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4.3.4 Suggestions, # Ask The Community, Bugs

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#1 singalong

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Posted 21 July 2018 - 08:47 AM

Existing bugs 4.3.4 x12 realm, suggestion, #AskTheCommunity

7/21/2018

Please post bugs related to PvP, or if you have a suggestion make sure it's short and clear, also include strawpoll and see what the community wants the most.
 

Suggestions:
- Dampening implementation: https://strawpoll.com/75xeb6rx 
I would like everyone who cares about arenas to leave a honest vote.
Short explanation: Dampening is a debuff which applies on a player after 5 minute of being in arena and not landing a kill. It rises by 1% every 10 seconds after 5 minute mark passed. (Works only with Healer/Dps vs Healer/Dps combos)

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- Re-Applying poisons every arena: https://strawpoll.com/b1x4965c

I would like everyone who plays rogue to leave a honest vote.

Explanation: Currently poisons are disappearing and you are required to re-apply them every time you enter the arena. Poisons should stay on your character even if you enter the arena with their normal duration (60mins or 120mins) Custom fix would be to set their timer permanently.

------------------------------------------------------------------------------------------

- Spectator NPC Implementation: https://strawpoll.com/zb892c8x

I would like everyone who truly enjoys playing arena to leave a honest vote.

Short explanation: There's nothing really to be said about this, except that you can watch others play, study their moves and improve, or just watch them play if you are bored. 

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Hunter

- Camouflage (51753) + Hunter's Mark (1130)

How it is right now: When a hunter is Camouflaged (Spell ID: 51753) and uses Hunter's Mark (Spell ID: 1130) Camouflage deletes.
How it should work: Camouflage should stay, even if Camouflaged Hunter casts Hunter's Mark on the target.
  FIXED!

 

- Snake Trap (34600)

How it is right now: Currently Snake Trap (Spell ID: 34600) doesn't work in LoS, meaning if enemy walks on your snake trap while you are on the other side of the pillar or slightly around the pillar, it will not work. (Reported 3 times)
How it should work: It should definitely work like every other trap, in LoS and out of LoS. It's very important for snake trap to work like other traps because of a talent which allows it to root enemies, and it's crucial spell at some point.
    FIXED

 

- Kill Command (34026)

How it is right now: Currently Kill Command (Spell ID: 34026) Works from infinite range, even though it's a melee pet ability.

How it should work: It should only be usable when the pet is in melee range of the enemy, not from the infinite range.
How to reproduce the bug:
Send your pet to attack the enemy target, and while the pet is heading to him, press kill command, the distance between the pet and enemy doesn't matter. FIXED

 

- Camouflage (51753) + Aimed Shot (19434) or Camouflage + Scare Beast (1513)

How it is right now: Currently when you cast Aimed Shot (Spell ID: 51753) or Scare Beast (1513) while being in Camouflage, your Camouflage breaks.

How it should work: It definitely should not break, neither of those spells.  FIXED!

 

Paladin

- Beacon Of Light (53563)

How it is right now: Apparently theres a new bug with Beacon Of Light (Spell ID: 53563) When you use it on your partner and you get in combat, apparently the combat lasts permanently and prevents from classes like Rogue to use Sap because you are in combat, it really gives the advantage of holy paladins and disadvantage when they want to drink mana.

How it should work: Pretty much beacon of light allows you to heal 2 targets, it doesn't have any combat indicator so it shouldn't put someone in a combat. It should do it's job without putting people in combat for no reason.

 

- Cleanse (Spell ID: 4987)

Tooltip: Cleanses a friendly target, removing 1 Poison effect, 1  Disease effect. Also removes a movement impairing effect if used on yourself.

How it is right now: Apparently it removes 2 Moving impairing effects instead of only 1. Example Cone of Cold roots you for 2-4 seconds depending on the talent and applies the slow. It should only remove 1 effect, not both. 
How it should work: It should only remove 1 moving impairing effect.

