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Old 04/20/07, 4:10 PM   #1 (permalink)
Von Kaiser
 
Blood Elf Paladin
 
Maiev
Imp. Concentration Aura Change

Didn't see this posted here as yet, and it's a pretty major change for arena play, so:

"Improved Concentration Aura" (Protection Talent) no longer increases resistance to Interrupt/Silence mechanics, but instead reduces the duration of Interrupt/Silence mechanics by 10/20/30%.

So, paladins and their groupmates will be significantly easier to interrupt.
 
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Old 04/20/07, 4:13 PM   #2 (permalink)
Divine Protector
 
frmorrison's Avatar
 
Blood Elf Paladin
 
Mal'Ganis
Well that is the type of fix I was looking for to reduce the power of Pallys' Aura + Heroic trinket. I don't like nerfing someone's class to make others look better as fixes, but something had to be done to reduce Pally power.

Now get a Mortal nerf and things are looking good to break the holy double.
 
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Old 04/20/07, 4:21 PM   #3 (permalink)
XI-
Does not play well with others
 
Tauren Warrior
 
Mal'Ganis
Originally Posted by frmorrison View Post
Well that is the type of fix I was looking for to reduce the power of Pallys' Aura + Heroic trinket. I don't like nerfing someone's class to make others look better as fixes, but something had to be done to reduce Pally power.

Now get a Mortal nerf and things are looking good to break the holy double.
The we'll all run gib groups, how exciting it will be.
 
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Old 04/20/07, 4:24 PM   #4 (permalink)
MG
 
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Human Paladin
 
Dragonmaw
I actually prefer that type of mechanic. It removes a lot of the luck factor that's currently involved in being interrupted. I'm just curious about how the mechanics work on that though. Does 30% off equal to 0.7*Length of time on interrupt? So the new 8 second Counterspell would be 0.7*8 = 5.6 second counterspell?
 
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Old 04/20/07, 4:24 PM   #5 (permalink)
Great Tiger
 
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Orc Warlock
 
Bonechewer
This is just ridiculous. What are they hoping to achieve with this change? Less Paladins in every arena team...or less casters?

There's always free cheese in the mouse traps, but the mice there ain't happy.
 
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Old 04/20/07, 4:26 PM   #6 (permalink)
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Tauren Druid
 
Mal'Ganis
Hmm, also means you can no longer use Imp. Conc. Aura to resist Gruul's Reverberation. Well, having 5 healers with only a 3sec Silence will still be nice.

(oh no which forum should this post be in)

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Old 04/20/07, 4:28 PM   #7 (permalink)
Mike Tyson
 
Praetorian's Avatar
 
Orc Shaman
 
Mal'Ganis
Originally Posted by Bibdy View Post
This is just ridiculous. What are they hoping to achieve with this change? Less Paladins in every arena team...or less casters?
How is that such a big nerf? I prefer consistency to rolls of the dice. Having a 30% chance of nothing happening to me and a 70% chance of being badly fucked isn't necessarily better than a 100% chance of being moderately fucked.

The fact that counterspell will only lock down a paladin for 5.6sec as opposed to 10sec currently is a huge difference. I don't see that as making paladins useless.... Far from it.
 
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Old 04/20/07, 4:31 PM   #8 (permalink)
XI-
Does not play well with others
 
Tauren Warrior
 
Mal'Ganis
Originally Posted by Praetorian View Post
How is that such a big nerf? I prefer consistency to rolls of the dice. Having a 30% chance of nothing happening to me and a 70% chance of being badly fucked isn't necessarily better than a 100% chance of being moderately fucked.

The fact that counterspell will only lock down a paladin for 5.6sec as opposed to 10sec currently is a huge difference. I don't see that as making paladins useless.... Far from it.
Also it promotes skill over pure dumb luck. Right now even bad paladins look great because they just sit their chaining holy lights, without even bothering to fake, and living off the resist from Imp Conc, Talisman, and talents.
 
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Old 04/20/07, 4:33 PM   #9 (permalink)
These Arms Are Snakes
 
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Undead Mage
 
Mal'Ganis
Originally Posted by Bibdy View Post
This is just ridiculous. What are they hoping to achieve with this change? Less Paladins in every arena team...or less casters?
For the first time I have no idea what you're trying to say here Bibdy. Are you thinking this is actually a buff, that will make paladins more desireable and casters less so?

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Old 04/20/07, 4:34 PM   #10 (permalink)
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Great Tiger
 
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Night Elf Rogue
 
Ysera
I agree that consistency is much better. Too often I hear "we would have won that if he didn't get lucky and resist my silence". Well, he's spec'd to resist your silence, but yeah it was more likely that the effect would land.

