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Beastly

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Beastly last won the day on May 15

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About Beastly

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  • Birthday 09/06/1993

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  1. Also 1,5s polymorph seems broken. Haste applied on top of that and you will have 0 chance of ever countering that with travel form. Seems like you forgot how it was before the nerf, where casters could just instantly reset every fight whenever they wanted, and either reset the fight untill you burned all your shit and kill you, or run off to safety if they didn't have the means to do so. (this is already the case, but with this buff it will just make the issue even worse)
  2. As others have said, their burst potential was never a problem to begin with. It's the fact they have a built in magic dispel in their damage ability and is pretty much impossible to hit with any shape or form of a melee attack. I don't understand how you can reply on this with "they're naturally a counter to melee". Would it be fair if a caster resisted 80% of their spells against a certain build aswell? Would you also be able to justify that by saying "it's just a natural counter to casters"? Is that really the type of PvP gameplay we're aiming for? Having certain builds just completely shit on every single caster or every single melee. They can literally stand half afk and just press a button or two here and there, and still win as long as they are facing you. Oh and btw, this is not even to mention that shield tanks do very well vs casters too. It completely destroys the point of playing melee. You can meet the most braindead player in world and you instantly know all you can do is RUN when you see they have shield equipped. There's literally 0 point in even trying, coz you can't hit them with ANYTHING. I even got buffs for my build from these changes, but what does it even matter, I still won't be able to get single attack in. You could increase my damage by 200% and it would be the same outcome, coz my attacks simply don't go through.
  3. I agree that the amount of new REs coming out is pretty much 0 atm, but that is something the devs could change rather quickly, and not really a good reason for why the sets should only benefit like 1 build. I dno about the warlock set being the only one doing that, I dont think things are that grey and white. People will perhaps consider new builds now that they can actually benefit from most of the sets instead of having to use off-set pieces again.
  4. I think you're totally wrong on this tbh. The way most of the set bonuses are now, they're gonna be used in several different builds instead of just boosting 1 specific one, which is great. Ascension is all about build making and making set bonuses benefit only 1 or 2 spells totally ruins that, and pushes people into certain things, instead of giving them the freedom to play whatever they want. New RE's have the purpose of pushing underused and weak builds into the meta - the sets should be for everyone, not just Arcane Missile mages or Thunderclap warriors like what we've seen before.
  5. I'm really sad to see none of these sets give anything of value to melee builds that aren't focused on purely physical damage, except for maybe the shaman one. I for example play a poison build, and like 50% of my damage is nature damage. The rogue set seems most optimal for me, but both the 4 set and the 8 set bonuses only benefit melee abilities. Why not to make them benefit from other things aswell? It's not like casters will start using 8 rogue set bonuses, due to the stats being awful for them. What was fun about sets from previous raids were that sets like druid, paladin and shaman had bonuses and stats that could benefit melees, as well as casters (or stuff inbetween) which gave wiggle room for different kinds of off meta playstyles. This time there's like 2 sets that can be used as a melee, which is shaman and rogue (shaman being clearcut hybrid set, only benefitting that 1 type of meta playstyle - leaving pretty much only rogue set for AP melee builds). It seems to me that casters are getting so many sets this time, with melees not rly having much to choose from at all. I mainly play a poison melee spec on my main, and for me these sets just seem bad. There's barely any set bonuses I get something good out of. The few ones that seem good for me, are trash for me stat wise. - Druid 8 set: would be cool with on hit effects, but the stats are just purely for casters, making this not an option. Not even shapeshifting builds can use this for anything. - Rogue 4 set: would be nice to have this give ALL crit rating, not just melee, for above mentioned reasons. - Rogue 6 set seems kind of boring? Barely any builds use stealth, and even for the ones that does, this just feels wrong for them. - Rogue 8 set: would be nice to have this proc on spells AND abilities, not just abilities, for above mentioned reasons. - Shaman 8 set: would be nice if this worked on ranged abilities too - to see a hybrid hunter playstyle, going int>RAP - Hunter 2 set: this is another set bonus pushing people into playing a specific playstyle, instead of giving people the tools to create whatever they want with their build. Would love to see this changed. We have REs to give super specific boosts to certain spells, abilities or builds. Sets should be more general, while still being interesting imo. This goes for the mage 8 set aswell. - Would be nice if shaman set gave a mix of agility and strength, instead of just strength (same reason as 8 set bonus) - In general I would be happy to see bonuses that are interesting for off meta builds aswell, and having new content/updates reward people theorycrafting new builds, instead of pushing people into playing the already played meta cookie cutter stuff we see on the daily. Just my 2 cents. Other than this, you did a good job. I'm looking forward to Naxx and future updates
  6. 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.
  7. Beastly