 

Priest

- Mass Dispel (32375)
How it is right now: When Mass Dispel (Spell ID: 32375) is used on a target that is in LoS, it doesn't work. 

How it should work: It should work even if the target is in LoS / behind the pillar.

 

- Power Word: Barrier (62618)

How it is right now: It seems like this spell doesn't work, you can cast it visually but the effect of it doesn't work. It's totally random i guess, it needs further testing but i'm 99% sure it doesn't work.

How it should work: It should do it's job and not just show visually on the screen.

 

- Glyph of Dispel Magic (Not sure whats the ID but there's only one glyph of dispel magic in-game)

Tooltip: Your Dispel Magic spell also heals your target for 3% of maximum health when you successfully dispel a magical effect.

How it is right now: It heals the target regardless of them having magical effect or not, you can spam Dispel Magic (Spell ID: 527) and heal people with it, which is kinda ridiculous.

How it should work:  It shouldn't heal if the target doesn't have magical effect to be dispelled, if it has then he should be healed, otherwise no.

 

- Shadow Fiend (CRITICAL BUG!!) Spell ID: 34433

How it is right now: Shadow Fiend (Spell ID 34433) has a priority in eating traps thrown by a hunter, even if it's perfectly thrown on the healer, next to the fiend.

How it should work: The target which stands on spike of the trap should be trapped, currently fiend has a priority and always gets trapped, regardless if its on spike or little bit next to it. It's completely broken, you can't trap enemy if shadow fiend is on it currently.

 

Rogue

Poisons - In progress, strawpoll made: https://strawpoll.com/b1x4965c

- Smoke Bomb nullifies the Freezing Trap effect. (ID: 76577)

How it is right now: If a hunter is further away from the rogue and uses freezing trap and at the same time rogue uses Smoke Bomb (Spell ID: 76577) the trap will be nullified, it will disappear completely. I don't know why.

How it should work: The Freezing Trap should still work even if the rogue is in Smoke Bomb or his partner, it works only when hunter is inside bomb currently.

 

- Slice and Dice (5171)

How it is right now: It gives rogue Energy regen, which is COMPLETELY broken, it should only give attack speed, not energy regen.

How it should work: Slice and Dice (Spell ID: 5171) should ONLY give attack speed, not energy regen, it's completely broken, it makes rogues so op now, even after the latest nerf.    FIXED!

 

Shaman

- Earthbind Totem (2484)

How it is right now: Earthbind totem can slow enemies behind LoS / Pillar, the effect of this spell shouldn't work behind pillar. (Spell ID: 2484)

How it should work: It should only slow enemies that are in your LoS.

 

Warrior

- Bladestorm (46924)

How it is right now: Currently Bladestorm (Spell ID: 46924) works behind LoS.
How it should work: It shouldn't trigger it's ticks behind LoS, if a warrior is chasing a player and uses bladestorm, it should not attack him if hes at the other side of the pillar (Example: dalaran arena pillar)

 

Honestly, i can't think of more bugs, there are probably a lot more but if i remember anything, i will make sure to update the topic. I would like to see some of this fixed at least.

 

Any help would be appreciated, or bugs that i forgot to mention or simply didn't knew existed, correction is appreciated if i'm mistaken. 

 

# Ask The Community
Make sure to leave a honest vote on the first 3 strawpoll links. 

 

 

Greetings,
Bleed


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You don't know what i know. You can't see.. the spreading stain of deception

                 I will hold my silence, like a weapon in my hand. If i used it, i would murder myself

                                                                                                                 you could never understand


#2 Light

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Posted 21 July 2018 - 11:46 AM

Non-specific class bugs:

 

Diminishing Return (DR): 95% Working as intended!

 

Spell Penetration: Working as Intended!

 

Hit Rating: Working as intended!

 

Expertise Rating: Doesn't work as intended!

How it is right now: Players can Dodge/Parry physical spells even after Expertise Rating cap.

