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  1. 6 points
    Seasonal servers are really starting to ruin any sort of enjoyment to be had on the other servers. Seeing how it's always prioritized. I would argue A lot if not most of these balance changes should've been seen in the last 7 months as it's actually adressing things that have been completely broken in a PVP environment since season 2. 7 MONTHS is basically what it took. And these aren't even the PVP changes. Naxx is a raid that's been severely delayed already and you're actually prioritizing seasonal release. Which for some reason that i really do not understand is the day before Naxx??? Was it last December Naxx was supposed to be finished and released? Honestly cannot recall anymore. And please do answer some of these concerns about PWS and other builds instead of just avoiding them. 30-15 S duration on PW:S is a HUGE change to how the build is played. A working PTR is absolutely needed right away at this point with Naxx being 5 days after a balance patch, and so are info on attunement and other things that we for some reason do not have.
  2. 4 points
    can't down vote did to many reaction today so here my down vote in text pls tell me you joking
  3. 4 points
    When will PTR be available with these new changes to test changes and give feedback
  4. 4 points
    We are looking at these items and considering this. To expand on that comment, I don't believe, as others in this thread, that every item needs to be strong/viable/upgrade so we won't do any meticulous retuning of items. We'll take a look at a handful of the bottom of the barrel items in naxx and see if we want to make any changes.
  5. 3 points
    General Information Welcome to my Shot Hunter guide for Project Ascension. I am Vedartha, member of <toxicity> on Andorhal, playing on our Green Team. I play on Ascension for almost a year now and since my start i use hunterlike builds. Here, you will learn everything you need to know about playing a hunter build in a raid environment. Overview This build will allow for high single and multi target DPS with 4-5K being the current upper limit single target in a 25 man environment in AQT. It is funn to play (no single button smashing!) and as a ranged build grants overview over what is going on during an encounter. You will scale well with gear and with that you can use this build from the moment you hit lvl 60. However, hunter builds in general are pretty straight forward in terms of AE and TE spend, so there is not much room for filler spells. Also the ammount of items you want to use is extremly limited, whish means your loot pool will be pretty small but on the other side makes the question what items to look for quite simple. Contents To make it easy to navigate the guide, I have split it into 8 sections. 1. - Spells, Talents and REs 2. - Rotation, Cooldowns, and Abilities 3. - Choosing a Pet 4. - Statistics and Priorities 5. - Enchants, Consumables and Professions 6. - Macros and Addons 7. - Gearing up and Best-In-Slot 8. - Known Issues Latest Relevant Patchnotes Improved Tracking now properly indicates that the Random Enchant does not stack. A large list of pet abilities got thair CDs reduced. The important ones are: Turtle Shell Shield - Cooldown reduced to 40 sec, from 60 sec Gorilla Pummel - Cooldown reduced to 20 sec, from 30 sec. Bear Swipe - Cooldown reduced to 4 sec, from 5 sec. Aimed Shot and Multi-Shot no longer share a cooldown. Track Dragonkin - Now costs 1 Ability Essence, from 2. Track Beasts - Now costs 1 Ability Essence, from 2. Track Undead - Now costs 1 Ability Essence, from 2. Master Tactician - Reduced to 3 points. Now gives your ranged attacks a 20% chance to grant 3/6/9% critical strike chance with all ranged and melee attacks, from a 15% chance to grant 2/4/6/8/10% critical strike chance with all ranged and melee attacks. Thrill of the Hunt - In addition to its current effect, now also grants a 33/66/100% chance for your Explosive Shot and Arcane Shot criticals to refund 1 sec of their cooldown, and for your Chimaera Shot, Multi -Shot and Aimed Shot criticals to refund 2 sec of their cooldown. This effect can only occur once per use of each shot. Instant Poison - Now benefits from 7% of your melee attack power, from 6%. Reworked the set bonuses of the Tier 3 raid armor sets. Reduced the damage of the AQ40 Striker 5 set bonus direct damage component by 25%. The critical damage damage reduction from Resilience has been lowered. Overall passive Resilience from gear has been increased. Player base health at level 60 has been increased by 500. Also the talent Lock and Load got buffed. However, it is still to limited by its ICD to be relevant. Lock and Load - Now has a 5/10/15% chance to trigger its effect, from 2/4/6%. The cooldown of this effect has been lowered to 15 sec, from 22 sec.
  6. 3 points
    Seems like seasonal data base got copied over to Andorhal and that we have a lot of their features while some are disabled. Spoils of War (loot boxes from dailies), loot got changed, now we normally just get a green as reward. Daily quests, the seasonal event quests and invasion daily got introduced while the events to complete them are removed. No-Risk buff shown for every player on the legacy realm. Dungeon loot got introduced as a world drop for mobs. You were able to avoid and block fierce blows, I was told this got fixed a few days after naxx release. Solid chests (random spawn chests in the world), contains just a single item. Could we get some feedback on this? If there is anything I could add to the list comment about it and I'll try to actively update the post!
