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Showing content with the highest reputation since 09/18/2018 in all areas

  1. 15 points
    Hi there, This post is dedicated to outlining to, as the title says, outlining why the Horde dominates Alliance on all four realms on Ascension, causing free faction transfers to be needed and what the Ascension team can do to fix it. Firstly, World Buffs. To put it simply, Horde have access to an extremely powerful, easily obtainable and repeatable world buff that Alliance do not have access to. Warchief's Blessing. This grants a whopping 15% melee haste, as well as a small amount of MP5 and a health boost. In order to balance this, I suggest adding a way for Alliance (and Outlaws, maybe in Booty Bay?) to recieve Warchief's Blessing (renamed, if you like (Outlaw's Blessing / Highlord's Blessing)). This issue is a relatively simple fix (the Alliance repeatable quest is to kill Drakkisath, instead of rend, so this quest could be made to award the buff Q-ID: 5102) Secondly, racials. This issue is a harder one to fix, but does have multiple solutions. To put it bluntly, the power of Horde racials is vastly greater than the available Alliance racials. Orc racials for damage dealers are insane, with a racial related to Axes (some of the most powerful weapons currently), a racial related to pet damage and their active racial, granting SP and AP. Trolls also make the list with their Haste active racial, which provides a whopping 25% haste, which is absolutely insane for healers and casters. Meanwhile Alliance have... nothing even remotely as useful as those Horde racials, so, what can be done? As I see it, there are two options, firstly is the controversial yet very popular idea of introducing pickable racials. Secondly, racials could actually be balanced to give Alliance a chance, however I am not confident in this option, as it is often cited as the reason for not adding pickable racials, and so far the team has failed at implementing option two.
  2. 8 points
    just get good 4head In all seriousness, Andorhal is still a pvp realm, people enjoy PvP, if you suck at it you can't then turn around and demand the system be changed. Sorry
  3. 8 points
    Here's the updated custom model/texture patches that works with the Ascension models. https://drive.google.com/open?id=1KW3stTZoExeuvuIqfNJQpasy4iA8dy5N I'll update this thread when I update the patches as well. If you run into any issues while using the patches, feel free to message me on Discord. Enjoy!
  4. 7 points
    Title isn't meant to bash anyone and I'm sure many will flame/talk shit but in all honesty if you guys want us to get back to HIGH RISK and where we were in beta this is what we need to happen, I know it's hard in today's reality and social media but the best thing to do is either just say you support or don't and move forward not flame suggest more changes and what not let's get support for some changes and then discuss how we can implement and make minor changes!!!!. START HERE----> So I've debated posting something on the forums for a long time, a lot know who I am a lot don't I have friends and I have enemies, all the less that doesn't matter in this post I've been here since beta around the end of 2016. I've seen many stories many players make there cases and demands and many others sit silently and watch the world burn with help from others or no help at all. There have been a series of unfortunate events that have inevitably hindered everyone's experience on this marvelous creation of a PVP playground that has been created in what was once a clear vision and process to manipulate the world of Azeroth into a battleground of unforeseen potential of chaos and beauty. While there have been ups and downs as there are with every game there seems to be a stagnant common every few months "A Reason To Play". While it is hard in every game to make continuous play something of a norm for those "HARDCORE" players there are quite a few aspects of a game that keep people logging in even it be a short period of time around the clock. Ascension is so different than any other game out there it takes what is riddled as a GRIND house and combines it with that of a winner take all battle royale in every aspect which tends to create an infinite grind with tons of possibilities at hand and really has a unique basis to create a new Genre of gaming. Getting back to the point the biggest issue is the clear gap from New/Returning players to Hardcore players(this shouldn't be a thing on such a unique server). a lot of things either go unchanged or unheard or heard and never acted upon although it is a large base of players that have supported this game in numerous ways whether it be cash for donations or streams, and even just play time on PTR or special raids. #1.Disable Battlegrounds except for the weekends of CTA(Remove AV and just switch between AB/WSG CTA).(Allow for RATED only Arena/Bgs during the week must have a team comp and reward system monthly) No premades on Weekend Must have Created team during the week. #2. Remove CURRENT Raid loot in open World Except for in Crow's Chest/Invasions/Daily quests(see #3) #3. Return All Addons that allow for scouting of areas including friends list(Make available on website for all to have not just a few). turn /who back on and make friends list only available if you've spoken to a player or been in a guild with them but turn back on the zone location function!(Searching every zone to find 1 fight in a 2-3 hour span kills interest of playing on this server so much it's not even funny) #4. Increase latter tier loot in open world drops. Introduce Mats to world loot including but not limited to Herbs, Ores, Cloth, Rune Shards(increased rates to provide a better source of changing/testing builds) #5. Make Deathtrading a thing of the past and just allow everything to be traded so players have more incentive to farm well Everything. #6. Implement a rotating random daily quest scenario that has to do with PVP wether it be a King of the Hill, Kill Quest, Healing Quest, Invasion, or Mercenary body count. #7. Deinstance Dungeons and Raids(except for one specific slot time picked by each guild each week FOR THAT GUILD) this will keep guilds from putting a raid on farm and exploiting the already exploitabl economy with holding hostage all BIS pieces until everyone has what they need further creating a MASSIVE GAP in newcomers, casuals, and hardcore players. #8. Allow for hardcore versions of 60 content dungeons to be ran for previous raid content gear I.E. AQ20 Drops. We can run Scholomance with something like the BFA weekly settings to obtain BWL gear. ***(one of my personal favorite requests) as Dungeons are only viable until you're first day in raid or farming reputation yet they are one of the funnest things to do that don't require 10man teams or more and hours of prep/hours of devotion)*** #9. Reward system for Daily log ins(besides daily quests), (Devs will love this one) 1DP Chests that grant random DP items from the shop anything from 1dp-100dp items. #10. Glory system for WORLDPVP that allows for Transmog purchases of Actual IG armor that has a one time transmog use. #11. Glory system that replaces reputation earned in quests/zones/dungeons for specific recipes with Honor Gained in WPVP!!!! #12. (REMOVE PORTABLe ALTARS.) REMOVE EXTRACTS/MYSTIC ORBS and Make Re's only obtainable through massive amounts of Forging(the access of easily obtainable re's greatly affects those of a casual player to a hardcore player.) #13. Unban all previously banned players in a one time grace to return this game to maximum population(with a gear/gold wipe of course) Yes this is alot to implement and you guys already have your hands full but this is the time to listen to the players and not necessarily the dev team, in the end with no players there are no funds for the dev team, there is no reason for people to log in and therefore there is no game. First Round of items to implement would be 1-4, second round 5-8, third round 9-12 would allow for a steady progression to get this game back on track as the PVP GODSEND it was when we all started in beta & from what would be the easiest-hardest implementations. The main agenda here is to stop the increasingly large gap from casual to hardcore player of ascension(which was the biggest problem on seasonal with the staggered level caps), Give every player an incentive to log in every day(without a huge loss if they don't) and to bring back a normal playing field so newbs,casuals,hardcore, and dearly devoted players can obtain a reason to play. WE UNDERSTAND YOU HAVE A VISION AND WHAT YOU'D LIKE TO DO BUT THE GAME IS FADING FROM IT'S ORIGINAL INTENTIONS AND WE THE PLAYERS WANT IT BACK! MAKE ASCENSION GREAT AGAIN! MAGA!!!!!!!
