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Old 11/10/07, 11:16 AM   #926
Illundai
Bald Bull
 
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Orc Death Knight
 
Talnivarr (EU)
Hey I know a fix, how about they give Elemental Shaman that damn firenuke back. I don't know what the cast time and so on was, but I seem to recall Shamans having one in the very early betas at least.
If they would re-add that, at least Shamans would have alternatives when the mob is nature immune (Hi Hydross!) and they would get benefit from CoE, whilst not buffing the Rogues with CoE having nature damage increase.

How about that? :\

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Old 11/10/07, 11:18 AM   #927
gatzu.
Von Kaiser
 
Tauren Death Knight
 
Kil'Jaeden
Originally Posted by Praetorian View Post
How to fix this problem? I'd do two things:
1) Make CoE affect nature damage. Why the hell doesn't it? Seriously, every other "elements" ability, like say Elemental Warding for shamans, is fire/frost/nature. Those are considered the "elements." Add nature to CoE. (Also add holy to CoS at the same time.)
2) Change ToW to also increase the elemental shaman's damage by 5% while it's out. People still won't give up NS for PvP, so it'll have no impact on shaman damage at all. But it will provided a needed boost to PvE DPS.
They should just take it a step further and combine cos and coe and just make it a generic 10% more spell damage taken. In the 25 man raids in tbc you cannot always rely on 3 warlocks being there.

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Old 11/10/07, 11:23 AM   #928
Zaq
Don Flamenco
 
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Blood Elf Priest
 
Ursin
Bosses that are immune to an element, any element, are just dumb at this point. Forcing mages to have a different spec for Al'ar, or elemental shaman being unable to dps for 1/2 of Hydross makes no sense. Can you imagine how raid-breaking it would be if there was a shadow immune mob? or one that was immune to physical? Those are both more extreme I suppose, but it's the same principle.

"I have nothing personally invested in my own opinions. I'm just, like, inviting you to join me on the bandwagon of my own uncertainty." -Taylor Mali

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Old 11/10/07, 11:25 AM   #929
Gumibear
Piston Honda
 
Orc Death Knight
 
Turalyon
Originally Posted by Praetorian View Post
That's true, but no one uses Envenom, and looking at some of our WWS parses, DP amount to 70 DPS for a rogue doing 1800+. Increasing that to 77 DPS would be a trivial change with no balance implications.
I didn't know how far Envenom lags behind Eviscerate as a filler when it doesn't make sense to Slice and Dice or Rupture. I know with my own spells it wouldn't take a massive change to make Incinerate start to come in line with Shadowbolt, barring ISB. Anyway, I'm not saying the reasoning is necessarily what I think is valid, but Blizzard might be thinking about CoE and poison damage, as dumb as that may be.

The problem with giving shamans an "Empowered Lightning" talent or building something like that into LM or LO is that it likely overpowers elemental PvP burst. Hence my proposal of tying a personal benefit to ToW, which PvP elemental builds simply cannot afford to pick up.
Tie the "Unleashed Rage for spell damage" ability into the totem.

Originally Posted by Illundai View Post
Hey I know a fix, how about they give Elemental Shaman that damn firenuke back. I don't know what the cast time and so on was, but I seem to recall Shamans having one in the very early betas at least.
If they would re-add that, at least Shamans would have alternatives when the mob is nature immune (Hi Hydross!) and they would get benefit from CoE, whilst not buffing the Rogues with CoE having nature damage increase.

How about that? :\
As long as your fire nuke doesn't have a 2 DPS dot attached to it.

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Old 11/10/07, 11:26 AM   #930
Illundai
Bald Bull
 
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Orc Death Knight
 
Talnivarr (EU)
Originally Posted by Zaq View Post
Bosses that are immune to an element, any element, are just dumb at this point. Forcing mages to have a different spec for Al'ar, or elemental shaman being unable to dps for 1/2 of Hydross makes no sense. Can you imagine how raid-breaking it would be if there was a shadow immune mob? or one that was immune to physical? Those are both more extreme I suppose, but it's the same principle.

Hi Twin Emperors. :P


But yeah, I agree. I already get annoyed when I can't melee one of the Flames of Azzinoth on Illidan just because the stupid beams keep alternating and whatnot. I can't imagine what it's like to have immunity to your abilities -_-

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Old 11/10/07, 11:45 AM   #931
Jebraltar
King Hippo
 
Blood Elf Paladin
 
Staghelm
Originally Posted by Gumibear View Post
I didn't know how far Envenom lags behind Eviscerate as a filler when it doesn't make sense to Slice and Dice or Rupture.
The biggest reason that Envenom lags behind Eviscerate is because it consumes Deadly Poison, which takes time to stack up again. Since Deadly Poison's damage would also be increased, the problem would remain.

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Old 11/10/07, 8:02 PM   #932
Okijin
Glass Joe
 
Tauren Warrior
 
Tichondrius
good rogues will be rupturing anyway.