  7. 3 points
    Hey there Heroes! I'm here today to go over some of the changes we're going to be releasing with our naxx balance update. There's a bit to go over, but I want to first share with you our objectives going into this patch. First is the tank meta in PvE. Based on our data we're seeing Bears take the helm, with 2H a bit behind, and Shield tanks lagging further behind them. While all three tank variants are viable for clearing any and all current content, our changes today aim at bringing them a little closer together. We're also looking at rebalancing the dps meta in PvE. There's a few very strong top performers that we're looking to bring down slightly. Arcane Missiles, Melee Hunter, and spell power melee casters (Fireball and Lightning Bolt Maelstrom users with spell power gear). We're also looking to bring a handful of specs up slightly as well. Namely Cats, a few Rogue archetypes, and TG. Again, these changes will mostly be minor, but should be impactful at shaking the PvE raid meta. We've also noticed casters on average will be able to outperform their melee counterparts, so we have a few minor general melee changes coming which should help melee be slightly more competitive on fights which don't require much ranged movement. Another goal we have going in to naxx is to lower some of the power provided on a few of the AQ 40 set bonuses. We're only looking at touching on the outliers in this case. Some of these changes are targeted towards some of the builds mentioned above, Arcane Missiles and Melee Hunter, and some will be compensated for these power changes like traditional Hunters. Lastly, we want to try and better balance the healing meta going into naxx. Right now AoE healers such as PoH + CoH or Tranquility builds are very dominant. A big part of that is due to how effective they can be as tank healers with Beacon of Light. Effectively covering all vital healer rolls in a raid with one build offering huge amount of raid healing, very strong single target tank healing, and even powerful absorbs with Divine Aegis. We're going to be focused on cutting back on the big outlier to us, which is the powerful single target healing with Beacon of Light. We're also looking at changing the flow of healing moving into naxx. Currently boss and raid damage tends to be very large and spiky due to the power of healing spells. Bosses need to be able to hit your tank for upwards of 8k+ and your raid for significant amounts when you can heal your tank for 8k in a single cast while also providing him with a 2k shield and 2k+ HoT. In order to make tank and raid damage less spiky and more consistent throughout a fight without significantly nerfing healing right before a raid tier we've decided to implement an aura in naxx similar to the ICC aura which will increase your entire raid's health and lower your tanks ability to fully avoid attacks. This should allow us to tune boss damage to be more consistent and predictable while also creating a place where healer's can't trivialize damage by healing entire health pools with a single cast. Hopefully I've done a good job giving you an overview of what the team was trying to accomplish with our changes. Let's hop right into it. Survival of the Fittest - Now increases the armor contribution from cloth and leather while in Bear Form and Dire Bear Form by 5/10/15%, from 10/20/30%. Savage Defense RE - Now increases the amount absorbed by your Savage Defense by 3/4%, from 5/6%. Tactical Mastery - Now grants 2/4/6% damage reduction, from 1/2/3%. Fixed an issue where Tactical Mastery was not being cancelled while Titans Grip is learned. Shield Block - Now increases block chance by 25%, from 100% and increases block value by 50%, from 100%. Critical Block - Now grants a 24/47/70% chance to critically block, from 20/40/60%. Reduced critical strike chance of Shield Slam to 3/7/10%, from 5/10/15%. Critical Block RE - Now grants 8/9/10% increased chance to critically block, from 6/7/8% and 2/3/4% increased chance to critically strike with Shield Slam, from 3/4/5%. Shield Slam - Now does 20% reduced damage to players, from 15%. Shield Slam - Now does 15% higher threat. Shield Specialization - Reduced to 3 points. Now grants 4/7/10% block chance, from 1/2/3/4/5% and 33/67/100% chance to trigger the rage generation, from 20/40/60/80/100% Toughness (Prot Warrior) - Reduced to 3 ranks. Now grants 1/2/3% Stamina, 2/4/6% armor, 2/4/6% block value. There's a bit to take in here for the tank changes, but the TLDR of it is we're lowering the amount of passive DR available to bears, increases passive DR slightly for 2H tanks, and increasing the average DR and single target threat for shield tanks while lowering their reliance on Shield Block in PvE and reducing their damage potential with it in PvP. For a more detailed answer, Bears were outperforming all other tank variants in terms of damage mitigated while offering very respectable AoE and ST threat and high health totals. 2H tanks were, and still do, offer boat loads of on demand threat in both AoE and ST, but they were consistently taking more damage than than other tank variants. Especially on fights with unavoidable damage like DoT effects and spells. Shield tanks had acceptable threat, health, and avoidance, but were simply behind their counterparts in almost every category. The only time for them to really shine was on add fights, which Ascension offers little of at the moment. The Shield tank changes above should result in higher average threat with Shield Slam, around an 5% effective block value increase, and another unique high value talent option in Shield Specialization and Toughness. The above changes should result in shield tanks taking less damage on average outside of Shield Block, where they needed it most, while still being able to reliably hit avoidance cap while it's active and still see a noticeable increase in threat and damage reduction while it's active. We also have many more fights in naxx where you will need to manage adds properly as a tank, and more fights which will have faster attacking bosses. Both of which favor shield tanks. As a last note to the above changes, we initially planned on having Fierce Blows be able to be blocked. Due to some technical limitations with Trinitycore we've had to put that change on hold for now. We still have it as something we can revisit in the future, however. We ended up tweaking some of our changes with this in mind. Arcane Concentration - No longer triggers from non -damaging spell effects. Fixed an issue with the AQ40 Enigma 5 set Arcane Power bonus granting more additional missiles than intended. Arcane Missile builds have been picking up steam in high end raiding for some time now. While we're excited to see the build finally have time to shine, it's been clear the build has been handily overperforming all other in the current content. We did some research and found this was mostly due to 2 unintended interactions, or bugs. The first, and likely largest contributer, was the proc flags for Arcane Concentration. Arcane Concentration was triggering from many hidden and passive auras on players which was giving it a much higher uptime and much higher value than intended. This was noticeable even in standard and casual play. We say many players running this talent on our wild card seasonal realms. However, when combined with the Enigma 2 set bonus the effects was rather egregious. We'll be sure to monitor the new state of Arcane Concentration. We understand a lot of value was taken from this talent due to this fix, so we'll be sure to make additional adjustments to it in the future. As it remains, however, it will still be a must have for the Arcane Missiles builds. The second change was a bug fix too long coming. We apologize that it took so long to address, but this will lower some of the out of hand burst potential Arcane Missiles builds had in both PvE and