  5. 7 points
    I'm going to start this off and get into the matters I believe that are troublesome on laughing skull. I believe Laughing skull population peaked right before seasonal release / BFA release. Ever since, the population has been dwindling down into an uncontrollable spiral. GMs & Developers their selves had said, "Laughing skull as a whole is unstable." I agree, Laughing Skull is unstable. I think the gap for FFA PvP should be changed rather than adding a system that fucks over anyone in their main city causing them to be separated in the guild they've been apart of their entire ascension career, not to mention there is few builds that strive at level 20, and when I was at this point, I was god awful at the game. I lost nearly every piece of gear I had--back on sargeras-- I wanted to quit, but thankfully I had not. Before this gets very off topic, I will allow myself to get back on track. I often find myself standing in org looking for something to do. So I go to Stormwind to find the same thing. I try to enter BGs but it gets old, knowing who will kill you and who you will kill. There is no competition in battleground when players are not on an equal playing field. 1v1 Zones are the best thing I've seen on the server so far; although, it is very buggy as well. The crow's chest won't spawn in 1v1 Zones I believe? Something along that matter. It's sad to say the past few day's I've seen more people active and it's because of the Coren Direbrew daily--More pvp outside org atleast-- and allowing people to do their daily dungeon with the convenience of teleporting to only that said dungeon is great. What would I do? How would I change things? Crow's chest has nearly died off. Most people are often able to get it naked, solo, and there is no point to bring a group because the chance of gear is one of the few things: Very bad; not worth auction house; already obtained; or finally, not expensive enough to sell into a group split. This in it's self is a bad way to start drama, although most of the loot did not come from the crow's. It came from the pvp which was very good and fun while it lasted. But now only new guilds are the people going for the crow's. Us veterans come to an ultimatum, "Should we control the crow's? Keep these new guilds who can't raid from progressing as a whole? Or should we allow our greed filled intentions take over for chances at that one expensive item that very rarely comes from Crow's Cache." If we control them entirely, eventually other guilds will fall off, we've seen it with Warmonger Clan, Goodfellas, and many others. I would consider a whole revamp on Crow's entirely, there has been rumors for Nefarian only items--ashkandi, nelth's tear, etc--drop in the world . Honestly, I think this is the worst idea. I would much rather see it get implemented into more group scenarios, allowing people to play with their friends. This is why PvE is more prominent than PvP on Laughing Skull, and Ascension entirely... To get the gist of everything, I am saying to add more things for daily activity, hourly activity etc, expand the chances of getting an item you need. Instead of adding Nefarian only drops to the world, add them to things like Crow's or very rare chance of obtaining them from Daily Quests that are not obtainable inside the city. One Daily has brought a lot of activity in its self back to Laughing Skull. I praise the creators & ideas of Coren Direbrew. But we need more content rather than new PvE releases, even though, AQ is so far scripted great. We can't wait for more. There has to be more Now that Dailies are on the table? What would be the exact rewards? I would find it best in ascension's interest to implement things to obtain orbs; Certain RE's that are good for some specs which allows people to use their orbs. Starter gear which was once great, (T1 & Non-shitty ZG epics such as things from Hakkar), of course with the rare chance of getting T2, and even rarer chance of obtaining current raid tier (Nef Items, AQ 20, but not AQ 40 until Naxx is close..) Mystic Runes, orb shards--WHICH SHOULD BE MADE TRADEABLE INSTEAD OF HAVING TO DEATHTRADE, MY BIGGEST PET PEEVE--I seen @Traxx post about Dailies. I completely agree with some idea's. Although some not so much. In conclusion, I would like to see steps in the right direction and would appreciate any criticism / feedback anyone has to offer. I hope to drag a lot of attention with this posts and have people expand off of said Ideas.
  6. 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.
  7. 6 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.
  8. 6 points
    Already been posted by Skray but I need to shout it out: make T3 and T2.5 quests repeatable. I am tired of holding onto the item for the future "in case I need it" in fear if I delete it I can't have it again. Zul'gurub sets are repeatable, heck even the Neck part is.
  9. 6 points
    After reading the newest balance article, I feel like quitting until TBC or for a half a year at least. 1) First, players will have a global 10% reduction in all magical damage and healing while a shield is equipped. 2) While a Staff is equipped you will get a flat 6% damage and 4% healing increase and while and Off-Hand is equipped you will get a flat 4% damage and 2% healing increase. 3) This should help offset the power lost by not dual-wielding and the additional power lost from the RE slot you have to forgo with using a Staff. 1) So, I just equip a shield, anybuildever, and get a huge nerf. Best design ever. This deserves profanity. 2) Then, you want to bring up an idea, that helps going staff-only or 1h+off hand, and it is totaly contradictory to our current problems. "Casters have too much healing power, we are going to adress this" and the next balance patch will give a global aura that gives EVERY caster a healing buff. A+. We want to nerf but we will buff. You will probably say something like "don't forget - healing spells are not getting the haste bonus now - this is one of the ways to nerf caster healing". Just no. Everyone uses rejuv, riptide, earth shield. Hard-casting long heals is pretty rare. And your new design just buffed a problem we have. 3) People are going for shield in PVP because the power levels of having bis gear and RE's is way off the scale and you cant survive w/o that physical mitigation a shield provides. Until this is tested, and we have a post going through all spells individually, with current info i receive a 4.35% total heal amount nerf, and a 24.48% total HPS nerf in both pvp and pve specs. It is atm pretty much damn impossible to cast a 2 sec spell w/o getting CC'ed while dueling. I'm not talking about icy veins or some other buffs, just a regular cast. Now it will jump up to 2.5 and the player experience and timing gap for CC becomes even worse. I would much rather: 1) Go through 60 level only sets, t1,t2,t2.5,t3,pvp sets - and get rid of most spell power on those. As a start, I would divide the X of spell power stat into (0,75 X of spell damage + 0,25 X of spell power) for casters and (0,75 X of spell healing + 0,25 X of spell power) for healers. 2) To get rid of spell mastery w/o effing anything up too much just work on all spell talents, ALL, not just casters. 3) Feel like healing is a bit too high? I'm the heal that says so in our gchat when we discuss balance. Just nerf it by 10% for a season, and then adjust after it. All base amounts, scaling and so on. Dont just nerf everyone ever who equips a shield. At this point I'd much rather see the next stream a dev call in chat a 10-10 wsg and get some live experience. Get some top Exiled and Oak players in the other team, and survive vs them w/o the shield and spell mastery as a heal. Show us da wae. I keep my fingers crossed until full notes come, and there actually will be some haste for heals. And not the "spell mastery gives now 25% haste" (but it still is actually 20%) kind of haste. Until then, yours 0.75% of Hysteria.
  10. 6 points
    Hey guys, I just want to ask, whatever happened to the promised "build your own unique character." Have you guys forgotten about that? You said Project Ascension was about choosing YOUR own favourite skills, not the exact same skills as everyone else, and you even advertise this in the beginning of EVERY single YouTube video and trailer you post, this will be dead. Are you going to remove this trailer now? Or perhaps better yet, change it to "COPY THE BEST SPEC OF THE WEEK", "CLAIM IT AS YOUR OWN", "SAY YOU MADE IT BUT EVERY SINGLE OTHER PERSON IS USING IT TOO!" I can understand the reasoning, well I can try to, I imagine it's in terms of player retention, so they have actual functioning builds. But why can't you just make actually useful PvP builds like you did with the PvE ones? I've said myself that I would be happy to share my own builds for you to use to give to new players, but I was greeted with little interest, and was told that I would have to make them myself and put in the effort myself before they were even considered... I cannot tell you not to implement this change, but I can ask on behalf of the playerbase, no one wants this change, not even the new players. How long do you think they will enjoy playing the specialisation they stole but didn't actually want to play? How long do you think people can keep copying and pasting until the gameplay becomes stale? I'm asking as a long-term player of Ascension, and on behalf of my own guild and countless other players, please reconsider removing the one thing that makes your server unique. Edit: some of the most fun I've had is sitting in a call for 3 hours with two friends theory crafting the most ridiculous but good build ever, and that ability has been taken away from me, by the fact someone can come along, inspect me and take all that work.
  11. 6 points
    When a spec goes from being one of the top specs to one of the bottom specs then yes, it has been nerfed to the ground. As Skray said, are they still playable? sure. Are they enjoyable, satisfying, GOOD? Not really, no. As you don't actively PvE, let me break it down for you how we enjoy it. 1) Progression is fun, figuring out new things and pushing ourselves in new ways is enjoyable. However this only lasts a certain amount of time and is over once the raid is cleared. 2) Finding new ways to push our specs to the next level either by pushing our numbers higher or even make our playstyle more enjoyable is one of the main sources of enjoyment from raiding. With the example of Hybrids in mind, players like Lewtorz, Eazymode, Vath, Epzilon, Haddeqi, Skray, Royalbloodx were some of the go-to people for hybrids. They'd pushed themselves and found something they really enjoyed. They were at the top of their game because they pushed themselves, not because hybrid was, and I quote, "The pinnacle of PvE and PvP". I know dozens of players who've tried to play hybrid and failed, and that was okay too. The point is, these players who were good at hybrid were performing at the top end of PvE content, yes. Then hybrids WERE gutted and are now near the mid-to-bottom range. Could those seven specific players still make hybrid work and do decently with it? Definitely, and some have either tried or are still trying. At absolute peak performance could they be top of the game? That's extremely doubtful. The ceiling for that spec is much much lower than it ever used to be, and at least half of those names above have quit or changed specs so far. You realise statements like that are made into memes, because it's so far from the truth it's scary. Do you still play the same game as us, genuine question.