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Old 11/10/07, 10:42 PM   #933
Opioid
Don Flamenco
 
Blood Elf Warlock
 
Kil'Jaeden
Originally Posted by gatzu. View Post
They should just take it a step further and combine cos and coe and just make it a generic 10% more spell damage taken. In the 25 man raids in tbc you cannot always rely on 3 warlocks being there.
As a warlock who enjoys arena I fully endorse this idea of a +10% spell damage taken -88 every resist single curse, and await its implementation.

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Old 11/10/07, 11:41 PM   #934
Darkmantle
King Hippo
 
Gnome Warlock
 
Spinebreaker
As annoying as a'lar being fire immune can you imagine how silly it would feel to be throwing fireballs at what is essentially a big ball of flame in the shape of a bird? That's equally unintuitive. The problem is raging pure elemental forces are a big staple of fantasy and wow lore so they keep on doing them.

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Old 11/11/07, 12:09 AM   #935
Bullshot
Don Flamenco
 
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Night Elf Hunter
 
The Maelstrom (EU)
Originally Posted by Darkmantle View Post
As annoying as a'lar being fire immune can you imagine how silly it would feel to be throwing fireballs at what is essentially a big ball of flame in the shape of a bird? That's equally unintuitive. The problem is raging pure elemental forces are a big staple of fantasy and wow lore so they keep on doing them.
The argument falls flat when mages can use fire damage on Kael'thas's phoenixes.

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Old 11/11/07, 12:15 AM   #936
Covertghost
Von Kaiser
 
Blood Elf Paladin
 
Turalyon
Originally Posted by Bullshot View Post
The argument falls flat when mages can use fire damage on Kael'thas's phoenixes.
Pretty sure that's just an oversight

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Old 11/11/07, 1:26 AM   #937
Setia
Piston Honda
 
Human Mage
 
Ysera
Kael's pheonixes are not the only case: fire damage on the infernals in Mount Hyjal works(both the trash and Anetheron's adds), even while the Warlock's infernals are immune to fire...

Al'ar + adds and the Flames of Azzinoth are the only fire-immune mobs in BC's raid game, unless I'm mistaken. With Supremus being fire-resistant.

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Old 11/11/07, 1:38 AM   #938
Sapp
Bald Bull
 
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Human Paladin
 
<NI>
Detheroc
Originally Posted by Opioid View Post
As a warlock who enjoys arena I fully endorse this idea of a +10% spell damage taken -88 every resist single curse, and await its implementation.
or split it into -resist and +10% damage curses

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Old 11/11/07, 1:56 AM   #939
Darkmantle
King Hippo
 
Gnome Warlock
 
Spinebreaker
I was just trying to illustrate that the 'unintuitive' card can be played for and against having mobs immune to certain types of damage. From a psuedo lore/common sense stand point mobs made of fire shouldn't be damaged by it but from a gameplay perspective those mobs are just plain stupid for some classes. Considering the raid design team made exceptions for the phoenix's on Kael they should just remove the whole concept all together and be done with it. Or they should do what they did with supremus and give him non trivial fire resist which makes sense but doesn't stop fire mages from being effective altogether.

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Old 11/11/07, 1:57 AM   #940
 sadris
Soda Popinski
 
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Tauren Druid
 
Mal'Ganis
Originally Posted by Darkmantle View Post
As annoying as a'lar being fire immune can you imagine how silly it would feel to be throwing fireballs at what is essentially a big ball of flame in the shape of a bird? That's equally unintuitive. The problem is raging pure elemental forces are a big staple of fantasy and wow lore so they keep on doing them.
Are you people seriously having this argument? Why aren't you arguing for all shadow-based bosses to be immune to shadow damage? The whole concept of lore went out the window when they introduced space cows which crash landed and decided to revert to sword/shields and horses instead of laser beams and hovercrafts.

The Washington Post helps perpetuate a common and pernicious misreading of the decision, referring to "the Supreme Court’s judgment that corporations have the same rights as people when it comes to political speech." What the Supreme Court actually said is that people do not lose their free speech rights when they organize as corporations, including nonprofit interest groups as well as businesses.

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Old 11/11/07, 2:09 AM   #941
Zaq
Don Flamenco
 
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Blood Elf Priest
 
Ursin
Lore is fine, and in many cases an important part of Wow's immersiveness and fun. Mobs that are for the most part immune to you, be it fire mages vs phoenixes, elemental shaman vs nature elementals or warlocks and spriests vs shadowmonster37x, are not fun. Encouraging respeccing for individual fights is a horrid idea, no matter what the 'logic' is.

"I have nothing personally invested in my own opinions. I'm just, like, inviting you to join me on the bandwagon of my own uncertainty." -Taylor Mali

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Old 11/11/07, 7:32 AM   #942
Desall
Von Kaiser
 
Draenei Shaman
 
Silvermoon (EU)
Why talk about lore on the subject of immunities?
It's all about raid spots anyway. It's ok for mages to have to respec in their minds.
It's ok for shadow priests or shamans to have to sit out on a boss.

They fix it eventually when shadow priests, warlocks, shamans, mages and every other spellcaster is made to sit out on Shahraz though.