PvP. As a last note on this build in particular, I wanted to say we expect the build to still perform well in PvE. While they are likely losing the most with these updates, they were already positioned high enough that their fall from grace should land them as a still competitive pick in raids. And again, we'll be sure to monitor their new spot and progress as the weeks go by. Reduced the damage of the AQ40 Striker 5 set bonus direct damage component by 25%. Lock and Load - Now has a 5/10/15% chance to trigger its effect, from 2/4/6%. The cooldown of this effect has been lowered to 15 sec, from 22 sec. Aimed Shot and Multi -Shot no longer share a cooldown. Master Tactician - Reduced to 3 points. Now gives your ranged attacks a 20% chance to grant 3/6/9% critical strike chance with all ranged and melee attacks, from a 15% chance to grant 2/4/6/8/10% critical strike chance with all ranged and melee attacks. Thrill of the Hunt - In addition to its current effect, now also grants a 33/66/100% chance for your Explosive Shot and Arcane Shot criticals to refund 1 sec of their cooldown, and for your Chimaera Shot, Multi -Shot and Aimed Shot criticals to refund 2 sec of their cooldown. This effect can only occur once per use of each shot. I want to first address Melee Hunters in the above context. We have one more change, which will be listed below, that will also have a minor impact in this build's overall damage which is Poleaxe RE minor nerf. We expect these two changes combined to be around a 3-4% total damage loss for the build. We expect them to remain very competitive in PvE and we even expect to the players keeping the 5 set Striker bonus for some time, potentially even still utilizing it for cleave fights in naxx. As for Hunters, we have a handful of changes coming. We expect most of the changes above to have mostly marginal impacts in the PvE performance of the build. We're giving them some strong new options when it comes to raiding which may alter their rotation a bit as well. Combined with the Striker set changes, we don't expect Hunters to be much more powerful than they are now, if only very slightly so. Focused Fire RE - Now grants 11/12/13/14/15% bonus damage on your Flametongue Weapon, from 16/17/18/19/20%. Maelstrom Weapon - Now grants 2% bonus damage per stack to Lightning Bolt and Chain Lightning, from 4%. Now also reduces the damage dealt by Fireball by 2% per stack. Stormstrike - Now deals 110% weapon damage, from 100%. Empowered Stormstrike - Now deals 15% weapon damage as Fire or Frost depending on the applied Shaman imbue, from 10%. The last high outlier we wanted to address in PvE was 'caster melee' builds, or builds which use a full set of caster gear and REs while utilizing the maelstrom talent. We understand that the true hybrid variants, ones going for more conversion talents, aren't performing on the same level as the melee caster builds. Because of this we attempted to get in a few minor changes to help even out the damage loss from the Maelstrom Weapon changes above. These changes, combined with the new naxx sets and items, should go a meaningful way in keeping hybrids as a viable raid build. We anticipate with the above changes that melee casters will remain and powerful option in PvE moving forwards, but shouldn't be as dominant as they were before. Poleaxe Specialization RE - Reduced the critical strike damage bonus from 2% to 1% and removed it from the Common rank of the random enchant. Sword Specialization RE - Now grants 1% melee hit chance and lowered the cooldown of the extra attacks effect by 1 sec. Mace Specialization RE - Both ranks now grant 2% melee attack speed in addition to their current effects. Sword Specialization - Now grants 1/2/3/4/5% melee hit chance, increased the proc chance of the extra attacks effect to 3/6/9/12/15% from 2/4/6/8/10% and lowered the cooldown to 1 sec from 2 sec. Mace Specialization (Rogue) - Now grants 2/4/6/8/10% melee attack speed in addition to its current effect. Another goal we had, which I didn't explicitly mention above, was to better balance weapon specialization talents. Having Polearms and Axes be the dominant, and sometimes the only viable option as melee felt very limiting. It was bad design and we apologize for not addressing it sooner. The above changes should ensure that you are able to equip whichever weapon is currently an upgrade for you and not worry about potentially lowering your overall damage. Relentless Strikes - May now trigger from Druid finishers. Cat's rejoice! This single change isn't the only one we have with our upcoming update which will affect cats, but it's the only change that affects only cats. And in a big way we believe. A long time struggle for cats was being able to obtain enough energy regen to be able to transition from Mangel to Shred. This was difficult to do without the use of the AQ 40 Druid set, which subsequently wan't very well itemized for cats. We think this one change will go a long way for what cats are able to do, and so we'll be sure to monitor their progress to make sure they are once again competitive with other builds, but to also make sure they don't become the next top outlier. Vitality RE - Now grants 8/9/10% energy regeneration, from 4/5/6%. Vitality - Now grants 13/26/40% energy regeneration, from 8/16/25%. Instant Poison - Now benefits from 7% of your melee attack power, from 6%. Mutilate - Now deals 45% increased damage while a Rogue poison is applied to the target, from 40%. Tooltip has been corrected to display the accurate value. Master of Subtlety - Now lasts 10 sec, from 6 sec. Another archetype we wanted to address was Rogue. While they remain a competitive build in PvE, we felt they could use a minor buff. While Vitality changes aren't specifically targeted towards those archetypes I wanted to add the change here. However, Mutilate will have a several % increase in total damage output while Backstab will have another option when used in tandem with Slaughter from the Shadows to provide bigger single target burst on fights where adds need to die quickly and while also providing a competitive average damage increase. Bladestorm - Now does 120% weapon damage, from 100% and now deals 5% reduced damage while Titans Grip is learned. Titans Grip - Now reduces damage dealt by 13%, from 15%. The reign of Titan's Grip has long since come and passed on Ascension, and they are now simply an average build which usually flies under the radar. These changes will give them a minor boost to their average damage output while also providing more power back to their burst, which was gutted heavily some time ago. This change will also allow Bladestorm to once again be a competitive option for Arms builds who have great sustain damage, but lack cooldown options. Strength of Arms - Now grants 2/4% bonus strength, from 1/2%. Improved Berserker Stance - Strength bonus no longer has a stance requirement. Many of the general melee improvements have been listed above, like the weapon specialization rebalance, but these are a few more that should help a few more general melee builds on Ascensions. Power Word: Shield - Now lasts 15 sec, from 30. Ice Barrier - Now lasts 15 sec, from 60. Sheath of Light - Reduced to 3 points. Now grants 4/7/10% of melee attack power and 5/10/15% of your direct critical healing as a heal over time, from 2/4/6/8/10% and 5/10/15/20/25%. The AQ40 Genesis 5 set bonus Bloom base heal has been reduced by 50% and scaling by 20% of the previous values. Now also has a target limit of 5. The AQ40 Oracle 5 set bonus Power Word - Shield component now absorbs 50% of its previous value. Blooming Growth RE - is now capped at 5 targets per trigger. Fierce Mind RE - Now grants 3/4/5% of your spirit as healing power, from 4/5/6%. Reaching Recovery - Reworked. Now reduces the amount healed on the primary target of your Chain Heal by 9/8/7/6/5%, but reduces the healing lost on