  12. 6 points
    You mean the multiple hybrid archetypes that were nerfed so badly that almost all of the hybrids either quit or swapped specs? Man you really need to stop getting baited into making dumb comments like that @Mikkiller93, it takes away from the valid points you actually have lol. I dunno, an increased health pool might do PvP some good, you've gotta remember most players are doing low-to-mid end WOTLK level DPS currently, but with the HP pools of a vanilla player. Just some food for thought. RIP Haathun This is a joke, right? Prayer is still one of the stronger healing specs, not sure where you got this from o_O I mean you're right, players progressing through content to get more powerful, only to be brought back down has made a LOT of people quit. It's frustrating, infuriating even. I feel like balance packs should be a bit more of a mix of both buffs AND nerfs, rather than buffs OR nerfs. As it often seems like you just push a round of nerfs or a round of buffs @itswicky, rather than a round of balance changes. Some more food for thought I suppose. I would like to end with this though. Even though there was mass panic when the seasonal changes were announced, most people were not affected as badly as they thought they would be. THAT BEING SAID, some specs are absolutely still in the gutter and I would like to hear what you are gonna do for those players and the archetypes they love to play @itswicky
  13. 6 points
    Question 1: Internal communications Will this be done more properly in the future? Since the start of Ascension, of what i have seen happening in the balance department is that huge balance patches have been released and ad hoc solutions have been made following because of either the dungeon developers have not been aware of coming changes or had the proper time to adjust to said changes. This is clearly the case now, and this is really important for any future development. Not only for a happy gaming populace, but also for the sanity of any that works on this server. Question 2: Testing and more testing When pushing either new content or balance changes, is it possible to have the PTR up for month(s) ahead of time to let the community test said changes before implementing them. Not only will this let the community come with valued feedback in terms of bug discoveries or abhorrent balance decisions. This will result in the community to actually take some effort into making this project a better place for everyone, and have some investment into it. Question 3: Bug reports and the Bug tracker For me personally this feels like an area that still needs a lot of work. For the moment the bug tracker are little more than a glorified dumpster and should be prioritized accordingly. You could either make a in game bug report function (if trinity core allows for this) or make the existing one more lets say "attractive". Because nobody likes bugs, not the players nor the developers. *edit*
  14. 5 points
    Problem is the dev's don't really care about andorhal, we've seen it many times where the community managers and other staffs have said them selves that they'd rather focus on seasonal players over main realm players because they're a bigger crowed, and look what happened most of the seasonal players have left for classic and a lot of the veteran players have left too because we got tired of being either ignored for months on end. (Think it's like 5-7 months between balance patches for main realms) nothing we can really do to save the ascension. people are just tired of dealing with broken promisses and massive content delays. (ya I know naxx is being release but every wing is more or less broken at start and at this point most players just tired of how the staff deals with anything that's not the seasonal realm)
  15. 5 points
    Are you a great writer? Do you love Ascension? Do you want to EARN DP for your Ascension expertise? The Ascension Team is looking for players with in-depth knowledge of Ascension and custom Ascension mechanics to create articles for our upcoming Ascension Wiki! What we are looking for in the articles: Rich media Videos Spell tool-tips Pictures Good Categorization Accurate and thorough explanations How to submit an article: Find an article that has not been Striked Through OR create your own article that you think would provide high value content for the Ascension Community! Create a google document titled: "Ascension Wiki - Name of Article" Share the google document with ascensionwiki@gmail.com using the Share button at the top right of the google doc At the top of your Document include: Email to contact you Discord ID if applicable Forum Name if applicable In-Game Name you would like author credit assigned to What happens after I submit an article? The Ascension team will review the article for accuracy and quality A team member will contact you with our decision or feedback We will publish the article on the Ascension Wiki and award your account DP If multiple submissions for the same article are submitted before the article is published we may take parts of both and award DP and author rights as appropriate. We will award between 10-50 DP per article based on quality and length. The Classless System Overview article is likely to be longer than the Purges article and we will award DP with that in mind. We are also looking for people willing to TRANSLATE articles into other languages. If you are interested in this drop a comment below with the language(s) you would like to translate. These are the types of articles we are looking for. In-Depth and more extensive articles, like Classless System Overview, we will be looking for the highest quality content and will award additional DP. Articles in bold will be worth more. Classless System Overview Low-Risk Realms High-Risk Realms Open World Drops and iLvL system Fel Commutation Cross Faction Gameplay Cross Faction LFD Mystic Enchanting - 1 article submitted. Accepting additional high quality articles. Raiding on Ascension Custom Raid Mechanics Raiding Guides 10 man 25 man AQ - 1 article submitted. Accepting additional high quality articles. Purges Stat Allocation Scroll of Unlearning Call Boards - Custom Dailies Keeping Evil at Bay Sanctioned Hunt Threat to Azeroth The Siege Heroes Call Call to Arms A Lesser Known issue Multi-Spec Tomes and Tome Collection Vanity Items Collection Ascension Racials Build Creator Good Starter Builds Glory System Karma System Outlaw/Neutral City Law Rep Murderous Intent Honorable Combat Respite Loot to the victor only Ascension Custom Items Gnomish Transpolyporter Gnomish Portable Post Tube (low risk only) ect World Events Blood Bowl Neutral Faction Teleporters Greedy Demon Hero Class Cross Faction LFD LFD Legendary REs Spoils of War Wildcard An Qiraji Invasions Notable Custom Changes Raiding Checkpoint System Seasonal Realms Seasonal Points Seasonal Collection Seasonal Challenges Hero Highlights Invoker Firestarter Darkguard Grove Warden Single target farming locations AOE farming locations Leveling Guides Crafting Guides New Player Guides
  16. 5 points
    Hello friends, please find attached my guide to becoming a Prayer of Healing based healer! Please let me know if you have any questions. https://docs.google.com/spreadsheets/d/1QKe-7yM075MW4gxrNqUjUQ1ZwPRzW626bIkfqEl-0vI/edit#gid=0
  17. 5 points
    Had a thought about Bonecythe, since bear tanks will most likely be going for Bonescythe, would it make sense for the 6p to be changed to a flavor bonus that has some benefit for a bear tank? Perhaps a chance on melee ability to evade the next attack or spell? Or when you drop below a certain % of health to gain Evasion? Stays somewhat rogue-ish and gives effective HP in the form of avoidance rather than health regen in stealth. Another thought too before naxx releases: Can we have the quests for T3 be repeatable? T2.5 quests weren't repeatable so if you wanted 2 sets of Deathdealer (say for DPS and bear tank) you weren't able to get them and had to rely on off-set pieces. (it would also be nice to have T2.5 quests made repeatable).
  18. 5 points
    WE need somthin new... People Bored...we each week miss 1 guy from me Raid Group cos people overgear and dont wana do same dungeon each week WE NEED NAXX
  19. 5 points
    I can somewhat relate to this so therefor i agree with something can be changed for the better. The events could have been designed better. Right now its to favorably for the people who camps / zerg the events . Same thing happen on LS invasions and with Crows Cache. And with alliance population to me looks like mostly new players i have no doubt that invasion events on Andorhal turns into a one way Slaughterfest for the horde. There got to be a way which can provide content and reward for both sides while still have somewhat active pvp. Tryant
  20. 5 points
    Two funny points here, every invasion I've been to where there was pvp action has been more alliance players than horde, however alliance players are dumb, they engage in PvP and then ignore healers, try and zerg tanks and forget how pvp works. Leading in to my second point, people who don't play a lot and clearly lack skill then going to the forums and complaining about players who play a lot and have at least some form of skill is like a Silver 1 player in CSGO complaining that the game is broken because a Global Elite player stomps them. Stop complaining, start getting gud 4head. "The Horde" as you like to collectivise us, didn't get this gear by complaining on the forums. Imagine all the invasions you could've taken part in if you'd spent less time writing this and more time playing. Edit: Clarification of the first sentence
  21. 5 points
    @itswicky pickable racials when
  22. 5 points
    Gosh you really do love twisting what people say don't you Schlotzer? But hey I'll indulge your idiocy. 1) I never said that, what a stupid comment to make. 2) Why would someone who enjoys pushing the limits suddenly be happy with bottom to mid level? Getting their numbers cut almost in half? A numbers cut like the one hybrid received is LITERALLY the definition of nerfing to the ground. 3) I do, actually. But you wouldn't know as you don't really play at all. Playing the game for an hour a week hardly qualifies you to make the comments you make, and is detrimental to this whole process Schlotzer. You derail threads by getting in to arguments with people (see page 2 of this thread) and generally this makes you one of the most disliked players on here. Thank you, next.
