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Everything posted by bmannion4

  1. Great idea, but definitely not in high-risk servers, unless the vendor only buys grey items.
  2. bmannion4

    New PvP Gear

    PvP gear is essentially free. It was not made to be an optimal return on your time investment. This gives people something new to work towards without making other content trivial. If this was an "upgrade worth the price" then people would be complaining about other gear sets being worthless. The ONLY thing this requires to earn is time. I'm a big fan of reducing the power gap between tiers anyways. In my opinion, especially on the high risk servers, the power differential between 60 blues and BiS should never exceed 30%. Give players something to work towards and an advantage, but reward skill > gear. And create more forms of lateral progression in keeping items the same ilvl but different options in terms of stats, similar to how this set is. Everything doesn't need to just have bigger numbers, sometimes different numbers is a great way to go too.
  3. bmannion4

    New PvP Gear

    You assign your owns stats. These have a net gain and most pvp builds stack Stam, this will allow those people to allocate stats elsewhere since they will meet their Stam goal easier through gear. It's an upgrade, and I think it's the right % upgrade and has the added bonus that it requires some knowledge to get the most out of it. You lose 2 int but gain 7 Stam? Cool, reallocate 2 points from Stam to int. It's also time gated gear, not skill gated. It shouldn't be crazy strong, but it still gives people a way to progress their gear in BGs if that is what they want.
  4. What did you do? I haven't heard of them banning many people.
  5. I think any spell that serves a unique role adds to the server.
  6. The debate isn't if the server is wrath-like, not wrath-like, if Blizzard pulled the spells or not. The entire question is... "Will adding these spells improve the Ascension experience?" That's it. Nothing else matters. When Blizz removed them means nothing. Rather they were in wrath or not means nothing. Will they or will not improve the experience on Ascension? This is Ascension, not Vanilla or Wrath, not patch 123 or 321.
  7. bmannion4


    I would suggest Private Internet Access if you want a great VPN.
  8. bmannion4

    Unique items

    They fix based on priority, but they are constantly working through the bug tracker. I've seen many bug tracker reports get fixed. With so many new features and realms being released the priority list probably got moved around but they DO rely on the bug tracker to fix issues. My guess is that this is a relatively easy fix and pretty important. A bug tracker report is much more likely to be fixed than a forum post.
  9. bmannion4

    Unique items

    Did you submit this to the bug tracker? That's the only way to get it in front of the people who can fix this.
  10. I've found hunter pet + autoshoot and buffs is the ultimate 1-20. You can survive mistakes, you can quest above your level, you can kill multiple mobs, and you have literally zero downtime. If you play it well you can just leave Cheetah on as well since you should never be taking damage. It by no means a super exciting build, but it's extremely efficient.
  11. I suggested a slightly different take on an ilvl system encouraging players to get into the world before. Essentially, create new open world spawns and areas that require a certain ilvl to farm. Each mob would have an AOE aura that dealt damage to players based on their ilvl. If you have the proper ilvl the aoe does nothing, if you don't... it messes you up fast. This means if you want to go gank people in a zone like this you are required to also bring higher ilvl gear to risk, otherwise the mob aoe will melt you. The other system I'd like to see implemented is an ilvl based damage scale. Basically, new 60 mobs would scale their damage based on your ilvl, as well as the damage you deal to them. For example, fighting a ilvl 100 mob in ilvl 100 gear would deal 100% damage and take 100% damage. Being below ilvl 100 you would take and deal 2-3% percent more/less per point. On the other side, fighting that same mob in ilvl 200 gear would still only result in 100% damage. This opens up a way to "tier" open world mobs and areas by introducing a variety of areas between 100-however high they want it to go, while requiring pvpers to also risk their gear if they don't want to be 1 shot by the mobs in that area. They could also take lateral approach and instead of ilvl rework how resists work to fit that same concept.
  12. You guys are coming up with solutions on a broken foundation. The "solution" is to increase incentives for solo play while decreasing incentives for gank squads. Buffing players being attacked by a gank squad or segregating zones is trading one problem for a different problem. It's making the symptoms more bearable for you but it doesn't solve anything long term. I would like to see some spells tuned specifically for solo players that could be a short term and long term solution. For example, an AOE spell that also hits friendly players, and has damage scaled based on how many people are attacking you. Give solo players a real tool against a gank squad, while making it unusable in group pvp as it would kill your allies too. Disable the friendly fire in BGs and Instances. (Perma ban anyone exploiting damage on this by having friends intentionally boost the damage). Create a heal spell that gives you a damage shield based on how many people are attacking you, cause damage reflection based on that number(disable in pve and bgs). The idea is to create tools that make playing solo more rewarding and viable, not to remove another player's ability to play their way(gank squads). Changes like this coupled with expanded open world content that encourage 1 on 1s and group vs group would create more meaningful conflict and give everyone the opportunity to play their way without punishing one segment of the population that will always exist in a ffa pvp game. That being said, they really do need to introduce some risk and consequence to being a PK as it expands gameplay massively and has a ripple effect through every aspect of the server.
  13. Or we implement a consequence driven pvp system and create real risk to being a PK or ganking. While this is a well thought out solution, it will only shift the problem, not cure it. The problem is not gankers. It's that there is no incentive to not being in a gank squad. There is no incentive to NOT kill and loot another player. Because of that, it create the pvp environment we have.
  14. bmannion4

