needs to listen to feedback, they can even do PvP only interviews with rank 1 players (https://twitter.com/ElliottVenczel/status/1284196765139230720) for example, it won't take much time and would help starting a discussion with the right people.

    Taking the right decisions for PvP could give WoW a real breath of fresh air, it is a good, quick, fun form of content and is satisfying from a progression standpoint.

    Lastly, PvP is in my opinion the easiest and most entertaining type of competition in WoW because it's relatable. It's shared across all competitive games, it's the core of esport, it should never be neglected.

    Thanks for reading.

    I'm sorry if this was poorly written, I'm not a native speaker.

    submitted by /u/blackseal44
    [link] [comments]

    Was browsing for RP communities, found this lovely social butterfly:

    Posted: 06 Aug 2020 07:10 PM PDT

    I feel so bad

    Posted: 07 Aug 2020 03:33 AM PDT

    Did my weekly Jaina Mount run yesterday. We had a protection paladin doing it for the first time. Leader told everyone to not interrupt and made sure the tank knew what he was doing and specifically made him remove his interrupt from his bar.

    We pull, everything goes fine until someone kicks Jaina. Turns out it was the prot pala using Avengers Shield. Everyone in the group flames the tank, calling him all kinds of words and he gets instakicked. He apologizes straight away several times in /say for being new to the game and ruining the pull. I immediately felt so bad for him and whispered him to not feel bad about it and just to know that Avengers Shield interrupts.

    I know it's annoying for the rest of the group someone wipes us but I WISH some players could be just a tiny bit more patient and not as toxic in certain situations. Poor guy must have felt like a criminal.

    submitted by /u/Okinniko
    [link] [comments]

    Blizzard solving AoE and doubling down on their solution.

    Posted: 07 Aug 2020 01:56 AM PDT

    When the AoE cap was first introduced in the beginning of the Shadowlands Alpha, I thought that it was at least worth to let people test before passing judgment. I still do think that their inital argument that they want to differentiate between AoE and cleave is still worth exploring and that there is value in that. However it feels like they forgot why this homogenization of cleave and AoE happend in the first place, because it's not fun to see the tank pull large number of mobs and you can only hit 5 of those.

    It's not just about falling behind, it's also about the feeling. If there are more enemies I should do considerably more damage. It just doesn't feel right to see my chracter swing their big swords, swip their claws or conjure a storm of holy energy into a big groups of enemies and you suddenly only deal damage to five of those enemies.

    Additionally people feel powerless if they fall behind other people in their groups and it can come to a point where it doesn't even feel worth to press your buttons anyways if the other people in the group deal maybe double or even more damage.

    And also as a Tank if I think I and the group survive the damage from pulling more I should pull more, but with AoE cap it just becomes an unnecessary risk factor, and we are losing a decision the tank has to make.

    You already have a spec in the game right now that is capped, and people just stop playing it because AoE is just not fun with it. I played Fury at the start of BfA and I for me it's one of the most fun melee specs from a pure rotational standpoint in the game right now, yet I stopped playing in in the first month of BfA, excatly for the reasons stated above.

    So people have played with it and it turns out it didn't suddenly become more fun than before, just like with Fury right now and just how it was in the past. People shared videos and clips showing specs that have been capped obviously falling behind specs that have not been, and saying "hey this is not fun". Rather than stopping to think if their solution becomes the problem and maybe is not fun, Blizzard Instead doubled down on it and now capped Unholy AoE aswell, and I don't see them stopping. There will be another spec that take the top and people will again say hey this is not fun and now show examples of maybe Boomking or Frost Mage or whaterever will come out on top in the next few days on Beta.

    I just don't see their argument that they want to differentiate between AoE and cleave anymore. It feels like that this argument iis just for show and they just didn't like that people pulled big in M+, open world and Visions. And they don't stop to think that people don't just do it because it's most effective, but also because it's fun.

    WoW is not a hard game, there are hard aspect to the game like mythic raiding, pushing high keys and high end arena, but at the core it's an RPG where your chracter becomes more powerful. Beeing able to do more damage, kill the same things faster, pull more enemies, defeating more powerful enemies than before and overcoming hurdles that were impossible before. And with AoE cap they just removed a big aspect of that for alot of classes at least for me.

    I also want to bring my own view on AoE vs cleave in. I think there is value in having abilities in the game that cap at 2,3 maybe 5 targets. However they should be next to your AoE ablities in your spellbook and not replace them, and not every class needs these cleave ablities. By adding more abilities with different target cap next to AoE you give the player more choice, in different situations. It doesn't just come down Single Target vs Mutli Target, but how many enemies are there. Should I use AoE or my 3 Target cleave on this pack of 4 enemies or should I AoE. How important is each enemy in my pull are the priority targets etc. It just adds complexitiy to the classes that have different AoE and cleave spells.

    submitted by /u/Noxidith
    [link] [comments]

    Can we get the corruption rotation removed now since it's the final few months before corruption gets removed?

    Posted: 06 Aug 2020 07:21 AM PDT

    I want to play a whole bunch of classes still. I wana try some full verse PVP, mage with full mastery corruptions, warrior with full verse, and hunter with crit corruptions, etc.

    Since corruption is being removed soon, can we get the rotation removed so we are free to play around with whatever we want for the remainder of the expac?

    Before anyone comments saying blizz doesnt read this reddit, they've said multiple times they do and many important changes are thanks to posts on this subreddit!

    submitted by /u/32mow
    [link] [comments]

    Night Elf portrait by me

    Posted: 06 Aug 2020 03:37 PM PDT

    You sure about that?