How it should work: Expertise Rating Cap makes players physical spells unable to be Dodged or Parried on target even if they're not being used from their back.

In-game impact: High

 

 

 

 Entering arena with pet

 

How it is right now: When players enter arena with their pet, frames use to get bugged on arena & Gladius.

How it should work: If your pet is summoned before entering arena, that shouldn't end with Arena1 frame bugged.

In-game Impact: Low (Since pet can be dismissed before getting inside the arena)

 

 

 Reforging trinkets

 

How it is right now: It is not possible to reforge trinkets, it is just a visual effect, on stats it doesn't work at all.

How it should work: Trinket stats should be reforgable.

In-game impact: Low

 

 

Specific Class Bugs:

 

 

- Rogue -

 

 

1. Cloak of Shadows (31224) + Ring of Frost (82676 - Mage Spell)

 

How it is right now: Cloak of Shadows (Spell ID: 31224) is not consistent, sometimes Ring of Frost (Spell ID: 82676 -   Mage spell) goes through it and gets you frozen.

How it should work: Cloak of shadows grants you immunity to every single magic effect & damage, therefore you can't get frozen.

In-game impact: Low/Medium

 

 

 

2. Blind glyph (I don't know the ID) + Devouring Plague (2944 - Priest spell)

 

Tooltip: Blind glyph removes all damage effects on the used target, therefore the problem is probably related with the glyph, not with the spell itself.

How it is right now: Blind after learning the glyph, doesn't remove Devouring Plague (Spell ID: 2944)

How it should work: Blind glyph should remove every single damage effect, which includes dots & bleeds.

In-game impact: Low/Medium

 

 

 

3. Smoke bomb (76577)

 

How it is right now: Smoke bomb (Spell ID: 76577) effect has a notorious delay.

How it should work: Smoke bomb effect should work instantly after being used.

In-game impact: Medium/High

 

 

 

4. Shadowstep (36554) Critical Bug!

 

How it is right now: If Rogue uses Shadowstep (Spell ID: 36554) on a player with it's back on the wall, Rogue will fall under map. If he uses Shadowstep on a player with it's back on a place which is below (Dalaran or Blade's Edge Arena Bridge), Rogue will appear below. This is because Shadowstep spell doesn't interact with walls or terrain unevenness.

How it should work: If Rogue uses Shadowstep on a player with it's back on a wall or in a terrain unevenness, he should appear on player's position instead behind him. Shadowstep should interact game textures.

In-game impact: High

 

 

 

- Mage -

 

 

5. Invisibility (66)

 

Tooltip: When mage gets into Invisibility, a fuzzy effect appears on the screen. This might look like a small bug, but sometimes Invisibility gets broken for X or Y reason and Mages can't realize it, which ends really bad. https://imgur.com/a/Fzmz2G5

How it is right now: There is no difference between being or not being into Invisibility (Spell ID: 66)

How it should work: A fuzzy effect should appear on the screen.

In-game impact: Low

 

 

 

6. Water elemental (Movement Speed)

 

How it is right now: Water elemental moves extremely slow, moving pet in certain maps can be really hard...

How it should work: Water elemental should move faster, therefore speed should be increased.

In-game impact: High

 

 

 

7. Frostfire Orb (92283)

 

How it is right now: Frostfire Orb (Spell ID: 92283) actually breaks several Crowd Control (CC) Spells from your partner in 2v2 such as Blind, Sap, etc...

How it should work: Frostfire Orb is not suppoused to break CC's going through them, those players should be inmune at Frostfire Orb effects while being under Crowd Control (CC).

In-game impact: Medium/High

 

 

 

8. Frostfire Orb (92283)

 

Tooltip: I actually pulled this one a part from the other one above because they are happening on different situations. First one, Frostfire should not go through immunity, on this one, Frostfire can actually do damage, but should not break the CC. Also, first one is related with external factors (CC's coming from your partner), second one is about breaking your own CC.