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Old 11/11/07, 9:32 AM   #943
Machia
Von Kaiser
 
Night Elf Druid
 
Lightning's Blade
Just wanted to get an idea of what others are feeling about the guild bank as it stands right now on the PTR. I for one am still not satisfied with what I believe is still an extreme cost (around 9k gold, however thankfully reduced from 16k gold). I'm also not a fan of how anyone with access to a page can unstack any and all items and reorganize an entire page. For example on the PTR a couple of guildies filled up 5 pages with 1 item such as super mana pots and runecloth. They even spelled words out of the items on a couple of pages. Really there is no reason anyone, other than the GM of a guild, should have the ability to rearrange things. Maybe I'm slightly anal but I really enjoy organization and I can see a few guildies toying with me by doing this. Also the daily "withdrawal" feature imo is broken as it not only allows people to directly take money out of the bank but then still repair as well. For example if you have a 50g daily limit and repair up to 49g you can still go to the bank and withdraw 50g. Also on days when we aren't raiding someone could still take their daily limit. The entire system is fraught with loopholes that allow for misappropriation.

Even with it being a bit easier I'm still not sure I'd be willing to use this system other than maybe 1 page to allow for guildmates to directly deposit items rather than having to mail it to one of the bankers. Any one else feeling the same way?

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Old 11/11/07, 11:46 AM   #944
Pyros
Bald Bull
 
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Undead Death Knight
 
Twisting Nether (EU)
I think their guild bank system is a pretty rough feaure currently, they'll probably make it better over time. Then again, lfg tool seeems still as shitty as when I first used it, so maybe it's just wishful thinking.

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Old 11/11/07, 12:52 PM   #945
Zaphid
Von Kaiser
 
Tauren Druid
 
Drak'thul (EU)
Originally Posted by Pyros View Post
I think their guild bank system is a pretty rough feaure currently, they'll probably make it better over time. Then again, lfg tool seeems still as shitty as when I first used it, so maybe it's just wishful thinking.
I must disagree, the fact that it is tied to the lfg channel made it pretty good and you can scan groups for various instances quite easily, of course when you combine it with /1 and /2, it is even better. But it might be because the only PuGs I do are with my alts for Scarlet Monastery, but i recall that it isn't really a problem to get that 5th player for a HC mechanaar.

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Old 11/11/07, 1:10 PM   #946
 frmorrison
Protector
 
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Ashstorm
Human Paladin
 
No WoW Account
Originally Posted by Desall View Post
They fix it eventually when shadow priests, warlocks, shamans, mages and every other spellcaster is made to sit out on Shahraz though.
Shahraz was changed, now spellcasters are competitive. The damage reduction mechanic is a joke, you just keep on casting your normal nuke regardless.

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Old 11/11/07, 1:48 PM   #947
Illundai
Bald Bull
 
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Orc Death Knight
 
Talnivarr (EU)
I believe that meant to be fixed. As in they fixed it when they realized spellcasters to be worthless.

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Old 11/11/07, 9:46 PM   #948
Pyros
Bald Bull
 
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Undead Death Knight
 
Twisting Nether (EU)
Originally Posted by Zaphid View Post
I must disagree, the fact that it is tied to the lfg channel made it pretty good and you can scan groups for various instances quite easily, of course when you combine it with /1 and /2, it is even better. But it might be because the only PuGs I do are with my alts for Scarlet Monastery, but i recall that it isn't really a problem to get that 5th player for a HC mechanaar.
Well yeah I was exxagerating, the lfg channel pretty much fixes what sucked with the tool. You still can't lfg for more than three instances, and still need to mouseover for comments tho, which imo is pretty annoying. They could also have added a "spec" option for easier searching, but just making comments visible directly would fix that somewhat. You do find people, but I believe the tool could use some work on the UI part. Seems like the same issues the guildbank tool is having, it's working, but it could use some polish.

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Old 11/12/07, 12:44 AM   #949
Vhex
Don Flamenco
 
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Blood Elf Paladin
 
Black Dragonflight
All they really needed to do was allow you to go /lfg and put a comment next to your name.

I imagine they were expecting everyone and their cousin to use the tool so they made it very easy to narrow down exactly what you wanted to do.

Edit:

As far as lore goes, I always felt that all they had to do to 'legitimize' using fireballs on fire elementals (etc...) was simply make the claim that hey, it's magic. Go figure.

As far as I'm concerned, if you're not willing to give damage bonuses to opposite elements (2x dmg bonus for using fire on a water elemental) then you shouldn't be willing to make crap immune. It's just blatantly dicking people just for the sake of dicking them.

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Old 11/12/07, 1:37 AM   #950
Finkum
Don Flamenco
 
Human Priest
 
Frostmourne
Making bosses immune to [school of magic X] can't really be justified because "it makes sense" - there are so many ways in which the game _doesn't_ make sense (casting fireballs underwater? Why ever not!) that it makes any sort of game-world logical rationalisation seem laughable.

I really don't understand the purpose of such immunities, or why they seem to invariably penalise mages. The myth that mages can still achieve acceptable dps using spells from a non-specced school is just that.

If Blizzard wants to encourage variety in mage specs (which is the only remotely believable rationale I can come up with), then the talent trees will need to be greatly modified so that each has a distinct purpose, rather than just throwing up a different-school immunity fight at each content tier.

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