subsequent bounces by 10%. Beacon of Light - Now has a very short internal cooldown, preventing multiple procs on area of effect heals. Now heals for 40% of healing done, from 25%. There's quite a bit to take in regarding the healing changes we have. To summarize, we want to lower to power of absorbs, lower the high potential of some raid healing, lower the scaling of Spirit healers, and reduce the single target healing potential of AoE healers. We felt these changes would be crucial for an optimized experience going in to naxx. I talked a little more in detail about this above, but without some adjustments to these things, it would be very difficult to properly balance and tune raid encounters around the insance potential of some of the strongest healing builds on Ascension. To expand a little on that, builds utilizing some of the spells above should still feel very powerful going into naxx. You'll definitely still want strong AoE raid healers like PoH + CoH and/or HoT healers. With the changes, however, you won't be able to rely on your raid healers to also keep your tank alive just by proxy. There will be a place for strong single target healers like Holy Light and Healing Touch healers, without having to worry about replacing one of your do-all raid healers. We also anticipate that current content will remain similarly as challenging as it is now with our previous nerfs done to boss health and damage as many of the changes above are maybe not as impactful as they first seem, barring only the Beacon changes. We'll definitely keep on open ear regarding all of our upcoming changes, but especially these. Finally we have many, many more changes coming that range from misc., to bug fixes, to minor PvP changes. This upcoming update was focused more towards PvE content given our upcoming raid release, but we are already hard at work on our next future update which will be geared more towards PvP. Here are the other changes we have coming with this update. Polymorph - Now has a 1.5 sec base cast time, from 2 sec. (This change was already on Seasonal servers). Legacy - Inner Focus - Now has a 60 sec cooldown, from 90 sec. (This change was already on Seasonal servers). Remove Curse (Mage) - Name changed to Dispel Curse. Winter’’s Chill - No longer triggers from the slow effect on Frost Armor and Ice Armor. (This change was already on Seasonal servers). Frostbite - No longer triggers from the slow effect on Frost Armor and Ice Armor. (This change was already on Seasonal servers). Recuperate - Now heals for 2% maximum health per tick, from 3%. Desperate Prayer - Now has a 90 sec cooldown, from 2 min. (This change was already on Seasonal servers). Bat Sonic Blast - Cost lowered to 60 focus, from 80 and cooldown lowered to 50 sec, from 60 sec. (This change was already on Seasonal servers). Owl Snatch - Cooldown reduced to 40 sec, from 60 sec. (This change was already on Seasonal servers). Crab Pin - Cooldown changed to 40 sec, from 60 sec. (This change was already on Seasonal servers). Gorilla Pummel - Cooldown reduced to 20 sec, from 30 sec. (This change was already on Seasonal servers). Hyena Tendon Rip - Cooldown reduced to 15 sec, from 20 sec. (This change was already on Seasonal servers). Scorpid Poison - Cooldown reduced to 8 sec, from 10 sec. (This change was already on Seasonal servers). Bear Swipe - Cooldown reduced to 4 sec, from 5 sec. (This change was already on Seasonal servers). Crocolisk Bad Attitude - Cooldown reduced to 90 sec, from 120 sec. (This change was already on Seasonal servers). Boar Gore - Cooldown reduced to 8 sec, from 10 sec. (This change was already on Seasonal servers). Carrion Bird Demoralizing Screech - Cooldown reduced to 30 sec, from 40 sec. (This change was already on Seasonal servers). Tallstrider Dust Cloud - Cooldown reduced to 30 sec, from 40 sec. (This change was already on Seasonal servers). Turtle Shell Shield - Cooldown reduced to 40 sec, from 60 sec (This change was already on Seasonal servers). Wind Serpent Lightning Breath - Cooldown reduced to 8 sec, from 10 sec. (This change was already on Seasonal servers). Earth Shock - Now deals 30% reduced damage to players, from 35%.add>Improved Sprint - Fixed an issue wherein the players target would receive the slow immunity effect, rather than the player. Legacy - Track Dragonkin - Now costs 1 Ability Essence, from 2. Legacy - Track Beasts - Now costs 1 Ability Essence, from 2. Legacy - Track Undead - Now costs 1 Ability Essence, from 2. Soothe Animal - Now lasts 30 sec and applies a 20% attack speed reduction effect. Does not stack with similar effects. Fixed an issue with Beacon of Light keeping players in combat. Curse of Elements - Now lasts for 30 seconds on players, from 2 min. Magic Absorption - Now reduces the damage taken from spells by 3/6% instead of granting 0.25/0.5 resistances per level. Mage Armor - Now reduces the damage taken from spells by 4% instead of granting 15 to all resistances. Slow - Now reduces movement speed by 40%, from 60%. Lay On Hands - Now heals for 50% of the casters maximum health, from 100%. Lowered cooldown to 15 min, from 20 min. Fireball - Now deals 5% reduced damage to players. Blizzard - Lowered base damage and scaling by 5%. Fingers of Frost - No longer triggered by the damage dealt by Blizzard. Rain of Fire - Now ticks every 1 sec, from every 2 sec and increased the base damage and scaling by 15% of its previous value. Devouring Plague - Now deals 15% reduced damage to players. Searing Light - No longer affects Holy Nova. Thunderstorm - Cooldown lowered to 40 sec, from 45. Pummel - Now usable while shapeshifted. Gag Order - Shattering Throw now triggers the silence instead of Shield Bash. Improved Tracking RE - now properly indicates that the Random Enchant does not stack. Storm, Earth and Fire RE - Now reduces the cooldown of your Chain Lightning by 0.5 sec, from 0.25 sec. Improved Fire Nova RE - Now reduces the cooldown of your Fire Nova by 0.33 sec, from 0.2 sec. Time Warp RE - Now reduces the cooldown of your Blink by 0.33/0.4/0.5/0.6/0.67 sec, from 0.2/0.25/0.3/0.35/0.4 sec. Improved Mangle RE - Now reduces the cooldown of your Mangle (Bear) by 0.4/0.5 sec, from 0.3/0.4 sec. Legacy RE - Divine Purpose now increases the damage and healing of your Penance by 75%, from 100%. Spirit Dash RE - Now remove roots when used but no longer grants removes and grants immunity to slowing effects. Body and Soul RE - Now increases the duration of your Body and Soul by 0.5/0.75/1 sec, replacing its previous effect. Searing Light RE - No longer affects Holy Nova. Fixed an issue where the AQ40 Oracle 3 set bonus would not trigger from certain direct healing spells. Also clarified the tooltip to reflect that it only triggers from direct healing spells. Fixed an issue with the AQ40 Conqueror 3 set bonus that allowed players to retain the critical strike chance granted by Battle Shout after unequipping the set bonus. The Fire Strike effect granted by Blazefury Medallion and Fiery Retributor will no longer proc effects intended to trigger from spells. Reworked Naxx sets and a few naxx items. Read more about those changes here: I know it's a lot, but that's all that I have for you today. I'll be doing my best, as always, to keep up for you feedback on this thread and I look forward to hearing from you. ❤️
  8. 3 points
    So.. To do a full rotation of pws in 10man you need (1.132*9 + 1.5), 11.688s for GCD's and a flawless connection 0ms. PWS will be up for 15sec, This gives you 3.312s of "free" time befor you need to start the rotation again. If you want to pre shield an ability you no longer have the power to do so, unless the tank doesn't take any damage. While we at it, the RE [Strengthened Soul] reduces the Debuff of PWS by 1s stacking. If you use this you will have 0.312s of free time, add latency and you now have an RE that wont have its full potential at 3x. You have made PWS a 1 button spec.