    Crows Cache

    Imo it was destined to be a failure as it's basically the exact same thing as it was on LS and nothing has been done to change it. As much fun as it is to do large scale fights, they happen so rarely that it's just not worth it. It ends up being a race of who can recruit enough ppl to manage to outzerg the other raid, which is just unfun in most cases. The population isn't big enough for anyone to knock down the top guild(s) anyway. I suggest you do 1 of 3 things: 1) Split chests up into smaller ones, spawning in different zones and 2-4 of them in each. Each chest has some stuff in them, but nothing major. Perhaps a decent % chance for a raid item, while always including some orbs/runes so it's not a complete waste - could even make a token system so each chest gives you a token, which you can turn in for rewards such as spoils of war etc once you gather enough. It could also be an option to make the chest automatically give 1 token to every1 in the group, and make it so no tokens drop at all if you're in a raid group. This would force the bigger guilds to split up and make smaller groups, as zerging would hopefully just be too inefficient for it. 2) Make it a tournament, perhaps once or twice a week, where ppl sign up for it in groups of 2/3/5. Groups would then be matched against eachother (maybe teleported some cool place in the world to fight each other - where ppl can spectate fights), and the top 3 groups would get a 1st, 2nd and 3rd place price. (no drop on death) This would 100% be the most balanced way of doing it, and honestly sounds cool as fuck. No more unfair fights where ppl just run you over. It would also make it alot more attractive for ppl who don't neccessarily sits in a guild with 10-15+ online all the time. You could team up with ur pal and prep for the 2v2 tourney and if you lost, so be it. Was fun anyway. It's obviously time consuming for devs to run this, but I rly think it would give pvpers alot of fun - even ppl on Andorhal could enjoy this. 3) Or just remove Crows.
  8. Again you're painting an unreal picture to support your own claims. Let me debunk this statement.. 1 TE, 2 AE into Earth Shield 2 TE into Improved Earth Shield 5 TE into Sheath of Light 2 TE into Nurturing Instincts 3 TE into Touched by the Light (optional - but alot of gear from BWL and past that have high STR so it's a very good talent to have) 2 TE into Quick Recovery 3 TE into Maelstrom 1 TE, 3 AE into Riptide 1 TE, 2 AE into Holy Shock 2 TE into Art of War (optional) This is not counting the large amount of AE you have to put into the abilities that goes together with these talents. It's not counting the amount of talents you have to put into survivability like DR and defensives so you don't instantly die to burst either. So just 7 TE and 5 REs huh? Lul.
  9. You specifically said "agi stacking healing conversion" refering to sustain builds and claiming they can ez hit 3k AP when in reality theyre lucky if they get above 2k, unless you're full AQ gear which isn't even something PvP'ers can get their hands on. So stop lying and changing ur own words when ppl call you out on your lies.
  10. I need to see proof of your rediculous claim that agi healer reaches 3k ap. I knows it's not possible lul. Also can you reply on my question? Do u play LS, and if so then lets 1v1, if my build is so bad and has so low number then it should be ez for u right? 😛
  11. Do you play on LS? I'd love to 1v1 you. How much healing power do you have in that 2,1k AP build? Is it even an agi healing build? Where's that screenshot of 3k AP agility sustain (unless you're ofc playing cat)?? 3k attack power in a sustain melee build (ESPECIALLY agi sustain) is absolutely unheard of, unless you have atleast double crusader proc or some shit. I wonder where you get those numbers from dude, you must be an ascension god of some kind if you can reach those numbers while still having good sustain lmao. Ur still making 0 sense with that "low ap = sheath nerf hits harder" statement. The higher AP you have, the more value you get from Sheath. It's simple math dude. I have 2,2k AP in full BWL gear if I put all points in str, fully enchanted, and with 9% str talent also. I could prolly get like 200-300 AP more if I went for full AP gear (even tho im already BiS for sustain) Then let's say I remove some sustain and pick 10% AP from talents instead, I reach around 2750 AP. I could maybe get a few hundred AP some other places, but at that point I wouldnt even be a sustain build anymore. I really want some proof from you that you can run a build built around sustain that actually does well in PvP and hit 3k AP without procs. It sounds like a fat lie dude.