  23. 5 points
    just gonna leave this small guildchat extract here ... too lazy to rewrite it and it sums up what i think about it, roughly
  24. 5 points
    Howdy Heroes! Hope you've all been well since the last time we talked. I have some updates on the balance changes that I discussed with you in some length a few weeks ago. Thanks to feedback from the community we reevaluated the changes we had planned for 2H tanks and beefed them up a bit more. We also had time to look at something else the community had asked for in the time between then and now, so we're happy to say we have some big buffs today for Holy Casters. We have a few other fun changes that we were able to work on as well, so lets dive right in. Two-Handed Tanks We realized that while we had created some unique synergies for this tank variant thanks to feedback from you all we also realized we did not create enough value. Our goal here was to see how we could load more value into talents which players would already consider taking so as not to spread their talent essence too thin. This is where we ended up. Tactical Mastery has been reworked and now in addition to increasing the threat generated by your Mortal Strike and Bloodthirst abilities it also increases your armor contribution from items by 17/34/50%, Stamina by 3/6/9%, and reduces all damage taken by 2/4/6% while in Defensive Stance and a Two-Handed Weapon is equipped. We realized that tanks using this talent just weren't getting enough defensive stats to justify losing a shield, an RE and the ability to block, so we added some more defensive stats to this talent. Iron Will has been reworked and now provides an additional 8/16/25% of your Strength as parry rating and gives you a 33/66/100% chance to gain 50% damage reduction for 10 seconds after dealing damage with Mocking Blow. Also, parrying an attack causes you to generate 10 rage. This talent was seriously lacking previously, so we knew this was a place where we wanted to address some of the issues of the 2H tank. One was missing out on strong defensive cooldowns like Shield Wall, Shield Block and Holy Shield, so we ended up giving them a powerful on demand cooldown through Mocking Blow while simultaneously ensuring that in all PvE situations you will be able to rely on Mocking Blow hitting your target. The other issue we saw was the potential to be rage starved by getting several parry/dodge strings, so this change should heavily alleviate that issue. Setup now also reduces the chance to dodge granted by Ghostly Strike by 5/10/15% and increases its parry chance granted by 5/10/15% and increases the duration of your Ghostly Strike effect by 2/4/6 seconds. We also realized that trying to split the cooldown reduction effect here to Sleight of Hand left you a bit more TE starved than you should be, so we added it here. Deflection (Combat) now also increases the threat of your Ghostly Strike and Riposte by 20/40/60% and gives you a 33/66/100% chance to reduce the cooldown of your Ghostly Strike by 3 seconds after using Riposte. This talent was already commonly selected by tanks, so we wanted to look here to add additional synergies with Ghostly Strike + Setup combo without a lot of base value for every style of tank. Improved Revenge now also causes your next Devastate following Revenge to hit an additional 1/2 targets. We realized, also, that the Two-Handed tank would lacking in both cleave and AoE threat since they don't have access to the heavy amount of passive threat provided by Holy Shield and Damage Shield as well as the very consistent cleave of Hammer of the Righteous. This also gives all tanks taking this talent some additional utility. Thunder Clap now deals double damage when a Two-Handed weapon is equipped. This should allow a very consistent way for Two-Handed tanks to hold threat on multiple targets. We hope you guys will have a fun experience with this new style of tanking! Please continue to provide feedback on the matter if you have any. We will listen! Holy Caster DPS After hearing the community ask for this we really wanted to be able to deliver before the patch was ready. It took a lot of extra work to squeeze it in, but we believe we have Holy Casters at a competitive level finally. We started with some simple changes like straight damage buffs, but we also wanted to reinforce some of the unique options Holy Casters have available to them. This is where we ended up. Smite- Damage increased at all ranks by 20%. Holy Fire- Damage increased by 20%. Deals 16% less damage to players. Penance- Damage increased by 20%. Deals 16% less damage to players. Exorcism- Deals 16% less damage to players. Holy Nova- Damage and healing increased by 20%. Searing Light- Now also increases the damage of Exorcism. As stated above, we realized we need some serious number tweaks to make sure this build would be able to perform in any way. We decided to give all spells in the Holy repertoire a handsome buff while keeping their potentially high damage in PvP in check. Surge of Light- Now also increases the damage of your next Smite by 60%. This damage is reduced to 20% versus players. We also realized that Surge of Light provided a fun and unique, if weak, way for you to play the build. We finally have the tools available to use to tune damage dealt to players, so we decided to finally make use of this here. This talent should finally become a viable way to Smite down your foes! Righteous Flames- 65/70/70/75/75% Holy Fire DoT damage and .2/.2/.4/.4/.6 increased duration on the DoT effect. Another thing we realized is that holy casters have a lack of stackable REs available to them, or a lack of viable ones at least. We decided to look at one of the existing ones and beef it up to make it viable in both PvP and PvE scenarios. Holy Ascension- After casting Holy Fire your next spell is empowered: Smite: Deals 50% additional damage. Exorcism: Increases all Holy damage you deal to the target by 5% for 10 seconds. Penance: Fires an additional %. Holy Shock: Guaranteed to critically strike. It's been awhile since we've released a new random enchant, so we wanted to make sure we created something that was both flexible and fun. We hope you all enjoy playing with this one. We believe it should prove to be viable in both PvE and PvP scenarios, but please continue to give us your feedback! AQ 20 Set Bonuses I'm not going to talk into detail on every change we made here, but mostly just talk about why we made changes here. Set bonuses are something we've wanted to touch for a long time on Ascension, but we feared that players would already be attached to the existing one in the game and be hooked on the theory crafting they've done with each individual set. We decided, however, that the AQ20 sets would be a good opportunity to experiment and see not only what we could come up with, but also the reaction of the community. This change isn't something we did lightly, but we realized that many of these sets would be completely looked over as their stats and set bonuses were both lacking compared to the previous MC and BWL raid gear. So we took the initiative to try and create something unique with each set which should hopefully make some of the sets attractive in a variety of situations. Again, we'd love to hear what you, the community, has to say about the changes and if you are on board we'd love to look into making changes to some of the AQ40 sets as well! Unless you'd like to keep your 30% Blizzard interrupt prevention and +40% hit procs that is... While we do have many more fixes and changes included in this update this is all I have for you today. Thanks again for hanging around with us and, as always, for your continued support and feedback. Have fun in AQ heroes!
  25. 4 points
    General Information Welcome to my Shot Hunter guide for Project Ascension. I am Vedartha#0569, 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 Naxxramas. 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 - Season-only changes NOT includet. Cheat Death and Ardent Defender now share a cooldown. Lowered the damage reduction portion of Cheat Death to 50%, from 90%. Cheat Death now has a 2min cooldown, from 1min. The cooldown will now also show as a debuff, like Ardent Defender does. Elemental Devastation no longer triggers from procs such as weapon enchants. Hunting Party now also triggers from critical hits with Mongose Bite and Counterattack. Piercing Shots now also triggers from Multi-shot.