  9. 3 points
    1 more time. The problem with PvP Shield Tanks isn't the "burst potential" you re talking about.. They are not bursting at all.. They do like 600-800 Shield Slams on players. I will give you a very common Scenario on LS WPVP rn: You run around in world. You walk into an block tank. At this point, if you re a melee you can already forget about having any chance of winning ^^ Now lets say you're a caster. Around 80%+ of all casters will already die cuz of "Gag Order" Talent / Silent in general and the 24/7 slow from poison. Everytime they use "Shield Slam" they also dispel a beneficial buff from their target may it be a buff or HoT. So they have a damaging ability which also dispels ? That are 2 globals in 1 Ability. Its not like the dmg and endless sticking to you wouldnt be enough already. Cuz of their mass avoidance and dmg reduction you can't kill them with sustained dmg.. The only possibility is playing full burst caster at this point. Smth like Chaosbolt for example. But I can promise you that those won't get of their Rotation even once to actually get those tanks to low HP since they have around 5+ ways of interrupting you. And if you manage to magicly get them down to low HP then they will use LoH/Bubble and you re basically done since going for full burst leaves you with nearly no kite/defensive abilities. Maybe only the Standard ones like PW:Shield / Bubble / Shadowfury will be in that specc. I played Ascension for 1 1/2 years now and can promise that those "Nerfs" aren't adressing the problem at all. People are getting forced to either always run from PvP Shield Tanks / Zerg them with more people or giving up their own build Fantasy and go tank themselves. Already met enough People who gave up their builds cuz they got forced into PvP Shield Tank to atleast stand a dhance. PvP Shield Tank is like a fire. For every specc there are some or atleast 1 counter speccs / abilities - Water It sounds stupid but for this fire named "PvP Shield Tank" is no water / way to counter.. You only can counter this fire with fire rn. A specc should never be in that state in my opinion!
  10. 3 points
    So with those changes PvP Tanks will go on a rampage even more .. Nice work 🤨 The only speccs that were able to kill tanks were casters .. Now they can't be killed anymore Perma 80% block Chance with 100% critical block again .. 10/10 🙄 That 5% dmg and crit nerf doesnt adress the problem at all … Block Tanks and Sp Tanks aren't a Problem cuz of their dmg .. Its their freaking ability to negate litteraly all dmg while still beeing able to dispel you with their main dmg attack and you litteraly can't do shit.. Yes you assumed right! I have a huge problem with "Dispel" in PvP 😏 There is 0 way for a normal melee build to kill a block build in pve .. Same with caster now I will give you a quick run down of their % dmg reduction.. 30% from nether protection, 16% from Defensive Stance, 6% from magic absorbs, 4% from mage armor and 10% from spell warding .. Can't Forget About the nice Obisidan Breastplate which gives a dmg absorbing Shield every time you avoid an attack ( which is very easy as block )..Thats only for the casters tho.. They don't need anything against melee since 80% perma block ^^ Prolly even forgot some shit 😛 Pvp will get worse after this patch.. Love it ❤️
  11. 3 points
    Power Word: Shield - Now lasts 15 sec, from 30. Why change an actual staple of the build, really sucks when QoL things are changed like this.
  12. 2 points
    It does but its a Question of Berserker vs Battle Stance and for now Berserker wins. Need the Crit for procs like Expose Weakness, to get more use out of Piercing Shots etc. Thrill of the Hunt talent changes will make Crit even better. Got the Numbers for DW Cap from Google. Its unlikely someone reaches/goes for it but i check that ;P. i did not forgot Miniature Cannonballs and Doomshot, but when i first created the Section with the amunition i had to get Kaladin for approvel of the links... and now i have to ask every time i make a small change, even if i only correct a typo. So when i add it, i review the entire section. But ye, if you have the Nervs for it, it would be an option to farm this bullets/arrows and may keep them for the golden try on Kel`thuzad.
  13. 2 points
    That's a really one sided way of looking at it, we can also see the opposite happening too, where new content released on legacy realms has a increased rise in population, Seasonals aren't saving legacy realms, rather The YEAR LONG WAITS between raids is what's hurting legacy realms which also happens to be caused by seasonals. Everyone knows that when seasonals are launched all dev's from all teams are taken away from their current task to work on any problems on seasonal or make sure they're a stable experience on there at the cost of everything else, even the TBC dev's had to do it for season 2 and 3. sure seasonals bring in players but that's short term, we've already seen seasonal hype die down a lot with the fact that you guys have to merg servers to keep the population relativly healthy and even that's not really doing it anymore so probably why season 4 is being rushed. Saying seasonals are the only thing keeping legacy realms alive is false, your making the mistake that the people on seasonal are only playing ascension because of seasonals which is quite false. people are playing seasonals because it's something new to do, while legacy realms have to deal with at this point almost one year gaps between major content release
  14. 2 points
    We really don't need more ways to get loot honestly, a new player can get geared enough in 2 weeks to be able to start raiding bwl. making loot easier and easier to get also makes it less valuable.
  15. 2 points
    Want to change energy for cat? Give us the talent Ferocity 5 pointer: Reduces the cost by 1x5. Make this a 3 pointer 2x3 and it will be worth taking. I'm all for the vitality change too, but it will still be a tad bit underwhelming
  16. 2 points
    We were promised PvP weapons to be dropped before Naxxramas dropped on legacy servers, is this still going to happen? Will the PTR be opened for testing with this patch soon or are you going to deploy the patch to legacy servers as soon as its ready ?
  17. 2 points
    ???????????????????????????????????????????????????????????????????????????????????????
  18. 2 points
    I guess 2804 absorb on a 25% proc with bis gear was to strong ;_; now we small bois :(((
  19. 1 point
    actually no one is against re trading on andorhal infact everyone on andorhal wants re trading like how it used to be where rolling on re's didn't soulbound the gear, The dev's for some special reason made them turn soulbound when you did it causing a lot of people to get pissed off and ruining a healthy part of the economy, right around the time they introduced season 1. that being said the dev's will never add any kind of easy way to get re's as for some reason they want players to have less freedom to try out builds. that or they simply don't care because andorhal isn't a season server.
  20. 1 point
    Good to see you still going, thanks for all the builds you helped me with back in the day. Bat / Sonnyjim
  21. 1 point
    I like the idea. Tank builds in BGs after the resent tank change is insanely good vs melee. Perhaps reducing tanks avoidance in pvp after the pve change could help. Healers are also doing way to much healing for my liking. After a long fight getting someone to low health most healers in pvp can heal them to full in a global cooldown. Reducing sustain builds and burst healing, yes. I dont see why you would suggest making players take more damage after killing other players, the balance of pvp is to learn and improve individually to counter others builds and actions. Making the game punish you for being good is not a good thing imo.
