On July 20 2015 17:26 FFW_Rude wrote: The only thing that killed a group in timewalk was the spider you have to decast in the first two rooms of Ankhhanet. There's so much broken stuff, like in utgard for the last boss, as a mage i could teleport while he stuns you and continue to hit him as he unveiled his statues.
Also i think that 160ilevel is lower than ICC but it does feal like we are overstuff for LK timewarp. Hey it's the begining of it. Blizzard wiill modify it. Can't wait to have timewarp raids
I actually wiped like, 7 times last night doing my last 3 time walkers on DK, mostly because the tank/healer couldn't keep up or got distracted and died to a single pack. Every single person i hit in the queue was awful at dungeons though, it took literally 3 hours to go from 2/5 to 5/5 as DPS. Not one of my most fun nights
Also i think that 160ilevel is lower than ICC
ICC 10 man normal was like 232, it was way easier to trivalize the dungeons. We have some pretty sweet abilities now but the raw DPS numbers are nowhere near as high and tanks seem to be dropping fast too
Btw I am still looking for someone to do some relaxed Arena with. Just grinding conquest points, no big rating ambitions. I play monk healer, Alliance.
On July 21 2015 00:51 daemir wrote: Back then we had block rating and value in the game so at high enough rating tanks basicly became immune to mobs in 5 mans.
Oh god, I remember having to gear up a 100%? block tank for H 25 man Anub'urak.
I remember PvPing with the anub tank set for shits and giggles. Start of WSG, grab berserk buff, charge the first clothie I see, crit shield slam one shot! And rogues killing themselves on the block dmg reflect while doing 0 damage to me. Fun times.
On July 21 2015 00:51 daemir wrote: Back then we had block rating and value in the game so at high enough rating tanks basicly became immune to mobs in 5 mans.
I know you could basically chain pull the instances and they werent really a challenge anymore it was pretty boring honestly
Tanking was so much better back then. Aggro problems, perfectly balancing between mitigation, evasion and damage. Remember when tanks struggled to not lose aggro to top dps? It was challenging and it added a lot to the game. I still don't understand why this feature has effectively been removed. One of many aspects of wow that got progressively worse. Nowdays tanking consists mainly of hitting the taunt button or a defensvie cd at the right time.
On July 21 2015 06:05 InFiNitY[pG] wrote: Tanking was so much better back then. Aggro problems, perfectly balancing between mitigation, evasion and damage. Remember when tanks struggled to not lose aggro to top dps? It was challenging and it added a lot to the game. I still don't understand why this feature has effectively been removed. One of many aspects of wow that got progressively worse. Nowdays tanking consists mainly of hitting the taunt button or a defensvie cd at the right time.
Wasnt that already gone with wotlk? I thought that was only tbc.
On July 21 2015 06:05 InFiNitY[pG] wrote: Tanking was so much better back then. Aggro problems, perfectly balancing between mitigation, evasion and damage. Remember when tanks struggled to not lose aggro to top dps? It was challenging and it added a lot to the game. I still don't understand why this feature has effectively been removed. One of many aspects of wow that got progressively worse. Nowdays tanking consists mainly of hitting the taunt button or a defensvie cd at the right time.
Wasnt that already gone with wotlk? I thought that was only tbc.
No, it was a thing thru Wrath and early Cata too. I remember losing aggro on things at the start of the expansion but by firelands there were as i recall numerous threat buffs that made it impossible to drop aggro after the first 10-15 seconds if you used an ability even like one time a minute lol
On July 21 2015 06:05 InFiNitY[pG] wrote: Tanking was so much better back then. Aggro problems, perfectly balancing between mitigation, evasion and damage. Remember when tanks struggled to not lose aggro to top dps? It was challenging and it added a lot to the game. I still don't understand why this feature has effectively been removed. One of many aspects of wow that got progressively worse. Nowdays tanking consists mainly of hitting the taunt button or a defensvie cd at the right time.
Wasnt that already gone with wotlk? I thought that was only tbc.
Fairly certain only bad and severely undergeared tanks lost aggro in Wrath. Sure, if in the first 10 seconds of a fight, a mage or warlock went fullout nutso, I'm sure it was possible to pull aggro off the tank, but as a warlock I don't remember ever having to worry about the threat meters at all. I think soulshatter disappeared off my standard toolbar and turned into purely an oh-shit button, after having been an absolutely essential threat wipe tool in TBC.