  26. 4 points
    Hey guys, I'm back today to go over the changes we have slated for the naxx T3 sets. They've been a long time coming and I'm excited to share with you what we've been able to do with them. First, however, DISCLAIMER!! These sets are subject to change at any time before release. While we are confident with their current state, it is possible the sets you see on live servers differ slightly from what's posted here. At this stage we expect any changes that may be made will be minor, if any. I'll also be structuring this post a little differently, so there will be a lot of information to go through, but I want to make sure it's all there and it will save me some time as well. Without further ado, here's your updated naxx T3 sets! Druid OLD- (2) Your Rejuvenation ticks have a chance to restore 60 mana, 8 energy, or 2 rage to your target. (4) Reduces the mana cost of your Healing Touch, Regrowth, Rejuvenation, and Tranquility spells by 3%. (6) Your initial cast and Regrowth ticks will increase the maximum health of your target by up to 50, stacking up to 7 times. (8) On Healing Touch critical hits, you regain 30% of the mana cost of the spell. NEW- (2) Your damage and healing spells have a chance to plant a seed in the target, which will heal friendly targets or damage enemy targets after 3 seconds. (4) You gain 6% of your Spirit as spell haste rating. (6) While shapeshifted you gain 1% of your maximum health every 3 sec. (8) Your damage and healing spells have a chance to summon a beam of light at your location, which increases your spell haste rating by 100 and your damage and healing by 10% for 10 seconds. REITEMIZATION Helm- +10 haste rating. Chest- 10 mp5 changed to 15 haste rating. Legs- 10 mp5 changed to 15 haste rating. Wrist- 6 mp5 changed to 16 Spirit. Ring- +10 haste rating. Hunter OLD- (2) Increases the duration of your Rapid Fire by 4 secs. (4) Increases Attack Power by 50 for both you and your pet. (6) Your ranged critical hits cause an Adrenaline Rush, granting you 50 mana. (8) Reduces the mana cost of your Multi-Shot and Aimed Shot by 20. NEW- (2) Your ranged and melee abilities have a chance to increase your tamed pet's attack speed and focus regeneration by 25% for 8 sec. This effect cannot occur more than once every 10 sec. (4) Increases melee and ranged Attack Power by 60 for both you and your pet. (6) Feign Death heals you for 10% of your maximum health and an additional 1% every 2 sec while you remain feigning. (8) Increases the duration of your Black Arrow by 15 sec. Mage OLD- (2) Reduces cooldown on your Evocation by 1 minute. (4) Gives your Mage Armor a chance when struck by a harmful spell to increase resistance against that school of magic by 1 for 30 sec. (6) Your damage spells have a chance to cause your target to take up to 200 increased damage from subsequent spells. (8) Your damage spells have a chance to displace you, causing the next spell cast to generate no threat. NEW- (2) Dealing direct damage with a spell has a chance to trigger Spell Barrage, which deals additional spell damage of a random school. This effect cannot occur more than once every 10 sec. Deals 20% damage to players. (4) You gain 6% of your Intellect as spell damage. (6) When your mana drops below 50% you gain 10% of your maximum mana. This effect cannot occur more than once per min. (8) Increases the damage of your Spell Barrage by 50% and gives it a 50% chance to trigger an additional missile. Paladin OLD- (2) Increases the amount healed by your Judgement of Light by 20. (4) Reduces cooldown on your Lay on Hands by 12 min. (6) Your Flash of Light and Holy Light spells have a chance to imbue your target with Holy Power. (8) Your Cleanse spell also heals the target for 200. NEW- (2) While above 75% health you heal an additional 3% and while below 25% health you gain 3% cast speed. (4) Increases your spell critical strike rating by 42. (6) You heal yourself for 3% of healing done on others. (8) Your direct healing spells have a chance to consecrate the ground at your target's feet for 4 seconds in an 8 yard radius, healing all allies standing within each 1 sec. REITEMIZATION Wrist- +6 spell power. Gloves- +14 crit rating. Waist- +6 spell power. Legs- +14 crit rating. Ring- +14 crit rating. Chest- +14 crit rating and -13 mp5. Priest OLD- (2) Reduces the mana cost of your Renew spell by 12%. (4) On Greater Heal critical hits, your target will gain Armor of Faith, absorbing up to 500 damage. (6) Reduces the threat from your healing spells. (8) Each spell you cast can trigger an Epiphany, increasing your mana regeneration by 24 for 30 sec. NEW- (2) Each spell you cast can trigger an Epiphany, increasing your mana regeneration by 66 for 15 sec. (4) You gain 8% of your Spirit as spell crit rating. (6) When you drop below 30% health you are instantly healed for 100% of your spell power as Holy. This effect cannot occur more than once every 2 min. (8) Healing a target with a direct heal below 50% health grants you Power Word: Celerity, which grants you 100 spell haste rating for 15 sec. This effect cannot occur more than once every 15 sec. REITEMIZATION Shoulder- +5 spell power. Chest- +14 crit rating. Waist- +10 haste rating. Legs- +14 crit rating. Boots- 8 mp5 changed to 10 haste rating. +5 spell power. Ring- +3 spell power. Rogue OLD- (2) Your normal melee swings have a chance to Invigorate you, healing you for 90 to 111. (4) Your Backstab, Sinister Strike, and Hemorrhage critical hits cause you to regain 5 energy. (6) Reduces the threat from your Backstab, Sinister Strike, Hemorrhage, and Eviscerate abilities. (8) Your Eviscerate has a chance per combo point to reveal a flaw in your opponent's armor, granting a 100% critical hit chance for your next Backstab, Sinister Strike, or Hemorrhage. NEW- (2) Dealing melee damage to targets below 20% health increases your melee haste by 150 for 4 sec. You cannot benefit from this effect more than once every 4 sec. (4) If you have more Strength than Agility you gain 28 crit rating. If you have more Agility than Strength you gain 60 attack power. (6) Increases your dodge rating by 42. (8) Your direct damage melee abilities have a 50% chance to deal an additional 15% damage. Shaman OLD- (2) Reduces the mana cost of your totem spells by 12%. (4) Increases the mana gained from your Mana Spring totems by 25%. (6) Your Healing Wave and Lesser Healing Wave spells have a chance to imbue your target with Totemic Power. (8) Your Lightning Shield spell also grants you 15 mana per 5 sec. while active. NEW- (2) Your direct damaging spells and abilities have a chance to grant you Totemic Power for 8 sec. (~40 sp, or 60 ap, or 40 haste rating). (4) You gain an additional 20% of your Intellect as attack power. (6) You take 3% less Non-Physical damage. (8) Dealing direct damage with a melee ability increases your spell damage by 6% for 4 sec. REITEMIZATION Intellect converted to Strength at a rate of ~1.1. Intellect added at ~50% of Strength. Spell Power reduced by 20%. Mp5 converted to either hit, haste, or crit rating. Head- 11 haste rating Shoulder- 14 crit Chest- 20 hit Wrist- 8 haste rating Hands- 14 crit Waist- 10 hit Legs- 16 haste rating Feet- 10 hit Ring- 10 hit Warlock OLD- (2) Your Shadow Bolts now have a chance to heal you for 270 to 331. (4) Increases damage caused by your Corruption by 12%. (6) Your spell critical hits generate 25% less threat. In addition, Corruption, Immolate, Curse of Agony, and Siphon Life generate 25% less threat. (8) Reduces health cost of your Life Tap by 12%. NEW- (2) Your damaging spells deal 6% more damage to targets below 35% health. (4) Your Life Tap increases your spell power by 40 for 20 sec. (6) You receive 3% more healing from all sources. (8) Your damage over time spells have a chance to increase your spell haste rating by 80 and your direct damage spells have a chance to increase your spell crit rating by 84. Warrior OLD- (2) Increases the damage done by your Revenge ability by 75. (4) Improves your chance to hit with Taunt and Challenging Shout by 5%. (6) Improves your chance to hit with Sunder Armor, Heroic Strike, Revenge, and Shield Slam by 5%. (8) When your health drops below 20%, for the next 5 seconds healing spells cast on you help you to Cheat Death, increasing healing done by up to 160. NEW- (2) Increases the threat bonus of Defensive Stance by 5% and its damage reduction effect by 2%. (4) Increases your expertise by 8 and your hit rating by 16. (6) Fully avoiding damage from an attack increases your Stamina by 8 for 8 sec and taking direct damage increases your armor by 100 for 8 sec. Each effect stacks 5 times. (8) When your health drops below 30% you trigger Cheat Death. Cheat Death absorbs the next 3000 damage you would take and gives you a 100% chance to dodge the next attack within 5 sec. This effect cannot occur more than once every 3 min. REITEMIZATION Waist- 36 block value -> 10 expertise rating. 