    Posted: 06 Aug 2020 09:58 AM PDT

    Stitches! [made by me]

    Posted: 06 Aug 2020 10:36 AM PDT

    You still open?

    Posted: 07 Aug 2020 12:26 AM PDT

    mechagon jetpacks are still one of the coolest parts about BFA

    Posted: 06 Aug 2020 11:26 AM PDT

    "Oh no, not Vol'dun! Anything but that!" /s

    Posted: 06 Aug 2020 04:35 PM PDT

    You are Not Smarter Than the Sum Total of all the Players in the Game

    Posted: 06 Aug 2020 08:19 PM PDT

    There's been a lot of discussion the Preach interview with Ion, and it took a rewatch for a comment early on by Ion to give me a small epiphany about what I think might be THE fundamental problem with the direction of WoW class and game loop design. In the interview its right here at 14:15:

    https://youtu.be/MEcXvDDtarc?t=855

    "Do you feel like it's an ideal end point for every Hunter who's doing a Mythic Raid encounter, across the world really, to basically be the same in terms of their stats, their abilities, and the only difference among them is who can push their buttons more effectively, who can execute the mechanical aspects of their class?" - Ion Hazzikostas

    I can honestly understand why this is a genuine question in Ion's mind, with an implied answer of "No" based on the context of the rest of the conversation. But maybe because of the era in gaming I grew up, it seems like a question with such an obvious and straightforward answer that to get it wrong means to make the mistakes we've lived through the last 2 full expansions. I'm 25, never really had consoles growing up, and didn't have a proper computer for games until towards the end of high school, about 2010. My friends were winding down from Wrath and mega hype for Cataclysm, and I joined in, had a great time leveling, but never really got into raiding and mostly played on and off until Legion. WoW has always been my game for when anything else tilts me too hard, and I need a self-paced experience, and #2 in my heart always. I was never an RPG fan, and if you put the best AAA RPGs in my hand I'll put it down 20 hours in and never remember it was there. What I cut my teeth on for 5 straight years were those first few seasons of League of Legends, then Overwatch on release, then back to League, and now autobattlers (TFT). And if you want to play any online game with any desire to improve there is an axiom you have to live by:

    "You are not smarter than the sum total of all the players in the game".

    Metas exist for a reason. Thousands of people, all using whatever tools are at their disposal, all able to see each other's progress, all able to iterate on each other's work, will find an optimal way to play any game. Its not perfect, and there are always people who find counters or overlooked strats. But you, no matter who you are reading this, whether a casual player, serious player, or game developer, you are not smarter than the collective player base at figuring out how to play, and the people who try to outsmart the collective sit in lower ranks than their skill warrants. And its not just top tier players who try to do this - anyone trying to improve is going to look at a guide, or watch a streamer, or do some sort of research whether they realize that's what to call it or not. WoW is becoming more and more unique as one of the games older than popularized streaming itself, and it seems to me like that is reflected in the greybeards of the Dev team who do not fully understand the impact of community game solving their game was critical in creating.

    WoW is an MMORPG, yes. WoW does not compete with RPGs for players. I do not believe that when players leave the game for something that isn't a different MMORPG, they are leaving their friends behind to play Skyrim or Dark Souls. WoW competes with LoL, and Fortnite, and CS:GO, and Overwatch, because secondary to the fact that it is an RPG it is a game that can be played with real friends and against real enemies. That's the draw for the player base. The only thing that WoW needs to feel like an RPG compared against these games is the individual progression that character acquired power gives the player. Gear is the only thing WoW has ever needed to feel like an RPG in the online space. Every other game on that list, and many more in the online-gaming sphere, players start out on equal footing. And guess what every one of those games has in common when guides provide information on load-out? The only difference among [players] is who can push their buttons more effectively, who can execute the mechanical aspects of their [character]. And they've all grown while WoW shrinks.

    I'm very disappointed in the tone Ion takes, and the general opinion Ion seems to have, about homogeneity in the game being a negative. It might very well be the sign of a poorly designed RPG game, but it is the inevitable outcome of the bio-mechanical computer that is the player base of a multiplayer game, no matter the competition level, and to say that it only exists at the highest levels of play is dishonest to every stream watcher, icy-veins and wowhead reader, and wow dev twitter follower trying to get better at the game. Homogeneity of systems puts the full onus of the question of "who is the best" on the players. And probably most importantly for the sake of the player base who just want to go an expansion without their class being in the gutter, a homogeneous "end-game" power level gives the class team the balance target they desperately seem to need. The Devs need to realize what all the best players in their game have to realize, that they are not smarter than the collective of their player base, they cannot out-balance them to have multiple variations of the same spec at the top of the charts, and by attempting to do so they have had to create a detrimental layer of complexity that is doomed to fail both its job to de-homogenize the game and its job to give us a fun experience.

    https://youtu.be/6uOhxyhspLk?t=5323

    Well said.

    submitted by /u/ChillyKitten
    [link] [comments]

    The beard Humans need for all our Wizard/Necromancer fantasy

    Posted: 06 Aug 2020 08:47 AM PDT

    [Hood of Lethal Intent] was far beyond design standards when it was released. Wrath was definitely the era in which armor and weapon design went to the next level.

    Posted: 06 Aug 2020 05:15 PM PDT

    No comments:

    Post a Comment