How it is right now: Frostfire orb (Spell ID: 92283) does break Ring of Frost (Spell ID: 82676).

How it should work: Frostfire orb should never break Ring of Frost by itself unless we did enough damage to surpass Ring of Frost limit damage (which is not the case).

In-game impact: High

 

 

 

9. Water elemental (Combat)

 

How it is right now: When Water elemental attacks target for first time, it will grant combat to it's mage for 5 seconds, after that, pet won't keep you in combat even if it keeps attacking.

How it should work: As long as Water elemental attacks someone, player should remain in combat.

In-game impact: Low/Medium

 

 

 

10. Ring of Frost (82676) Shares DR with Stuns

 

Tooltip: Ring of Frost is from Incapacitate CC Branch, Stuns are part of a different CC Branch, therefore they should not share DR each other.

How it is right now: Ring of Frost shares DR with Stuns.

How it should work: Ring of Frost (Incapacitate) should not share DR with spells such as Cheap Shot (Stun),

In-game impact: Medium/High

 

 

 

11. Frostfire Orb (92283) - Pathing

 

How it is right now: Frostfire orb (Spell ID: 92283) has no pathing at all.

How it should work: Frostfire orb should have a pathing moving straight.

In-game impact: Medium/High

 

 

 - Priest -

 

 

12. Power Word: Shield (17)

 

How it is right now: Power Word: Shield (Spell ID: 17) doesn't protect stealth or invisibility of being broken when players have dots or bleeds on themselves.

How it should work: If someone has dots or bleeds, Power Word: Shield should protect their stealth/ camouflage/ invisibility of being broken as long as it is active (since they don't receive damage).

In-game impact: Medium/High

 

 

 

13. Mind Sear (48045)

 

How it is right now: Mind sear (Spell ID: 48045) effect can go through textures. Ex. If you are using Mind sear on your target and he is in X side of pillar, the effect will go through pillar and will do damage on the opposite side. That makes re-stealthing something pretty hard.

How it should work: Mind sear effect can't go through textures, specially a whole pillar.

In-game impact: Low/Medium

 

 

 

14. Mind Control (605) Critical Bug!

 

How it is right now: Mind control (Spell ID: 605) is currently disabled.

How it should work: It should be reactivated.

In-game impact: High

 

 

- Shaman -

 

 

15. Spirit Link Totem (98008) + Cyclone (33876 - Druid spell)

 

How it is right now: Spirit Link Totem (Spell ID: 98008) can heal through Cyclone (Spell ID: 33786).

How it should work: Cyclone should make the target inmune at Spirit Link Totem healing, therefore he can't be healed.

In-game impact: Medium

 

 

- Paladin -

 

 

16.  Guardian of Ancient Kings (86150)

 

How it is right now: When using Guardian of Ancient Kings (Spell ID: 86150) on target and then using Repentance (Spell ID: 20066) it does break Repentance effect.

How it should work: Guardian of Ancient Kings should stop attacking target after using Repentance.

In-game impact: Medium

 

 

In order to improve the server, feel free to add as many PvP Bugs as you know (follow a similar template please)! :)

 

 

 

Regards,

Light


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#3 donxz

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Posted 21 July 2018 - 01:35 PM

Hunter

- Scatter Shot

How it is right now: Currently scatter shot has flytime depending on range.
How it should work: Scatter shot shouldn't have flytime, spell should be instant and arrow should fly by its own. 

This is not a bug, Scatter Shot has Flytime!

 

- Silencing shot

How it is right now: Silencing shot has flytime depending on range same as Scatter shot.

How it should work:  Silencing shot shouldn't have flytime, spell should be instant and arrow should fly by its own. Also if you interrupt cast with silencing shot , enemy shouldnt be able to use that spellschool for 3 seconds (example: interrupting Frostbolt = 3sec interrupt on Iceblock and any frost spellschool).