13 block rating-> 14 dodge rating. Legs- 63 block value-> 20 expertise rating. To give you a little bit of info on the sets above, they are meant to work loosely as follows: (2) ~2% increased ability to dps, heal, or tank, (4) general bonuses which should result in 2-4% ability to dps, heal, or tank and meant to be easily paired with other 4 set bonuses, (6) general utility, (8) thematic bonus which should result in ~5-6% increased ability to dps, heal, or tank (roughly). These may not be pin point perfect in all cases, but generally speaking it should be the case. I know some people might be disappointed with the 6 set bonus for some of the sets, but it wasn't prudent for us to have 4 bonuses which increased your output as a dps, tank or healer. Doing so resulted in either the rest of the bonuses feeling more lackluster, or in a set offering too much power. I look forward to getting feedback on these sets from the community and hearing what you think. I'll do my best to keep up with all of your comments on this thread. Before I go I would like to very briefly talk about the patch we're working on for naxx release. We are working tirelessly to get you guys a small balance patch before the release of naxx. We're aiming to do so as early as we can so you guys can be familiar with the changes before getting in the raid. That said, don't expect anything too drastic right before the raid release. Things we're looking to do at the moment are better balancing the different tank styles to all be strong picks for progression content, adjusting healing and damage output in raids slightly so damage is less spiky and more controlled, reducing the ability strong AoE raid healers have to keep a single target alive very effectively, and minor adjustments to the highest and some of the lower performing builds. Unfortunately I don't have any specifics to share with you at the moment, but I wanted to give some clue as to what's going on for naxx release. Also, we have a separate patch in the works for after naxx which will go along side a future content release which should help freshen up the PvP meta once again. That's all for now, and as I said above I'm looking forward to hearing from the community once again. ❤️ PS: I hope I didn't kill you guys with this formatting. Idol of Longevity - No longer refunds 25 mana on casting Healing Touch, now grants 12 spell power for 15 sec after casting Healing Touch, stacking up to 3 times. Digested Hand of Power - Now grants 20 haste rating in addition to its current stats. Misplaced Servo Arm - Lowered the PPM and scaling on the Chance On Hit effect, and the effect may now trigger from all melee attacks and abilities rather than only auto -attacks. Ring of Spiritual Fervor - Now grants 14 spirit, 24 spell power and 10 haste rating in place of 11 stamina and 13 mana per 5. Pendant of Forgotten Names - Now grants 20 spell power and 10 haste rating in place of 9 mana per 5. Eye of Diminution - Name changed to Eye of the Scourge and replaced the threat reduction effect. New effect - Your ranged and melee attacks grant you 5 ranged and melee attack power for 10 sec, stacking up to 10 times. Warmth of Forgiveness - Reworked. Now grants 35 intellect and reduces the base mana cost of your spells by 12, replacing 13 mana per 5 and the 500 mana restore on -use effect. Totem of Flowing Water - Reworked. Now grants 8 crit rating for 15 sec stacking up to 5 times when you cast Lesser Healing Wave, replacing the 10 mana restore. Glyph of Deflection - On use effect changed to 135 block value for 20 sec, from 235 block value for 40 sec. Necro -Knight Garb now grants 35% less armor.
  27. 4 points
    can't down vote did to many reaction today so here my down vote in text pls tell me you joking
  28. 4 points
    Hi all. I'm just going to keep it short and make a bulletpoint list of some concerns and questions I have and I have heard over the last few days in the hopes that maybe someone from the team can address them: - Firstly, a large concern during PTR testing of Naxxramas was the absolute lack of explanation that some fights had regarding their adapted or new mechanics. Faerlina is a great example of this, with spell tooltips not correctly explaining the new mechanics, or in some cases not existing at all. - Why are the PvE balance changes, being locked behind a TWITTER POLL? Community engagement is great, but messing us around by delaying important balance changes just to boost your twitter engagement is not. We've seen this before with content releases (retweet us 100 times and we'll give you new side content). If you haven't noticed, this does nothing but frustrate your own community... - Achievements! Are we getting Realm First achievements? If so is the R1st achievement just going to be for KT, or other bosses as well? - Attunement?? This was not present on PTR and nothing has been mentioned about it, are we having one or not? - Why were the construct and frost wings not tested on PTR? Is the team now confident enough in their own ability to self-test raids lol
  29. 4 points
    This is just the truth actually, Horde have an huge advantage over Alliance due to "Warchief's Blessing" which makes them way more competitive for Realm Firsts and stuff like that. But thats not the real point of the issue. Lets look at the racials. Human: +5 Expertise with Swords and Every Man for Himself <- (Good for PvP but heavily nerfed). Orcs: +5 Expertise with Axes <- (Really good for current contents considering best 2H Weapon is Dark Edge of Insanity). Blood Fury <- (242 AP and 123 SP for 15 Seconds on 2m CD). Cant be used with trinkets that are On-Use obviously but it can be timed like Pop Jom Gabbar then as soon as it ends pop Blood Fury thats kinda having a double CD without counting other stuff. Night Elves: 2% Dodge Racial (Useless considering as tank u can get enough avoidance). Shadowmeld (Useless in PvP as u can be seen easily, Somewhat good in PvE since it drops your threat). Trolls: Increased Critical Chance with Bows/Throwns really good one for PvP and PvE. Berserk <- (Increases your Attack and Casting speed by 20% for 10 Seconds on a 3m CD). Pretty good for PvE and PvP aswell. Considering the fact that 99% of the Horde are made by Trolls/Orcs since they're the best pickable races due to their racials will just make things be unbalanced imo. Pickable Racials would be the best thing for everyone so you can play the race you want with the racials you want it will be appreciated by Veteran and New players.
  30. 4 points
    Raid Teams - Green Team - [EU][9/9 AQT] - Raid times are 7PM ST Thursday, Saturday and Sunday. - Red Team - [NA / OCE][9/9 AQT] - Raid times are 5AM ST Saturday and Sunday. - Grey Team - [EU][9/9 AQT] - Raid times are 7PM ST Monday, Wednesday and Friday. - Blue Team - [NA][9/9 AQT] - Raid times are 1AM ST Monday, Tuesday and Wednesday. - 25man - [EU][9/9 AQT] - Raid times are 9PM ST Thursday and Friday. Rules and Expectations We have a detailed set of rules and expectations that can best be found on our Discord, invite code: ra6VCJy Contact If you wish to join OAK, you are welcome to speak to any of our Team Leaders or Officers on our Discord, invite code: ra6VCJy
  31. 4 points
    Is it just me or are the scourge invasion rewards overtuned for no-risk players on seasonal? Atm a no-risk player can go there with absolutely 0 risk, and get several raid items a day with almost no effort, just from doing invasions (guaranteed!). Meanwhile high-risk players risk getting ganked while farming mobs or doing Crow's Chest, and they aren't even guaranteed any loot from it. They also risk getting ganked while traveling back and forth from invasions. I honestly like the hybrid system at it's core, but imo the fact that no-risk players can farm epics easily every day without risking anything just seems contradictory and demotivating for high-risk players. Where's the carrot at the end of the stick? I feel like no-risk players have nearly the same accessibility to epics (outside of raids) as high-risk players do. Agree/disagree? Tell me your thoughts in the comments below, all opinions are welcome.
  32. 4 points
  33. 4 points
    Instead of just saying no, come up with an idéa to make it enjoyable for both sides and not just horde.
  34. 4 points
    hey @itswickygreat stuff, could we get pickable racials though?
  35. 4 points
    Hey Heroes, I hope you've all been well. I'm here today with some updates regarding the PTR. First, though, I want to say thank you to everyone who has contributed to this phase of testing here on the forums, in game, and on discord. We've gotten a lot of great feedback and we really appreciate the community's involvement. Without further ado, here are your new updates that are now live on PTR: Firebrand Traps- Scaling reduced to 1/2% attack power per RE, no longer triggers from Frost and Freezing Trap, and now only triggers its additional damage from main-hand auto attacks. Growl- Now usable in Cat and Moonkin forms. Taunt- Now usable in Metamorphosis form. Hammer of Wrath- Now considered a melee ability, instead of a ranged attack. This will allow it to proc different effects and should provide better synergies for builds using this spell. Divine Litany- Now properly procs from Holy Shock damaging casts. Divine Favor- Cooldown reduced to 1 min, from 2 min. Fire and Brimstone- Now also increases the damage of Searing Pain against targets affected by your Immolate. Lightning Bolt- Scaling increased to 76%, from 71.43%. Chain Lightning- Scaling increased to 61%, from 57%. Shadow Bolt- Scaling increased to 91%, from 85.69%. Piercing Ice- Now increases Frost damage by 3/6/9%, from 2/4/6%. Conflagrate- No longer requires the target to be at least 10 yards from you. To comment on some of these changes: We saw Firebrand Traps exceeding our expectations quite spectacularly, so we had to make some adjustments there. We both heard and listened to a lot of the feedback we've gotten from the community and most of our other changes listed today are because of you guys. That includes, and is not limited to, the Growl and Taunt changes, the Hammer of Wrath change, the Divine Favor change, and the damage and scaling increases on several spells. Thank you again for being taking your time and being involved in the testing process. We hope to have testing concluded soon on the PTR so that we can get the rest of these updates live. There is also a new patch that you will need to download to test these new changes. The link from the original post has been updated with the latest patch. The instructions for connecting with this latest patch remain the same as before. Happy testing, and we look forward to hearing more from you in the coming days.