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Old 04/20/07, 4:37 PM   #11 (permalink)
I BoP my Main tank.
 
Blood Elf Paladin
 
Executus
Originally Posted by XI- View Post
Also it promotes skill over pure dumb luck. Right now even bad paladins look great because they just sit their chaining holy lights, without even bothering to fake, and living off the resist from Imp Conc, Talisman, and talents.
Faking is largely impossible now if your latency is anywhere under 400 - the Blizzard bar by default is too damn accurate. If it is possible, somehow I'm just not doing it right, but I was pretty good at it on my priest pre-TBC, and since TBC maybe have drawn like 3? counterspells out of all my arena games early.

I'd much rather have the 30% resist back, since If I am silenced for 5.6, someone is dying anyways if the other team isn't half asleep. But if I resist 2 Counterspells - thats a win for us.
 
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Old 04/20/07, 5:01 PM   #12 (permalink)
Divine Protector
 
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Blood Elf Paladin
 
Mal'Ganis
While the talent has consistency which is good for PvE, the random chance seems better for PvP.

However, making spell lock only last for 5.6 seconds is a lot better than 8 seconds, and making a "missed" imp counterspell last for 2.8 seconds or a Felhunter silence last for 1.4 seconds.

The duration of interrupts seems nice too, kick gave a 5 second school lockout and Earth shock gave a 2 second one, and a glove'd deadly throw gives a 3 second lockout, so overall the change doesn't seem so bad.
 
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Old 04/20/07, 5:05 PM   #13 (permalink)
These Arms Are Snakes
 
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Undead Mage
 
Mal'Ganis
I almost think it's a buff.

Edit: Well, maybe not. My thoughts here are useless, sorry.

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Old 04/20/07, 8:21 PM   #14 (permalink)
Great Tiger
 
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Orc Warlock
 
Bonechewer
Hi, my name's Retarded McGee, how is everybody today?

I thought he was talking about the spell interruption effect from damage being changed to that effect, not the imp aura effect.

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Old 04/21/07, 2:37 AM   #15 (permalink)
Don Flamenco
 
Blood Elf Paladin
 
Shattered Hand
This definitely seems more like a buff than a nerf than me. Obviously between this, the bf neck nerf, and the engi helm nerf, they don't want much silence resist. A reliable 30% on every interrupt will be very nice.
 
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Old 04/21/07, 5:06 AM   #16 (permalink)
Von Kaiser
 
Viluliina's Avatar
 
Blood Elf Paladin
 
Twisting Nether (EU)
This nerf is huge.

First of all, meta game plays a really, really big part in Arenas. Having chance to resist interrupt/silence isnt all that big deal, but your opponent knowing you have that chance to resist is. What's better than resisting your opponent's interrupt? Your opponent not trying to interrupt you at all.

Moreover, having 31% resist chance on interrupts or 30% less duration on interrupts has nothing to do with skill. If neither of them would proc, you already played bad, your interrupter played good, so there really is no question about it.

What this all has to do is consistency and meta game. From opposition's point of view, 30% less duration on interrupt doesnt really matter, since the interrupt went through - that's all that matters, tho now they only have a tad shorter time to meet their goal, but they have a chance of meeting it. Unlike with 30% chance to resist the whole interrupt, every time you tried interrupting, there was a chance, that you had no chance in meeting your goal.


Analogy:
After learning the rough way that i had 31% resist chance on interrupts, even if they managed to land one between all fake healing/los'ing, some of our opponents started ignoring me as their interrupt priority, and instead started using it on targets to whom it worked (in our case, this was mage/warlock), since atleast then they had something to build on, rather than 31%+ failure rate (+the fact that they could 'miss' with it too to los/fakeheal/grounding or plain out never have the chance of using it) if they tried build up their strategy on interrupting the paladin with CS/SL while they went for the kill (and instead relied on other means, mostly brilliant new ideas, to get there).


From now on, everytime you interrupt it goes through if you didnt fuck up the timing on it, you just have few seconds less to execute your masterplan, instead of you actually having to outplay the opposition and just not rely on one CS/SL.
 
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Old 04/21/07, 5:31 AM   #17 (permalink)
Don Flamenco
 
PsiVen's Avatar
 
Dwarf Paladin
 
Moonrunner
It's tempting to say that 7 seconds of uselessness is an improvement over 10, but the reality is that 2-3 seconds is all it takes. Previously it was at least a chance that you'd be saved.