  22. 1 point
    I has this exact same issue. I was using the old launcher from Season 3, so I downloaded the new launcher from the downloads page and it correctly patched my game and I was able to summon the book after that. The new launcher that worked for me has a graphic of Jaina, Arthas and Uther standing at the gates of Stormwind. Give that a try and it should work.
  23. 1 point
    There should be a npc near your callboard of you faction city that allows you to switch from high risk to low risk once your level 20, there is also a cooldown so you can't just switch right after.
  24. 1 point
    based on past experiance with season 1-3. probably not. remember in season two they allowed non wildcard players to kill and loot wildcard players. so most likley you'll see 60's camping mid to low zones killing everyone at least once.
  25. 1 point
    read title. buff ranged hunter damage and pet damage for ranged hunters (Laughing Skull.) Thank you!
  26. 1 point
    Also could frost get some love on ST you do about 4k give or take a few hundred, with full bis gear, (Ouro / dummy fight) While there is plenty of other caster builds that reaches 5k + these days And for some reason you nerfed chilled to the bone to 2% without giving anything else back and even now with the arcane potancy fix, you "nerfed" frost even more, as you lose avarage crit (you got PVP modifers now so buffs for PVE should not be an issue) And for the love of god, buff Hurricane its actually so sad that i cry in fetal position every night before bed @itswicky
  27. 1 point
    Something we discussed, but the Relentless Strikes change will end up being more impactful. All very good points! I believe that with the nerfs we did previously to raid content with some healing changes we did, combined with players continuing to get more gear, has made encounters quicker than before. Which doesn't favor DoT builds as you eluded to. In naxx there will be longer and more drawn out fights and more fights that have a constant flow of adds to multi-dot during encounters. I think DoT builds will be able to perform better in this environment. It actually triggers during Shadow Dance, so it's a very valuable pickup for Backstab builds. We're removing Shield Block from this talent. Also, I should maybe note that we have a patch coming out not too far out after naxx which we will be focusing changes more towards PvP. For now with this update we're looking to address some issue in raids and shift the meta ever so slightly there. The changes should allow Hunter to have more options in PvE more than it will be a large damage increase. The changes above are more to mitigate the loss of damage coming from the AQ 40 set nerf, but it likely will result in some minor damage increases overall. RE is currently unchanged and the effect only triggers once per Explosive Shot cast. Totally! Unfortunately it's not as easy as it sounds. Your axes will still be very strong weapons. No need to worry about having to farm new ones. I just asked about this and it should be ready for implementation before naxx. To reiterate, I understand some of you are upset about not having more PvP changes with this update. This update is aimed more towards raids and naxx progression. We will have a followup update in where we will be focused primarily on PvP changes. That said, keep your PvP suggestions coming and we'll be sure to use that feedback while we're getting changes ready for the next patch. Also, I've gone through and shared feedback you guys have given me today with the team and we'll be going over. Thanks to everyone so far for your contributions.
  28. 1 point
    Any news on if we can get an Alliance version of Warchiefs Blessing in this patch...
  29. 1 point
    so when fire caster dps getting a buff
  30. 1 point
    Really good work, i agree with most of this. Although Stamina Tanks are still going to be an issue in PvP. I think one of the biggest issues since the Spell Mastery nerf is alot of long casting spells are dead in the water Sure they may work in a BG hero build in BGs, but try casting them while under the effects of a -30% cast time reduction from Slow/Numb while being locked down with CC, before you can even think about using spells like these half the build must be invested into max Haste and CC leaving little room for much else, which still doesnt make it competitive enough. A perfect Example of this is Fireball, casting this with -30% cast reduction is neerly impossible against a good player and the damage over time effect prevents the build from running most of the good CC to setup multable casts, Fire mage also requires alot of crit, so going Haste instead means it does no dmg. Another is Light/Wave/Great, a good Melee player can solo one of these healers in no time, unless they go full on tank and do no team healing. Rejuvenation is the only healer core that is needed as it is miles in the lead this meta. A 25% Haste loss, is one of the largest nerfs i have ever witnessed in an MMO, much more balanceing is still needed here. I believe there needs to be some more cast reductions for some abilities and access to more Haste through talents/RE's on top of that the -30% cast reductions should be reduced to -20%.
  31. 1 point
    Also could frost get some love on ST you do about 4k give or take a few hundred, with full bis gear, (Ouro / dummy fight) While there is plenty of other caster builds that reaches 5k + these days And for some reason you nerfed chilled to the bone to 2% without giving anything else back and even now with the arcane potancy fix, you "nerfed" frost even more, as you lose avarage crit (you got PVP modifers now so buffs for PVE should not be an issue) Edit: And for the love of god, buff Hurricane its actually so sad that i cry in fetal position every night before bed @itswicky
  32. 1 point
    Reduced the damage of the AQ40 Striker 5 set bonus direct damage component by 25%. Lock and Load - Now has a 5/10/15% chance to trigger its effect, from 2/4/6%. The cooldown of this effect has been lowered to 15 sec, from 22 sec. Aimed Shot and Multi -Shot no longer share a cooldown. Master Tactician - Reduced to 3 points. Now gives your ranged attacks a 20% chance to grant 3/6/9% critical strike chance with all ranged and melee attacks, from a 15% chance to grant 2/4/6/8/10% critical strike chance with all ranged and melee attacks. Thrill of the Hunt - In addition to its current effect, now also grants a 33/66/100% chance for your Explosive Shot and Arcane Shot criticals to refund 1 sec of their cooldown, and for your Chimaera Shot, Multi -Shot and Aimed Shot criticals to refund 2 sec of their cooldown. This effect can only occur once per use of each shot. I am only replying to the ranged portion of these updates since this is 90% of what I play and know. 10/10 Thank you for listening to us and implementing what we really wanted. The aimed shot multishot CD was personally one of my issues and I am pleased to see it was addressed.
  33. 1 point
    can we convert all 5 talent point talents into 3 point ones?
  34. 1 point
    Damage reduction is multiplicative, not additive. The more Damage reduction you have, the less value you get out of it.