  36. 4 points
    Sir Hybrids could perhaps use a slightly buff. But nothing big. They are doing very fine both in pve and pvp. The Ando guys just need adapt to the new meta and playstyle. Hybrids were very powerful and the nerf was 100% justified. we have all tried to be nerfed hard. suck it up and adapt to the new meta. I know 2 hybrids thats doing very well in both pvp and pve so it can be done. Hybrids are still top tier in pvp. Hybrids are doing very well in pve. you just need to adapt to a new playstyle. So in all i consider this nerf pretty succesful, it did what it should.
  37. 4 points
    @nuggettis You may want to consider contacting Riko directly and/or submitting an official application to be a GM @ https://docs.google.com/forms/d/e/1FAIpQLSegt73OKrCfZzisVl4knosCbzBDUF1QG1iHgEXAJ6PuxUqMkw/viewform
  38. 4 points
    RIP Rogerdown and Haathun! Core Raiders of OAK. They will be missed. Can we get an F in chat in memory of our fallen brothers.
  39. 4 points
    I couldn't have said better than SirGank, DisplayName, Peel2g, Tekkies, Ashsj1992 and nasmi how I feel about the upcoming changes to builds display. I might be playing on Ascension only since last saturday, but I managed to do a build that fits perfect to me by theoricrafting, experimenting spells and mechanics and doing quite a lot of resets. Now. I know some players don't find this change disturbing at all, some are doing great with it because they wish to have the same build as the top players. But others, like us in this topic disagree with that because we want to keep the infiinite creativity that Ascension system offers, and the unique personal playstyle it gives. In my opinion, if you are a player and want to improve your character's efficiency or fun, you just open the Ascension spellbook and talent trees, take a paper sheet and a calculator and you just read the hundred tooltips and try to find the perfect combination of spells depending on what YOU WANT to do not what OTHERS do. As for me, I have two-three sheets of paper full of notes, percentages, and various numbers and even notes about spell effectiveness in special in-game cases. If you still want to apply those horrible changes, please, at least allow people to hide their build (do a "Show/hide talents" option in-game just like you show/hide your helmet)...but anyway, you only need a couple of players running around with an overpowered build and showing it and that's it, just like a disease it will spread around between players and the only way you'ill be able to counter anything against those builds will be having the same or another broken one. 3-4 main builds will be dominating all the other ones and you won't be considered as viable unless you have one of those builds. You are going to kill the server.
  40. 4 points
    I personally think this might be the final nail in the coffin for me, these past few months the dev's have showed very little care for many topics of late, now they decide to go against what as one of the core aspects of the server to have a unique build. Now instead of players saying "O shit it's (player name)" it's now "O shit it's a (Build name)" you've completely removed any kind of recognition that a player can get if they make a unique and powerful build, not only that but it's a spit in the face for all players who's poured thousands of hours into your sever (I've got over 100 days player with my main and alts combined, not to mention ptr time). You have actually made more like retail now where instead of people trying builds out for them selves they're just going to find someone who does a ton of damage and copy their spec. You say this is for player retention but honestly these changes you've made sense starting late November of last year has caused more players to leave then any gain. You hide behind bloodscalp saying it's doing fine but ignore that fact that many of the guilds that have been here sense day one or close to it are either gone or are close to it. yet you just keep ignoring it, not even giving us an answer on the forums. Maybe you'll wake up when ascension ends up having to have all the players join one guild just to do 10 mans and 25 mans. TLDR: You're actually killing creativity with these changes and causing long term players to leave.
  41. 4 points
    Sooooo. These nerfs will lead to bigger nerfs in raids/dungeons so that it is possible to do them with the changes? I don't really care what happens pvp or on high risk, I just want to be able to do all raid content without feeling gimped after investing time, money, gold, orbs and so on. Having to redo my build is fine, don't mind a little theorycrafting, but having to re-RE my entire gear because of a nerf or massive change isn't cool. I imagine that some people here have lives and can't just spawn in orbs/runes/gold to get gear. Meaning it's going to take a lot of time for people who can't play 3-10 hours daily. Farming up stuff is a part of WoW, sure thing. But for people who use their precious time to get bis, to then have to go farm even more to change their gear, + for mats, is a huge requirement. You can't make a PvE softcore server a terrible experience because you want people to play high risk. It's just going to equate into a loss of players instead of an increase. If people aren't playing there, it's because it's not their cup of tea. Hurting the PvE would just mean that people quit instead. It's like changing a menu from having a decent pepperoni pizza and a semi-good hamburger, to having a turd-pizza and still the same semi-good hamburger. People won't buy the hamburger if they don't want it. They would just have to find a new pizza place. In short. If you're going to nerf this much for PvE then you need to nerf bosses/raids/dungeons even more for people to be able to do them.
  42. 4 points
    I really would urge you to just push these to the PTR before live. These changes are huge for TG and hybrid, and Season 2 will not give the feedback needed for these. It's just not feasible for someone to have to re-level and re-acquire their gear, AND the REs to properly test these. I know that seasonal has accelerated progression for leveling and gear but it's just not a proper testing environment to reflect on live's current progression. The PTR doesn't even need the vendors for orbs/runes/resets/etc. just have it open and allow players to copy their existing characters over and you'll end up with much more valuable feedback.
  43. 4 points
    C'thun is an excellent dungeon to complete with my fellow dungeoneers. Very good loot from this dungeon!
  44. 4 points
    Thank you very much for this detailed post, its always nice the devs communicate their plans and ask for feedback. Also, as an online marketing expert, im very glad to hear that you are updating your webpage, I really do think that it will improving the ergonomics of the website will help you to get more customers, will help us to get more players. On the other hand, im quite worried about the sulfuras buff (not really about the buff itself, rather the message it sends to the communiy). In my opinion there is already an incredibly huge gap between the new players and old players, both gear and skillwise. Although this is pretty normal in wow, in this server this gap is multiplied by the nature of RE-s and the classless system, which requires astounding amount of grind and knowledge about the game - knowledge that you can not acquire anywhere else. This is even worse considering how little guides are out there, and how outdated are the guides which are actually available, and how reluctant are the players to share their builds, even in pve. After you, the devs, taking a big step in the right direction - making the very strong epic pvp items available (which can be farmed by basically afking/getting oneshotted in pvp by the veterans, but thats another topic), you immidiately take a step back, and buff a weapon that is basically only owned by veterans. I really do think the server's LEAST important problem is the state of legendary weapons, and I find it sad that you are catering for a very small amount of minmaxing veterans, instead of focusing on keeping the newcomers by giving them multiple catchup mechanisms, and helping them have a fair shot against the guys who've been farming orbs and testing builds since the inception of the server. With all due respect, I recommend you to redistribute the working hours you planned to spend on buffing legendary weapons and sets, instead spend it on updating the talent calculators, creating guides which actually present meta builds instead of Firestarter which fails to do 1k dps, and implementing catchup mechanisms, which will help newcomers to get gear, to get ready for BWL and AQ. If the rumors I heard are true, you all have nothing to lose: as TBC is coming soon, all gear will become obsolete very quick anyways, so dont be shy to cater for the fresh 60s. Regards, An honest fan of your project.