 

Rogue

- Redirect 

How it is right now: Redirect grants combat, which is ridiculous.

 

How it should work:  Redirect shouldn't grant combat. It's crucial in many situations.

 

Greetings,

Don

 



#4 donxz

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Posted 23 July 2018 - 05:38 PM

Paladin

- Holy Wrath 

How it is right now:  Holy wrath gives half of DR on paladins Hammer Of Justice after finding stealthed enemy.

How it should work: Holy wrath shouldn't grant DR.



#5 Easters

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Posted 25 July 2018 - 01:36 PM

Rogue:

-Glyph of distract+distract

How it is right now: Glyph of distract isn't increasing the range of distract at all+if you use disctract in los(behind the pillar) its not working just like mass dispel

How it should work: Glyph of distract should increase the range of disctract by 5 and you should be able to distract enemy even if he is in los.

-Redirect

How it is right now: Redirect grants you combat and you're not able to use in stealth(it would break it)

How it should work: You should be able to use redirect even if you're in the stealth and it shouldn't grant combat Redirect has been reported already, it also doesn't break stealth!

-Smoke bomb

How it is right now: Smoke bomb is breaking  vanish effect.

How it should work: Smoke bomb shouldn't break  vanish effect and you should stay in stealth while u have it (99,9% rogues are abusing it)

 

Priest:

-Pain suppression

How it is right now: You're not able to use pain suppression in freezing trap,bad manner,ring of frost

How it should work: You should be able to use ps in those 3 cc's

-Shadowfiend

How it is right now: Shadowfiend is doing really really low damage

How it should work: Shadowfiend's damage should be increased(can be copied from nemesis its fine there)

 

Mage:

-Blast wave

How it is right now: Its not working in los(same problem like mass dispel and distract)

How it should work: It should work if target is in los

 

Paladin:

-Guardian of ancient kings

How it is right now: For example if rogue uses vanish it will immediately change the target and will attack other enemy(doesn't matters if he's in cc or if u're not even attacking him)

How it should work: Guardian shouldn't change the target if you're not attacking him and also it shouldn't break repentance.

 

-Shadowmeld

How it is right now: Shadowmeld wont make you immune to cc's like scatter shot/hammer of justice/cyclone even if you perfectly use it

How it should work: If you meld exactly in time you should avoid cc's or attacks. Shadowmeld is mostly working as intended, I'm afraid improving it until the point to meld instant spells won't be doable.



#6 Easters

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Posted 25 July 2018 - 02:19 PM

Druid:

-cyclone

How it is right now: You can cyclone enemy even if he is already cloned so basically u can spam triple clone in a row

How it should work: You cant finish the cast until cyclone expires

 

Paladin:

-Hand of freedom

How it is right now: Same problem as pain suppression,you cant use it in freezing trap

How it should work: You should be able to use hand of freedom even if you're trapped

Im not sure about the other cc's it requires some testing but its probably working same as pain suppression



#7 donxz

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Posted 25 July 2018 - 02:45 PM

Rogue:
-Glyph of distract+distract
How it is right now: Glyph of distract isn't increasing the range of distract at all+if you use disctract in los(behind the pillar) its not working just like mass dispel
How it should work: Glyph of distract should increase the range of disctract by 5 and you should be able to distract enemy even if he is in los.
-Redirect
How it is right now: Redirect grants you combat and you're not able to use in stealth(it would break it)
How it should work: You should be able to use redirect even if you're in the stealth and it shouldn't grant combat
-Smoke bomb
How it is right now: Smoke bomb is breaking  vanish effect.
How it should work: Smoke bomb shouldn't break  vanish effect and you should stay in stealth while u have it (99,9% rogues are abusing it)
 
Priest:
-Pain suppression
How it is right now: You're not able to use pain suppression in freezing trap,bad manner,ring of frost
How it should work: You should be able to use ps in those 3 cc's
-Shadowfiend
How it is right now: Shadowfiend is doing really really low damage
How it should work: Shadowfiend's damage should be increased(can be copied from nemesis its fine there)
 
Mage:
-Blast wave
How it is right now: Its not working in los(same problem like mass dispel and distract)
How it should work: It should work if target is in los
 
Paladin:
-Guardian of ancient kings
How it is right now: For example if rogue uses vanish it will immediately change the target and will attack other enemy(doesn't matters if he's in cc or if u're not even attacking him)
How it should work: Guardian shouldn't change the target if you're not attacking him and also it shouldn't break repentance.
 