  35. 1 point
    I'm dissapointed with most of the changes to shield tank. It seems like you all are so afraid of PvP Shields. Anything "buff" for pve tanks are merely offsetting those changes (See literally every shield). I was hoping for some change in shield play style, but the changes as shown homogenize builds running shields. Lets go point for point. Shield Block - Now increases block chance by 25%, from 100% and increases block value by 50%, from 100%. I cannot stress how unfortunate this is. I can understand tweaking the block value, but slashing it's block chance down to 1/4th? This is the first instance of a bad call. You're right that many Block builds won't notice a change when everything is up and running (holy shield etc), But what of tank builds that just happen to run shields? I have a fairly successful build that runs such and while it's not my focus, the ability to rely on a consistent little cooldown when needed is great. It gives a reason to run shields even without going crazy focusing on block, which adds a nice niches in a single gear set (which should be encouraged with a "classless" design). This change makes any build that happens to run a shield just strictly worse than pure Block builds and things like 2h. So nice homogeneity there. Critical Block - Now grants a 24/47/70% chance to critically block, from 20/40/60%. Reduced critical strike chance of Shield Slam to 3/7/10%, from 5/10/15%. Critical Block RE - Now grants 8/9/10% increased chance to critically block, from 6/7/8% and 2/3/4% increased chance to critically strike with Shield Slam, from 3/4/5%. In terms of critical block, This change should have happened immediately after the downsize to a 3 RE cap, so you're getting no points for being months late. As for the crit chance, this is getting offset by the shield slam threat increase, which is also just a boring band-aid that requires little to no thought. Reduce damage, increase threat by damage reduced, nice. Shield Slam - Now does 20% reduced damage to players, from 15%. Shield Slam - Now does 15% higher threat. Don't care for PvP so I don't have an opinion on the first bit. The Second bit is just lazy, and it's unfortunate Shield tanks can't get a ounce of the same treatment as stuff like 2h tank, which you all willed into existence with clever and cool ideas. So this just a sad way to see threat increases. Shield Specialization - Reduced to 3 points. Now grants 4/7/10% block chance, from 1/2/3/4/5% and 33/67/100% chance to trigger the rage generation, from 20/40/60/80/100% Now this. The only "saving grace" for shield tanks in this "buff" update for the lowest performing tank option according to you guys. It's bad. it requires people to rethink a good deal of talents (which would be cool, if this provided anything interesting, but it doesn't). It goes right onto the list of auto-includes for shield builds, next to Critical Block 3, Redoubt 3, Shield Mastery 2, Holy Shield 1, that's about being as liberal as possible. 12 Talents points I need to run JUST to be able to run a block build you guys decided was the way to go. Just to keep in mind, getting 12% dr in the form of a void walker, comes out at 4 te, and at least then there's a little Stamina % for my trouble. So I guess my conclusion, is this going to hurt me at all? No. Are there technically buffs here? Yes. Have you also managed to reduce creativity in the shield tanking space? Yes. This is a unfortunate update for shield tanks, guess I'll have to wait for Blizzard stuff later (tbc etc) to have a reason to change my build in any meaningful way.
  36. 1 point
    Why did you say "don't worry about the lack of block value", and about block value being swapped with block rating, then add no changes that correlate with this? Why would you make gag order silence work on a 60 second cool down ability? That's only ever used to interrupt bubble, hence will never EVER silence. Even if the silence is delayed, why would you make a 2 second cast time ability, silence for 2 seconds? If you EVER use it outside of shattering immunity it's literally useless because it took you 2 seconds anyway! Classic 200IQ balancing.
  37. 1 point
  38. 1 point
    Not really a lot of new players on andorhal do dailies and have bwl level gear with in a few weeks or so. it's definitely enough for them to start raiding with and that's the goal that dailies should be. I don't believe that there should be a quick and easy catch up mechanic that allows new players to get the same level of power as veterns of the game within a few weeks-months as it devalues and sense of character progression which happens to be a major problem right now on retail wow. technically you can do all raids and even probably naxx in bwl gear as long as you make a competent build and have good reaction/ mechanical skill. also to answer you post, no I don't think new players need hand outs. I've managed to level new characters and do 2-3k dps with pre raid bis. that's more then enough to do bwl and some bosses on aqt. The new players have the power they just don't want to bother gearing them selves and want handout which is nothing more then their own lazy faults.
  39. 1 point
    Here's a question for you. why can't you clear aqt?
  40. 1 point
    Greetings! Please make sure you are logged into a character when making video setting changes!
  41. 1 point
    Additionally, here's a full list of a lot (might not be all) off-set items that imo suck from naxx. Patchwerk: Cloak of Suffering (BWL/AQ cloaks are better) Grobbulus: The End of Dreams (C'thun mace is better) Midnight Haze (C'thun mace is better) Glacial Mantle (This will suck if FrostRes is useless, if it's not then you can safely ignore this item on this list) Icy Scale Shoulders (This will suck if FrostRes is useless, if it's not then you can safely ignore this item on this list) Gluth: Digested Hand of Power (mp5 : ) ) Thaddius: Spire of Twilight (Nice SP, but the Mp5 and lack of crit is going to turn off almost every healer, especially with better staff options at other points in the raid) Anub'Rekhan: Gem of Nerubis (PvP item, basically) Band of Unanswered Prayers (Low SP when compared to other rings from previous tiers) Touch of Frost (This will suck if FrostRes is useless, if it's not then you can safely ignore this item on this list) Grand Widow Faerlina: Polar Shoulder Pads (This will suck if FrostRes is useless, if it's not then you can safely ignore this item on this list) Icebane Pauldrons (This will suck if FrostRes is useless, if it's not then you can safely ignore this item on this list) The Widow's Embrace (C'thun mace is better) Malice Stone Pendant (PvP item, basically) Maexxna: Pendant of Forgotten Names (mp5 only neck, omegalul) Instructor Razuvious: Veil of Eclipse (PvP item, basically) Wand of the Whispering Dead (pretty bad SP for a wand) Idol of Longevity (*insert clown emoji here*) Gothik the Harvester: Glacial Headdress (This will suck if FrostRes is useless, if it's not then you can safely ignore this item on this list) Polar Helmet (This will suck if FrostRes is useless, if it's not then you can safely ignore this item on this list) The Four Horsemen: Maul of the Redeemed Crusader (bad stats all round) Warmth of Forgiveness (mp5 and a proc that gives less mana than lifetap, on a 3min cd, epic trinket) Noth the PLaguebringer: Totem of Flowing Water (yikes, 10 mana) Libram of Light (...) Noth's Frigid Heart (previous HIOH are better from previous tiers) Heigan the Unclean: Icy Scale Coif (This will suck if FrostRes is useless, if it's not then you can safely ignore this item on this list) Icebane Helmet (This will suck if FrostRes is useless, if it's not then you can safely ignore this item on this list) Necklace of Necropsy (this is like on par with Choker of the FIre Lord... a MC item) Loatheb: Ring of Spiritual Fervor (MP5 only ring, yikes) Sapphiron: Sapphiron's Right Eye (bad stats for an off-hand) Resilience of the Scourge Enchant -> Can we change the MP5 to haste or something, Kel'Thuzad: Shield of Condemnation (it's a pvp shield for healers, but the stats still suck sorta) Bear in mind that I'm not hugely knowledgeable about melee stats or tank stats, so items with those stats should be reviewed separately
  42. 1 point
    I mean, eventually they will enable Seasonal transfers to main realms, either LS or Andorhal. And he will be able to play with his favorite characters on either realms... I don't know what's the fuss about, indeed sounds more like a troll.