It's... unfortunate to see a talent in a tree that nobody specs deeper than 20 for PvP being nerfed rather than, say, moved one slot deeper in the tree.
 
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Old 04/21/07, 8:13 AM   #18 (permalink)
Piston Honda
 
Blood Elf Hunter
 
Twisting Nether (EU)
Originally Posted by Bibdy View Post
This is just ridiculous. What are they hoping to achieve with this change? Less Paladins in every arena team...or less casters?
propably a little bit of both, hardly surprising though.
 
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Old 04/21/07, 2:27 PM   #19 (permalink)
Don Flamenco
 
Blood Elf Paladin
 
Shattered Hand
Originally Posted by PsiVen View Post
It's tempting to say that 7 seconds of uselessness is an improvement over 10, but the reality is that 2-3 seconds is all it takes. Previously it was at least a chance that you'd be saved.

It's... unfortunate to see a talent in a tree that nobody specs deeper than 20 for PvP being nerfed rather than, say, moved one slot deeper in the tree.
That would be a much bigger nerf.

Counterspell got changed to shorter length/shorter cd, so conc will bring it down to 5.6 seconds like gurg said. The reason people often bring up counterspell specificaly isn't because it's simply an interrupt, it's because it's such a long one. 5.6 seconds is still plenty of time for someone to die, but it's an enormous difference on the majority of cs's where someone was dying in the last few seconds right before I could start another heal.
 
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Old 04/21/07, 10:41 PM   #20 (permalink)
King Hippo
 
Human Paladin
 
Blackrock
It's probably a needed change but at the same time they need to do something about cheese stopspellcasting counterspell focus macro. It's stupid you can CS someone without having to have them targeted normally.

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Old 04/21/07, 10:58 PM   #21 (permalink)
Don Flamenco
 
Night Elf Rogue
 
Kilrogg
Originally Posted by Ragnor View Post
It's probably a needed change but at the same time they need to do something about cheese stopspellcasting counterspell focus macro. It's stupid you can CS someone without having to have them targeted normally.
Yeah this is kind of funny. They broke so many autotarget mods to try to add skill back to the game, and yet this is possible. I'm not sure what to think about the focus command now that it's been around for a while.
 
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Old 04/22/07, 5:16 AM   #22 (permalink)
Don Flamenco
 
Gnome Warlock
 
Spinebreaker
Unless I'm missing something this changes
In pre 2.1 when holy light is casting you get CSed and either:
A. You resist, finish the cast and save your team mate.
B. You get interupted, lose the spell and can't cast for 10 seconds

In post 2.1 when holy light is casting you get CSed and you get
A. You get interupted, lose the spell and can't cast for 5.6 seconds.

This basically means that without the heroic neck or shaman talents your spells will be interupted no matter what. You have no interupt prevention which is is very different to the old setup. It's less random, you almost know you can get them interupted and have 5.6 seconds + to kill their team mate.
 
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Old 04/22/07, 7:28 AM   #23 (permalink)
Don Flamenco
 
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Human Warlock
 
Lightninghoof
This isn't a nerf at all. Consider something,

How many games has your healer been CS'd where 2-3 seconds would have made the difference between someone living and dying. I much prefer knowing with some certainty that when a Mage CSs my Paladin, it's going to last 5.6 seconds, not 8. Sure, it puts them in a higher degree of danger from total lockdown. Some may even tell you after the change that they notice it to be a nerf. But I think overall, people who PVP alot will appreciate the change. Bear in mind the talent affects all casters.

..which means in my 2v2s, when we get Warrior/Paladin teams, their Pummels go from 4 to 2.8 seconds. I'm telling you right now. That's a major buff for our particular 2v2 team. It puts a Paladin in much greater danger of being feared around. Tongues makes using LOS tricks to heal nearly impossible, even with Flash of Light.
 
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Old 04/22/07, 8:28 AM   #24 (permalink)
Von Kaiser
 
Pwny's Avatar
 
Draenei Shaman
 
Outland (EU)
It certainly is a nerf imo, if your team mate gets say mortal striked and is at 1/2 hp, 5.6 seconds AND time to cast a new heal (1.5-2.5 seconds) is plently of time to finish someone off even with the most robost gear setup against any competant dps.
 
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Old 04/22/07, 1:06 PM   #25 (permalink)
Glass Joe
 
Undead Warrior
 
Tichondrius
This is a definate nerf, a counterspelled paladin is completely shut down for duration + cast time, we only have one school to cast from. This is bogus and unneeded.
 
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