  45. 4 points
    Hey, I was suggesting this a few times already but I think I never explained in detail why I think that Flasks and Elixirs should be use able together. First of all, in vanilla you could stack every Elixir, that isn't what I'm asking for at all !!! What I'm asking for is to be able to use 1 Battle Elixir, 1 Guardian Elixir, and 1 Flask. That's it. there are so many Herbs that are somewhat worthless because there is next to no demand for it. Here is everything crafted from Plaguebloom. Brute Force and Mongoose are one of the best Elixirs around but since they are not useable with a Flask, they are not used in raids much. here is everything crafted with Gromsblood. Only Flask of Titans is really used on this Server. Since Herb farming aside from Groms and Dreamfoil is not effective bc of Spawns and locations, it becomes a chore, being less attractive overall makes the prices for those Herbs as expensive as they are. Here is everything crafted with Ghost Mushrooms. Nothing crafted with this Herb is actually used on this Server, even though Players would use em if they were more available. Elixir of ShadowPower is a cost-effective alternative to Greater Arcane Elixirs for Casters who don't profit of crit or just prefer to have more Spell Power. Elixir of Fire Power ( same as shadow power adds general spell power not type specific) that adds a use for Firefin Snapper for which otherwise, there is absolutely none. The only negative, I can say about the whole Elixir stuff is, that since the changes from BC / Wotlk left healers a bit unfavored. Mp5 was used in Vanilla, if I'm not mistaking Spellpower from Pots isn't Heal power therefor there are only Stat or mp5 providing Elixirs which are mostly Guardian , like Mageblood Elixir, buff it a bit and make either Greater Fire Power or Elixir of Shadowpower give only Healing SP if you have some love for Healers and don't want them to feel left out by only being able to use Guardian Elixirs. EDIT: Gubbyascension -> pointed out that Arcane and Greater Arcane Elixir affect both.  In that case Healers would have a Battle Elixir as well, just not an option for an Elixir without crit. But .. we could also talk about BuffFood ... was used in Vanilla for Healers, since MP5 is out of proportion low valued for our custom Talent/ability System, no one uses it here. Even tho it stacks with Well Fed and would be a great Ressource Sink for Healers if it would make a difference ( buff the value x 5-10 and it's actually decent-good Bufffood that will be used..) do the same for this. ( they both Stack with each other and well fed ). And please make Clams great again... make them not BoP on andorhal, its just good buff food that people want to use but can't because they don't want to do a quest for the recipe, get cooking to 300 , and farm themselves some meat for it, when technically on LS or back on Sarg, you could just buy them from someone else. Raids mostly use Flask and for Progression or even farm raids, some people would always do whatever increases their performance. That also means that some Player may want to use a stack or two of them for a raid boss they are trying to Progress on. And while it shouldn't be needed to use Pots after every Death, being able to use only 1 Elixir of both types with a Flask, would provide the possibility for extra time investment while not forcing it on Players who don't want to put in the extra time/gold. Its important for a Server that it feels alive... and this is something that would make players want to herb because there would be more demand for it. This would also make players use a profession that is otherwise mostly really used by a few players that craft the Titans/Supremes which Guilds use for raids. Ay long post, good to be back I guess.
  46. 4 points
    Hello, I am Zean. Some of you know me on the server and others may not. I mainly play as a rogue and spend most of my time on the server (probably 80%) of it in the world doing PvP. So my viewpoint and opinion will come from that. I have not raided on this server at all so that will also be a factor in what I have to say. Thank you. ----I half agree with this statement, BGs are an important part of the server. They are the main way to obtain honor for new players to buy gear, talent and spell resets, dual spec, and other misc items. Removing the option to do it during the week would hurt many players trying out different specs and gearing up. This would hurt your whole point of trying to get players to stay. ----What raid loot are you talking about? Molten Core, BWL or AQ? Because AQ isn't out in world yet. So it must be BWL, and if so, we have already seen this effect with the addition of Nef loot added to crows chest. The top 2 main guilds zerg the chest with groups of 5 plus, making it impossible for small groups of friends or solos (aka new players) to have any chance of getting it. If you force out raid loot from world mobs and only into Crows/Invasions/Dailys. You will just create more of a gap. Even if you leave Molten Core/Ony loot in world mobs and increase their drop rate, without the chance to obtain BWL gear, most new players and even veterans will lose any chance of making gold to gear up or purchase BWL or better gear seeing as Molten Core/Ony Lair items are already only worth about 10-100g if that, and most are vendored as if it was a blue, even by me. No. No. No. No. No. What the f*** is this? As I have stated and most people know, I play ambush rogue and do world PvP 80% of my time on the server and I hate this idea. I do not want to know where players are by just having them added to my friends list or /who or a addon. This would DESTROY new players from ever getting gear or doing anything. Just no. Even with the idea that you have to have spoken to a player or been in their guild, I have been in 6 different guilds, with a total of probably 200+ players combined, I have whispered and interacted with over 100 players on the server. So I would then have "spoken" to them through a whisper, allowing me to then /who or add them to a friends list and find their location and kill them. No. No. This is awful and hurts new players the most. I wouldn't want to hit lvl 60 my first time, have some guy whisper me "Hello how are you", me to reply and then 2 minutes later get kicked in the nuts because I have now spoken to that player. #No This is fine to increase world drops as long as you don't remove BWL items from the loot tables as I previously stated. Molten Core and Ony Lair items are already vendor trash for most veterans, increases its drop rate for new players would give them the a good head start IF they can also get the chance at BWL gear. Yeah, not sure why this wasn't already done. Yeah, the daily quests generated lots of opportunity for new players to get gear and have a go at world PvP How about instead of Deinstanceing raid/dungeons. Make them only doable once per account/ip per week. If a guild has gone through the effort to learn the strats to the bosses, make the a spec to do them, get a good group of players together. They shouldn't be punished for that, there will always be Hardcore and Casual players in any game. You can't take that away to make everyone equal. ---How about just a dungeon daily where you get a chest like during the brewfest event which will give 1-? pieces of gear. If you allow people to just spam run hardcore dungeons for raid loot, you will get the same issue you stated in #7 that you don't like. Big guilds learning the hardcore dungeon strats and farming gear to hoard. ../sigh A reward system for logging in to play a game? No, thats worse than a participation trophy. Typing in your password, hitting enter, and getting free crap. No. Daily quests would be enough ----I have talked about a glory system before in a previous post about the Outlaw system. I do think a world pvp glory/reward system would be a nice addition. I paid 30$ for this god damn altar. It is not getting removed. If you want to make the cooldown account wide instead of character, thats fine. The rune/orb system is fine but does need a new player tweak. The main issue with alot of builds currently is REs and Gear. Gear is obtainable by world loot but REs not so much. I would HIGHLY recommend making all or a majority of the White/Common REs not require orbs to put on gear anymore. Give each new player 5 free Random Enchants when they hit 60, (common ones only) and make them cost 5-10g or 1 orb to put on a item. This would bridge a huge gap between new players and veterans. Giving them a easy fighting chance with the build they want. No. You cheat, hack, dupe. Get. Banned. Delete their account, let them start over from scratch. Don't have to ban the IP, but ban and delete the account that has cheated/duped/hacked. This is my opinion. Enjoy. Sincerely, Zean your friendly ambush rogue.
  47. 4 points
    """There is no competition in battleground when players are not on an equal playing field. 1v1 Zones are the best thing I've seen on the server so far; although, it is very buggy as well. The crow's chest won't spawn in 1v1 Zones I believe? Something along that matter."""I would consider a whole revamp on Crow's entirely, there has been rumors for Nefarian only items--ashkandi, nelth's tear, etc--drop in the world . Honestly, I think this is the worst idea. I would much rather see it get implemented into more group scenarios,"""" I agree with this statement. 1v1 are the best added so far. Though crows not spawning in them is a good thing as 2 friends could combat each other and loot chest without interruption. I feel as though 50%-75% of zones should become 1v1 zones. If not all. And when a crows chest spawns in one of those zones, it become FFA pvp for the time limit. If you force BiS items into crows chest from Nef, it will become a guild zerg of 10 players with no groups of 3-5 having a chance in hell so I agree with that. Crows should however, stop dropping useless epics and remove the chance to not have any epics at all. Going through the effort to loot a crows chest and get zero epic items is irritating and a waste time. """I would find it best in ascension's interest to implement things to obtain orbs; Certain RE's that are good for some specs which allows people to use their orbs. """ Yes please for the love of god add a new way to get orbs. This is not Andorhal. Not everyone keeps the REs that they get. It is frustrating and mind numbing to have to farm orbs to put on gear you will just lose if you go out with it and end up ganked. Overall, good post and i agree with it.

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