  43. 1 point
    @Peel2g Spell Barrage and Arcane Barrage are different things just FYI, not sure how that actually impacts AM as I don't play the spec, but worth keeping in mind
  44. 1 point
    Frostbrand cannot seem to keep up with flametongue for PvE purposes due to its much lower SP added and being PPM. Please buff either its damage, the frost spellpower it adds, the amount of PPM it can have, or some combination of those 3 to be able to at least be closer to helping frost hybrids have a better chance of keeping up with fire hybrids for PvE purposes. I'm not asking for a PvP buff since the slow is very useful in that regard.
  45. 1 point
    How about NO F***ING more seasons. This is bull shit and has KILLED normal realms. It takes an hour + to get into groups with RDF. That's IF you can even get into one. They can't even stop fucking botting much less do they need to be adding to the servers list of random horse shit that no one has asked for. Sorry but FIX the servers protections. Fix STEALTH! Fix the bugs. THEN worry about adding stupid shit no one asked for.
  46. 1 point
  47. 1 point
  48. 1 point
    I think changing mutilates poison increase from stacking on a mob to making it a buff on the player's side should help with the problem it has when changing targets. While this doesn't affect damage on longer fights or fights with only one mob, it does help bridge the gap in fights where their are lots of adds and allows for more flexibility to compete with burst builds. Also a while back mutilate's poison was nerfed from 30% to 20% at fully stacked. I think changing it back to 30% would really help bring life back to the other side of the build rather then focusing on physical damage.
  49. 1 point
    So I was talking to a friend of mine yesterday who runs a multi-million dollar IT business about the issues the community is having here on Andorhal with the lack of communication given to the player base about the direction of the server. He is a gamer, but doesn't play on this particular server, but it did inspire me to write this post to give the management some hints and tips about how and why to communicate to their player base. 1. Ivory Tower Syndrome Firstly to understand communication you need to be able to see things from other people's perspectives. For lots of players, there is a divide between the Ascension management and the general community. It is the 'us' and 'them' factor. Because there is a lack of communication between the two, the playing community often will believe that the management team sit's in a proverbial Ivory Tower, unaffected and unaware of the players, their wishes and making decisions without considering the player base at all. This perhaps may not be true, but this is the appearance it gives when people's questions and concerns are ignored. There are ways to mitigate this. Some including: a) Release a weekly statement in regards to the future of each server. It doesnt need to be detailed, but it can show clearly that you do have a plan and that plan is in motion. This is especially important if there are drastic changes to the gameplay. b) Make it personal. The more interaction the management has with their player base, the more the player base considers it is being listened to and respected. It also builds a re pore between the two parties, building trust and understanding. c) Do Not Automate. Having automatic and templated responses may be slightly more efficient. But it lacks heart and understanding. People hate these responses, because it says to them “I don’t care enough to give you a real response. Instead I will copy and paste this one” d) Address real players concerns properly. I am not talking about answered every troll that posts on discord. But lots of players do have very real and very rational questions. By answering these more regularly you also help break the invisible wall between players and management 2. Confusion & Security When the management of an organization does not communicate to its player base/staff members, there is a loss of trust and security from the player base. This can create the 'Ivory Tower' affect, but also players do not know how to, in game, address their own progression because they have no idea what changes may take place that will make large scale differences to their character. This is especially true for casual players, who don't have lots of time to keep reworking their character's to keep up with possible changes. Some ways to address this is : a) Similar to above, give ample notice before wide scale changes take place. Especially large ones which will take players more than a few hours to adjust. Address clearly why these changes are taking place, in terms of the broader scale idea's of the management, and the date & time of the changes. Players may then be able to trust that any major changes can be dealt with on their own level when they do arise and be prepared for them in advance. 3. Don't be scared of negative comments / but don't ignore them either This is a pure example of what it is like to run a business. You are often going to make a decision which isn't popular. No matter what nerf you make or what change you make, there will be people against it. Negative comments are a good thing, and shouldn't be shunned. They can show you: - Potential holes in your logic - The overall sentiment of your player/paying base, and how strong that sentiment is - By addressing negative comments, it helps your 'Community Management' team to learn and grow and to improve their skills in how to better do their job. When speaking to my friend, this is one part we discussed. This is not a direct quote, but his response was something like: “Not everyone will agree with a decision, but if it is clearly communicated to them, they can at least understand it.” And “If a few people are unhappy, that is normal; But if the majority of people are unhappy with a decision, then its best to re-address it and look at other alternatives” 4. Consistent Feedback Loop This is the most important part of Communication in a business. Its finding a way to constant communicate with your player base on a consistent basis. One of my major suggestion is to talk often and directly to guild leaders. They are effectively your middle management, as they know the desires and concerns of the players more than anyone. I would also like to mention that people want to be communicated to, on various platforms. Sitting in discord and only replying to discord comments while ignoring all other platforms, is not good community management on this server, as there are many people who do not use discord, or only use it sparingly. Touching upon other forms of communication – especially in game communication, tends to reach more people. 5. Consider this server a team effort The server is a sum of all its parts. The community wouldn’t exist without Ascension management, but the management would not exist either without the community. Every part of the management and the community make up this server, so a large part of communication is having respect for all members of the ‘team’, which includes GM’s, Dev’s, Guild leaders, AQ temple raiders and fresh players. That’s it for now 😃 Hope you read it and get some tips.
  50. 1 point
    Hey Guys, in case you wanted to play with the new models from 7.1.5, I might have the right thing for you. Click here Installation: If you want to play with all the new models, like the new warlock pets and such, just put all the files included in the rar file into your data folder. And that's it! Though, it might look nice at first, some of you might not like the complete replacement of almost all the mobs and critters. If you only want the new character models, without the new mobs and demons and such, just copy the "Patch-B.mpq" into your data folder and you're good to go! Removal: Just delete all the patches(Patch-B, Patch-F, Patch-G, Patch-K).

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