-Shadowmeld
How it is right now: Shadowmeld wont make you immune to cc's like scatter shot/hammer of justice/cyclone even if you perfectly use it
How it should work: If you meld exactly in time you should avoid cc's or attacks.


U can meld scatter. Tested already

#8 singalong

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Posted 25 July 2018 - 03:19 PM

Shadowmeld works perfect against spells with travel time

Mage shatter, pyro, scatter shot, coil and so on. 

All though since the game is extremely fast paced (with the latest gcd fix) you can't shadowmeld hammer of justice and such spells, which is reasonable. 

 

Shadowmeld bug should be crossed! :)
 


You don't know what i know. You can't see.. the spreading stain of deception

                 I will hold my silence, like a weapon in my hand. If i used it, i would murder myself

                                                                                                                 you could never understand


#9 donxz

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Posted 25 July 2018 - 04:32 PM

Disconnect in arena

How it is right now:   After getting DC'd in middle of the arena, your character gets back to Innkeeper.

How it should work: You should be able to recconect and continue match, with same amount of cooldowns u had before u got disconnected.

 
 
This bug is quite important, since it's an instant lose for you and your teammate.

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#10 Easters

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Posted 26 July 2018 - 09:18 AM

I tested meld few days ago and u cant even meld mana burn in duels,literally u will lose the target but u can finish the cast.....also i dont know why but when my partner use shadowmeld im losing target hahahah same happens when i use it literally losing myself from target...so yea i would say meld is pure shit here and should be fixed

 

-Synapse springs

How it is right now: When you put it on gloves it counts as a normal enchant and removing a previous one

How it should work: Synapse springs shouldn't count as enchant and you should be able to have normal enchant+synapse



#11 Stolenpride

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Posted 27 July 2018 - 04:23 AM

Ok, so ive noticed a few things from playing a couple BG's the past 2 days now. 
Hunter can cast kill command whenever, it seems to have infinite range and pets themselves will sometimes stay where the last enemy you attacked was. (or it might just be me)

Also, during a warriors AOE fear, i found myself able to cast spells on my hunter. i was rooted, couldnt auto, but i could still use my other basic abilities. that shouldn't be a thing for obvious reasons. 

A few dungeons are broken in terms of the damage that a boss deals, or some mechanics are not working. i would say which ones, but its kinda almost every one ive been in >.>

 



#12 Kisstar

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Posted 08 August 2018 - 10:46 PM

Druid:

-Gift of the Earthmother (talent)

How it is right now: Gift of the Earthmother talent is broken (Restoration tree). It doesn't heal for an additional 15% on lifebloom expire heal.

How it should work: It should heal for an additional 15% on lifebloom expire heal.

 

-Gift of Nature (Restoration passive)

How it is right now: Gift of Nature should increase all healing done by 25%, but here it doesn't work for lifebloom expire heal.

How it should work: It should increase lifebloom expire heal by 25% aswell.

 

Paladin:

-Judgement

How it is right now: Rets Judgement hits very low (about 3k no crit with full pvp gear and 8k crit, target in consideration is dummy).

How it should work: It should be hitting 10k more, so it would be 13k normally and about 26k crit (always talking about dummy target and full pvp gears)

 

-Word of Glory

 

How it is right now: Self healing WoG heals 5-6k less than as it should. It's 16k no crit (full pvp geared ret). With burst it's 30k, which is still lower than it should be like.

