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Old 05/31/07, 5:51 AM   #26
Tectonic
Von Kaiser
 
Orc Warrior
 
Dethecus
Originally Posted by Lumi View Post
I'd imagine its to lessen the need for mods to display when key cooldowns are used, but the new blessing of freedom goes the other direction.
I've noticed this change too. Mana tide gets a giant bullseye above it and blessing of freedom is almost invisible due to the chaos in pvp. I agree that these spells should be somewhat visible but each of them approach opposite extremes. When facing good teams that have "/target mana tide totem" macros, none of this matters. It will get nuked asap. BOF is a little trickier since you can't make a macro like "/target player that has BOF and dispell it" so it should be a bit more visible then it is in its current state.

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Old 05/31/07, 6:22 AM   #27
Roset
Glass Joe
 
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Human Paladin
 
Cenarius
Well, the old wavy feet animation of BoF did look quite bad. Ever since 2.0 most paladin spells have undergone changes (for the better) to make our spells look a lot less plain instead of being carbon copies of each other. My guess is that is what they had intended and the PvP repercussions were the last thing they had in mind.

That said, your complaints about Mana Tide are quite valid. I really don't see why they couldn't give mana tide (or totems in general) totems a bit more health than a lousy 5 HP.

Last edited by Roset : 05/31/07 at 6:29 AM.

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Old 05/31/07, 7:45 AM   #28
MoLoLu
Glass Joe
 
Undead Warlock
 
Anub'arak (EU)
The idea of totems is to be buffs (well multiple buffs actually) but as a counter to there being a lot, they are easy to destroy, therefore the lousy 5hp. I mean even if you buffed it to 100 they would be onehits to almost everyone anyway (excluding caster classes like me who only do 80 damage per swing). And if you give them too much life they end up being an inbalance cause you can't kill them fast enough.

However why they had to give mana tide a big *here a totem* sign is beyond me, even though in the end I doubt it will have much of an effect. Most totems go down in short order in all the fights i've been in against shamans anyways... questionable how much those extra one or two ticks will help.... still, this seems like a slightly silly change.

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Old 05/31/07, 8:03 AM   #29
Kink
King Hippo
 
Tauren Druid
 
Outland (EU)
Originally Posted by Girljungle View Post
As a caster I concur, spell alert type addons make my priest cry in anguish. Why indeed is the enemy allowed to know what spell I'm casting without casting a "detect magic" type spell is beyond me. Is this sort of 'spell broadcast' standard for the MMO genre, is my post just a whinge?

Spellalert etc is fine. Mods that auto kill totems with auto attacks are not.

After living in a world of magic, it is not too far fetched that adventurers (i.e. your character) can learn what spell each person is casting by noticing their movements or the incantation etc. At least that is how bliyyard, an RPer etc can justify it. So that is fine, its also why the spell name appears in the combat log. However mods that can auto target and white attack kill a totem the second it is placed are just plain stupid.

And yes, spell broadcast is quite common. Even UO had this in the sense that when you cast a spell, words visibly appeared above your head and players learned to recognise the words quite fast (Corp Por!) so I would be exceptionally shocked if this ever changed.

But getting tothe meat of this discussion, the change was unecessary and may help average teams to locate and destroy that pesky totem, however nothing will change for the end game where players would perform the same action anyways,

(edit)
Wow, what tart gave me a negative rep for this? Someone asked why a rogue would know what spell a mage is casting. I gave a plausible explanation and also referenced it to being an RP response or a way blizzard may justify it. Just because you don't like it, don't be a jerk and give unjustified reps.

Last edited by Kink : 06/20/07 at 6:10 AM.

There is light at the end of the tunnel.
The only problem is, it's often an incoming train.

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Old 05/31/07, 8:26 AM   #30
Tectonic
Von Kaiser
 
Orc Warrior
 
Dethecus
The solution would be to remove HP from totems entirely. Instead make them "Totems are destroyed if they take damage more then once." Perhaps apply this only to totems such as mana tide. This would scale perfectly with the game rather then give them X health which would need to be buffed every time the players start 1 shotting totems again.

As for BOF, I think it still needs tweaking in terms of grafics. Don't make it a giant bullseye for dispells but don't make it invisible either. It's a little hard to find a happy medium.

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Old 05/31/07, 10:35 AM   #31
mad-doc
Von Kaiser
 
Orc Shaman
 
Arthas
Slight derail but is there a mod(like spellalert: X gains X) where i can filter what i want to see as an alert, like in this example BoF.

Last edited by mad-doc : 05/31/07 at 10:35 AM. Reason: spelling

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Old 05/31/07, 10:38 AM   #32
 Shadowed
Soda Popinski
 
Tauren Druid
 
Mal'Ganis
Originally Posted by Kink View Post
Spellalert etc is fine. Mods that auto kill totems with auto attacks are not.

After living in a world of magic, it is not too far fetched that adveturers can learn what spell each person is casting by noticing their movements or the incantation etc. So that is fine, its also a way to justify the spell name appearing in the combat log. However mods that can auto target and white attack kill a totem the second it is placed are just plain stupid.

And yes, spell broadcast is quite common. Even UO had this in the sense that when you cast a spell, words visibly appeared above your head and players learned to recognise the words quite fast (Corp Por!) so I would be exceptionally shocked if this ever changed.

But getting tothe meat of this discussion, the change was unecessary and may help average teams to locate and destroy that pesky totem, however nothing will change for the end game where players would perform the same action anyways,
You know that totem stomper mods have been dead since 2.0.0, so around 6-7 months now, the API changes were specifically to break mods that did those kind of things.

We really can't even detect totems dropping only if people gained a certain buff (do totem buff gains show up in combat log?) all people can do now and days is make a macro with /target Totem /autoattack or /target Totem /sendpettoattack but that doesn't let them choose which totem and will still match anything that starts with a "T" really, so not an effective way to kill them.

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Old 05/31/07, 11:37 AM   #33
• Wodin
Thoroughly Inebriated
 
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Troll Rogue
 
Mal'Ganis
I'm guessing that the BOF animation got changed because it was exactly the animation of one of the High Elf water nuke from Lineage 2 - the similarity was uncanny. Only difference was color and duration.

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Old 05/31/07, 11:55 AM   #34
Apate
POWER = MEAT + OPPORTUNITY = BATTLEWORMS
 
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ChickenArise
Night Elf Warlock
 
No WoW Account
You can make more sophisticated macros.

/tar Tremor
/tar Windfury
/tar Grounding
/cast Wand


IIRC, that should still work and stick to the last valid target going from top->bottom. If partial matching is a problem, /tar Grounding Totem,1 might still work.

See you, auntie.

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Old 05/31/07, 11:56 AM   #35
diospadre
Hero of the Horde
 
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Undead Warrior
 
Mal'Ganis
I'm guessing that wasn't even a factor.

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