    Unique items

    Good catch. They should definitely make items like that unique-equipped, especially because you may need more than 1 in case you lose one in pvp.
  15. It opens the door to abuse. Not that the staff would, but it limits their ability to hire new GMs and speed up ticket time if they have to worry about people fibbing item restoration, playing favorites, determining what is fair or not, ect. It does suck, but I would rather not have the ability to have an item restored instead of wondering what internal politics were going on behind the scenes with item restorations. What happens when a GM is also in a progression guild? What happens when people find ways to game the system? It would be nice if they wrote a script that saved the unique item ID from raid drops when they dropped and saved to an external xml or something, that way if the server crashed they could still help guilds pass out loot, but I that would be the only instance of item restoration I would support and I would hope it would all be open to public scrutiny.
  16. A murderer system and throw the WoW progression model in the trash because it doesn't work in loot on death pvp. There are a dozen threads already discussing this so I won't go into detail for the dozenth time, but expand drops massively, put an expiration date on drops through no-repairs or lowering max durability with each repair to encourage players to use what they find, make murdering someone have consequences and risk to it, and move ALL meaningful content into the open world(no bg, instance, or raid). Make being a PK actually have some challenge and risk to it. Make world content rewarding enough that dying doesn't set you back massively. For every winner(looter) there will be a loser(looted). If we want to have winners we have to make it easier on losers. The biggest thing is abandoning the current WoW progression. Kids will cry and scream and talk about how we are ruining the server, but this server was never meant for them. It's meant for people who want exciting full loot world pvp, and those two models are incompatible.
  17. I think this idea would work really well for a "seasonal" type server where you couldn't change your spec after picking them. It would force interesting builds and gameplay and reset often enough to not get totally bored of your choice but not feel compelled to switch to the flavor of the month as it will change monthly with new seasons. Each season you could also create unique limitations. EX: X spec is no longer compatible with Y spec to force Meta changes and creativity. Or they can totally disable certain trees. No Prot tree for a season, but dungeon bosses drop extra loot. A global healing debuff one season, ect ect. The big issue I see with this being implemented on a progressive live server is that we will create the exact same environment we have now. People will find the best min/max build and all those who don't pick it will suffer. I think it imposes a little too much of a restriction, and does not promote meaningful choice as it will turn into, "If you want melee you pick these 3, magic these 3, tank these 3, ect." One way I could see this idea working would be picking your three trees, but still allow players to purchase outside of those trees for an additional cost.
  18. That problem should self correct in a system like this, but the total AP count should definitely be put under a microscope and balanced around no matter what system they use. I would only support increasing talent points if they removed all +% ones, otherwise we are just giving people more raw power at the cost of less abilites(which translates to less QoL spells like Portal, Astral Recall, Res, Self Res, ect). Less AP probably won't impact OP builds as much as it will impact players picking QoL spells or spells that help the group.
  19. Good points, but they are literally the same points in every other post of this same title We really need pinned posts for each bullet point to consolidate discussion. Or a copy paste to reply with that shows where the current discussion on these topics has landed. Also, this discussion really helps the dev team because it puts many minds working out the potential flaws and improvements for these suggestions, but when we repeat the same discussion every 3 days we are making it more difficult for them. Herein lies the root of the issue. "if resetting was free people would get bored." That is NOT a reason to keep the cost on resets. It means we need to see why people would get bored having access to such an interesting mechanic. When preventing boredom = adding grind we are on the wrong course. We are trading boredom for tedium, or trading one surface problem for another. The real fix needs to be creating more interesting content and promoting emergent gameplay though new tools and systems. The devs are aware of these issues, but fixing them isn't as easy as adding mystic orbs to mobs, upping drop rates, or playing with fel com.
  20. Good points, but they are literally the same points in every other post of this same title We really need pinned posts for each bullet point to consolidate discussion. Or a copy paste to reply with that shows where the current discussion on these topics has landed. Also, this discussion really helps the dev team because it puts many minds working out the potential flaws and improvements for these suggestions, but when we repeat the same discussion every 3 days we are making it more difficult for them.
  21. That's so spot on and well said. "The only difference between builds that is noticeable are numbers." It would be awesome to create a situation where you see a player and begin to know them by their strengths, weaknesses, and capabilities versus big numbers or small numbers and melee or caster.
  22. It's not worth entering into a debate or discussion with some people. Some people want to help create a healthier server and some people are more interested in proving their ideas and opinions "right." Some people's entire argument against the idea is "I don't like it" and provides nothing we could add to the conversation. Some people provide zero feedback. It's a waste of time to engage with them. I love having conflicting ideas and disagreements because it creates an opportunity to improve our suggestions, but without feedback there is no opportunity. Real discussion about suggestions is valuable to devs. We help filter out the obvious flaws through discussion, but some people see it all as a competition to be right Those people often win because they derail legitimate discussion. Ignore them. We all want the server to be healthy and improve, but some people would rather be right than happy.
  23. Adding more crafting mats as open world drops and adding more craftable sets that were easy to create would promote wpvp as people sought the mats and had gear worth risking.
  24. Loozka says "No add mechanic that increase risk. Just promote no risk ganks. No risk for pvp please. Only Risk in server tag. Tag is best risk. What people want. My opinion least risk opinion"
  25. Can you provide some reasoning and arguments behind why you think so? Otherwise it's unusable feedback and provides no opportunity to improve the idea.

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