Maybe as a tank it was important to use your threat-building abilities on a proper rotation, and that's what he's referring too? But in general, a tank pulled aggro, and dps let loose without any issues in Wrath.
Remember when tanks struggled to not lose aggro to top dps? It was challenging and it added a lot to the game. I still don't understand why this feature has effectively been removed. One of many aspects of wow that got progressively worse. Nowdays tanking consists mainly of hitting the taunt button or a defensvie cd at the right time.
Wasnt that already gone with wotlk? I thought that was only tbc.
No, in late WOTLK they added the vengeance mechanic to increase tank damage and threat when they took damage. In cata, threat was alive and well - especially early in the expansion.
Some time between patch 4.2 and patch 6.0, they increased threat generation by a factor of about 3 to 6 times. I was pretty shocked to see it coming back from Wildstar (where you absolutely had to have a threat meter on screen to play efficiently)
But in general, a tank pulled aggro, and dps let loose without any issues in Wrath.
Not entirely true, they added Vengeance for a good reason.
Vengeance: This is a mechanic to ensure that tank damage (and therefore threat) doesn't fall behind as damage-dealing classes improve their gear during the course of the expansion.
The design of Vengeance should make sure that threat generation doesn’t start to slip behind as the dps characters gear up. It’s not our intention that tanks face a constant struggle to generate enough threat, even in group situations, but we also don’t want threat to be totally irrelevant either.
I was in my first max difficulty raiding guild in WOTLK (though it was a pretty bad one) with a DK tank and an arcane/fire mage. I was absolutely struggling with threat on the tank at times and accidentally pulling aggro when my mirror images dropped on the mage quite regularly, people used to blow like mirror images and then invis 35 seconds later to dump threat because they'd pull aggro single target with their high burst damage - like 20-40 seconds deep into the fight, because the tank just didn't have more threat. If you got a lucky crit streak, the boss would be at 85% health and you could still pull off the main tank who just ran in and started hitting the boss without moving it or anything.
At one point they just said fuck it, turned threat generation up by 5-10x, removed the Vengeance damage/threat scaling and assumed that tanks would always have aggro unless some pretty big fuckery was going on. Tanking these days seems to be very heavily (or even entirely) focused on managing your cooldowns and external cooldowns (a lot of teamspeak chatter going on for that) with no mention of threat
Tank threat would generally be fine, but not keep up with DPS scaling over 4 tiers of stuff because tanks stacked the hell out of stamina (yes, stam), parry, dodge etc and they didn't go up in damage/threat output over 2 years nearly as much as DPS did
Beast Mastery Bestial Wrath now lasts 15 seconds (up from 10 seconds). Survival Black Arrow, Explosive Shot, and Serpent Sting damage increased by 25%.
Mage
Fire Dragon’s Breath damage increased by 150%. Flamestrike damage increased by 50%.
It's happening! Took them a while though. They have like a month and a half update cycle for fixing specs that were already kinda bad and then broken by bug "fixing" a mechanic aparantly important to the spec. A 25% damage increase on those abilities? There's no reason at all that couldn't have been 15% three weeks ago with the rest thrown on today when it wasn't enough
Tier-18 4-piece set bonus for Arms Warriors now increases the tick rate of Rend by 33% (down from 50%), and fixed a bug where it was granting double the intended increase.
Seems deserved. I saw some forum threads with people complaining loudly, but the arms war log numbers were very obvious outliers
look at arms warrior vs everything else and then look at marksmanship vs survival hunter. Both are clear problems and they were clear problems a month ago.
I don't really know survival at all since they remade it in several major and minor ways since 2007 and for most of tier 17 and all of tier 18 it's been beaten by BM and/or MM for every single fight. Seems like they dropped the ball though, it was so far beyond inviable
Havnt played since early cata but back in the days plate armor was the most expensive to repair and cloth the least expensive. The difference was quite big. Warriors had to pay almost twice as much as mages, priests and warlocks to repair their gear.
sv is still a shit specc to play, hfc is like all mm cuz of prio adds which need to die fast - sv has no niche and the playstyle is horrific. i really wish the hunter rework would be done in earnest..wl specs are done nicely, everything feels different, hunter speccs are just a clusterfuck of "whatever"
nice video, i am just not sure how i feel about this thing that they also did in the witcher with the tree movement, like its constantly a hurricane O.o