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Peel2g last won the day on November 6

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About Peel2g

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  • Birthday 12/15/1989

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  1. to even mention that while doing balance is outrageous. if you continue to balance under the premisse of having a geared player vs a new player then goodnight. mind proving that to me with actual numbers ? if you cant i will do it for you Lets assume a player has 10.000 Health and a fight lasts for 100 seconds and the enemy does 400 pvp dps. Situation a) will be 6% damage reduction and no bloodcraze Situation b) will be 0% dmg reduction but with bloodcraze a) 400*100*0.94= 37.600 damage dealt (2400 negated) b) 400*100 = 40.000 damage dealt , bloodcraze will heal for 6% every 16 seconds. 100/16=6.25 --> 6.25*6%=37.5% --> 10.000*0.375 = 3750 health recovered. Now add MS effect to that. 3750*0.5= 1875 health recovered a) 2400 damage negated b) 1875 health recovered now its your turn to backup your claim that Bloodcrazes value is "FAR HIGHER" than any dr talent sidenote: a flat 2%dr per point is actual one of the weaker ones that you can pick up ...some of them offer more like 3% per point which even further devalues bloodcraze. (9% dr would negate 3600 dmg in situation a) sidenote 2: let it sink in slowly that over a fight lasting 100 seconds youll recover health equal to just 1 non-crt flash of light that a SoR hybrid does. which he exactly needs 1 gcd for. sidenote 3: the value of bloodcraze further diminishes the less max HP the player has ... (with 8000 hp youll recover 1500 hp with MS effect effect in situation b) example: 2: taking 3%dr per point and a player that has 8000 HP the values are like this a) 3600 dmg negated b) 1500 health recovered
  2. its not as easy as you describe it. Making use out of %-health recovery talent isnt just done with "allocating into stam and picking some of the %-stamina talents. That coming of head balance is quite a letdown tbh. It starts off with your gear choices you make. If you want a healthpool that is high enough to make %-healing a viable option you you always prefer stamina over dps stats. You then have to further back up your increased healthpool with defensive talent choices such as parry/dodge/flat phys dr and flat mr dr or youll just end up surving 1 more hit if you dont do so, which further decreases your dps output--> keyword EHP. Simply allocating stam and have some stam talents wont do anything for your EHP if you cant back it up further youll just end up being a papertank. You making it look like that everyone who has more than 8k HP and picked bloodcrazee automatically transformed into a hypersustain build while this cant be further from the truth. Just to put the bloodcraze nerf into perspective with some numbers. Lets say you have 10k hp ... in the unnerfed state bloodcraze healed 1% of your hp every second.(6% over 6 seconds with 3/3 points spent) --> Meaning it takes 100 seconds to recover your entire healthpool (100 health per second). 200 seconds when you have MS on you (50 health per second). The nerfed bloodcraze now recovers 0.375% health per second (37.5 hp/s) and 0.1875% (18.7 hp/s) with MS effect on you. Which equals a whooping 266 seconds without and 533 seconds with MS on you to recover youre entire health pool. THAT IS 9 MINUTES WITH MS EFFECT ON YOU ... do you think thats justified in any way ? Mind you this is a 3-Pointer aswell. you completely killed that talent with that ridiculous 10 second icd.
  3. I dont understand why you nerf bloodcraze again when the literal 2 speccs that you wanted to nerf dont even use this talent, since theyre not allocating into stamina at all but rather go for str/agi. All you did was to nerf anything that isnt a holy hybrid or blocktank which have stamina as their defensive layer and get the little bit of sustain from flat% healing ... which in most cases was their only way to get some health back. Unbelievable actually. You kinda ruined second wind the same fucking way before... As for the increased duration on freedom and blink ... this will lead into a huge kite fiesta against any melee in no time especially with the increased utility given to hunters. theyll eat melees for breakfast now. Arcane Mage: Slow will become a must pickup now since it got buffed immensely passively with these changes. With steady shot being useable while running i hope that youll give the same treatment to slam for the melee counterpart?
  4. Mustve been a melee player with a) no sustain or b) no damage or c) both a and b I dont see any reason to just giveth a pvp mod instead of the blanket 20% nerf to both pvp and pvm
  5. Was the holy nova nerf really necessary? You couldve just given it yet another pvp mod if out of all the flaws that the pvp meta has right now holy nova was a big concern of yours... people do like to farm with it (mobs) and you nerfed this aspect alot with removing 20% dmg from it. edit: lol the RE got nerfed aswell? imagine gutting an ability by 32% (or more if these stats were multiplicative).
  6. Could you elaborate more on the naxx Aura that doesnt let you fully dodge/parry anymore and the interaction with warrior 6set and the almost non existent compensation other than the marginal tactical mastery buff ? Thanks in advance
  7. You might wanna have a look at available fistweapons then.
  8. As stated in my very first comment pls make the rouge 2set a non execute-phase Bonus. Youre literally argumenting yourself against it in that quote. Give it a 5-10% procchance for the entirety of the encounter and not just the last 20% Dont you forget about the potential in pvp with the also added 10% dmg. It must be proccing very rarely being such a powerfull 8set
  9. Shhh dont tell SirGank about that ... his little world could break apart you cant just do him like that
  10. So youd find it equally fair for all 3 speccs to have shield tanks benefit from every stat on the set while the other 2 just have to live with the fact that 4/9 are just bad for them ? Wouldnt it be a better solution to implement an iron will-esque talent with BV as the conversion stat as above mentioned?
  11. And blocking for such amounts would lead into a pvp desaster ... even more so than it currently is... the problem of not having enough BV in pve could easily be solved with a talent ala iron will just with BV as the conversion stat but only if blocking finally gets some pvp adjustments... theres no reason to have 4/9 items from that set be worthless to the other 2 tanking styles giving it a rly bad sidetaste collecting the whole entire set while having dead stats on them But thats just my opinion
  12. Hey Wicky ... i have a question about the Warrior set... 4 out of the 9 items are very heavy on Block Rating and Block value. Unfortunatly only 1 out of the 3 tank speccs utilize these stats which is also the least played from my experience ... have you thought about that ? Is there a chance you could change this to either be dodge rating (which is used by all 3 tank speccs) or my personal preference hit and expertise which also all 3 need and which there is barely anything to be found on that set ? Theres a total of 30 hit and a whopping 0 expertise currently on the entire set (if you leave out the 4setbonus) Hoping to get a reply on that one my dude! Peace
  13. edit: assumed a typo in the post here .. dont mind it ty sky execute-phase bonuses are lame ... why not make it a perm bonus with say a 5% chance to trigger it ? id like a numbers swap here ... 15% chance to deal 50% more dmg seems a bit low for a 6set bonus tbh ... seeing tanks with 15k+++ in current gear alrdy - a 400 health increase as a 6set bonus is meh ... not to talk about a mere 500 armor bonus double these numbers and itd be somewhat justified to go for the set a 3 min icd seems to be waaaaaay too high for an 8set bonnus if you ask me ... make it 1 min - also lower the threshhold to 10% or maybe 15% ... how come this set gets overloaded with stats ? seems biased to me ngl
  14. Nah ive just given up argueing with stupid

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