  12. 2H parry isn't build around sustain lmao, it's built around parry. It's a melee counter that happens to have sustain through Victory Rush (which is only usable vs melee). Please post a screenshot of a 3k AP agility healer, I'd love to see that. On LS I'm in FULL BiS with ZG enchants and normal enchants. I have 738 str, 317 agi and 2217 AP when I'm fully self-buffed with totem up, and I have 600 healing power. (This is prenerf Sheath of Light). Do you actually think if I stacked agi my AP would be higher than it is when I'm stacking str? Lol. You're pulling numbers out of your hat, and using seasonal where no1 has gear or REs as a way to reinforce your arguments. Jeez. Also, what's your logic behind "low AP = Sheath of Light nerf hits you harder"? It's the exact opposite way lmao. Low AP = Sheath of Light nerf doesn't hit you as hard. That's like putting 2 and 2 together dude. ...I feel like im discussing PvP with people who mainly PvE and don't actually know the meta, what works and what doesn't.
  13. Oh you mean parry 2H builds with earth shield and Victory Rush? That's not a build built around sustain, they just crush certain melee specs due to avoidance. Vs a caster they can't even use victory rush so their whole gameplan falls flat if they plan on winning through sustain. No agility build has 3k AP, you're just overexaggerating numbers to make your statement sound better. Their DPS isnt even that high. It's good, but not anything close to what other builds can dish out. 0 REs and 0 epics, yes that's the sole reason why it feels balanced right now. Go thank the ascension team for making seasonal, not for the seasonal balance patch itself. It has absolutely nothing to do with how balanced PvP is right now.
  14. SP tanks have tons of dmg and still are tanky as fuck. They are at a slight disadvantage vs casters due to not being able to block spells, but in general tanks have always been weak against casters, so getting 2 shot by an overbuffed spec like Holy caster isn't really surprising and the sole reason why that happened is coz devs failed to see it coming when they put Holy on steroids. Problem I have with ur statements are that you're acting like the nerfs to sustain are just a normal nerf, but im literally losing half my healing power while also losing scaling on several key abilities. It's a spec built around sustain and yet it's not gonna be able to sustain a god damn thing when i have 350 healing power in full Bwl gear with enchants. A caster in blue gear without even using Sheath of Light will have close to the same amount of healing power as my sustain spec in full Bwl gear lul. The archetype is destroyed and not just nerfed. It is not going to be viable with those low numbers, I can assure you that. I was already losing to SP tanks, burst specs and most casters prenerf. And whats even more rediculous is that caster healers which are crazily overpowered doesnt even get hit that hard from the nerfs due to being compensated with haste buff. The nerfs outcome is basically that they slightly nerf healers, but completely destroy sustain melee archetype (and again - im not even close to the only one playing this style). Dmg casters' sustain in general actually gets buffed from this. They don't utilize Sheath, so the nerf doesn't even hit them. Theyre only effected by the Earth Shield nerf, but they also receive a 5% haste buff which is honestly a pretty worth trade for them. - And casters in general already has great sustain. The nerf just seems out of place and not in touch with reality. It destroys a spec that was good, but not op due to agility nerfs - and either slighty nerfs or actually buffs alot of other specs. And devs even stated they are not going to destroy specs that ppl pour their heart into, yet they go straight a head and kill an archetype ive perfected and loved for over half a year.

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