 

How it should work: Self healing no crit wogs should heal around 24k instead of 16k, that's over 80k healing lost every minute, which has a huge impact especially in arenas.

 

-The Art of War (talent)

 

How it is right now: When you go 1/3 on this talent (which is best option for a ret pvp spec imo), the 7% proc chance seems to be 0.7%. I've tested it many times, and from 100 hits I would get 1 max 2 procs if I'm lucky. Therefore the talent shouldn't even be taken in consideration on a pvp oriented spec. Same seem to happen to 2/3, procs are like 4-5 per 100 hits. Strange thing is the talent actually works when you go 3/3 and you get about 15 procs per 100 hits.

 

How it should work: The talent should proc approximatively 7 times every 100 hits if you go 1/3, and approx. 14 times every 100 hits if you go 2/3. I'm not saying the numbers have to be the same, but approximatively.

 

 

General:

- Gurthalak

How it is right now: disabled in arena.
How it should work: enable tentacles in arena.

 

- LoS issues

 

How it is right now: Sometimes when target is running behind a pillar or a wall (anything that can LoS) and you cast an instant spell right before he goes out of LoS you lose its CD but the spell doesn't actually get casted on the target. It happened so many times in arena aswell...

 

How it should work: The spell should cast or should not cast if the target is already out of LoS. This is a big issue especially when you lose a 1 min cd cc.

Since this can be harder to understand than the other bugs I talked about, I have a video about what I mean. In the video there is another possible bug you can notice. I'm not sure whether it is a bug or not tho. 

 

Here's the link:

 

 

 

Btw I love the Arena Spectator. I would like to have it here.

 

p.s. lol i forgot to remove 'ABC' from the arrow in the video. I made it very quick, sorry for the horrible quality.



#13 Naozxy

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Posted 09 August 2018 - 10:32 AM

Dampening is the best thing ever made in history of wow, basically it forces you to win faster and play better, because once you step into dampening, your heals are begin less effective, and if you are facing a dotcleave for example you will go oom really quick, so you have to use your cooldowns wisely. Some screenshots of how a dampening lookalike:

4kg.jpg

basically your games end in 20min, of course its really rare if the game lasts until the system lets you (20min), but you will mainly end a game in like 14-15min, around 50-60 % when you feel that ur heals are much more weaker.

b3vajr.jpg

50% damp already, people would have like 100-150k mana, cuz they play without spirit, in dampening i dont suggest that

 

w7ird5.jpg

If you are facing decent teams around, your games will mostly last like this, vs such a team there's no way to carry more and my mage couldn't do shit at all only when high dampening started. Like there are comps where you will only be able to pressure when dampening begins(not this ofc). ps: that sham and feral are both r1 glad, well almost :D

 

eas76x.jpg

 

vs decent teams expect dampening like this

 

these are just examples of how well a dampening is in an arena, since ur games will end much more faster, but here at cata i would begin dampening earlier than 5min since the games here are mostly dps-dps, and you will mainly feel the difference when you play heal dps vs heal dps. You will also feel that which healer class does the best


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#14 Easters

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Posted 09 August 2018 - 01:54 PM

In my opinion dampening is bullshit and totally unnecessary mainadmin shoudlnt focus on such stupid things

#15 Sir Ice Lance a Lot

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Posted 09 August 2018 - 10:17 PM

Okay so I randomly logged on after months. Two things I wanna say, if anyone even cares:

 

1. Dampening was not made with Cataclysm in mind, yes, some 2v2 (fuck 2v2 tho) games can be 20+ minutes, and it's quite stupid and pretty pointless..But I still think adding dampening to Cata is not a good idea. Some time ago there was a 15% or 25% healing reduction in arenas, which was decent enough. So maybe something along those lines is a probable solution, along with maybe a slight damage increase every 5 minutes as well..who knows.

 

2. Fingers of Frost (frost mage talent) is STILL, after 7 years (I kid you not), proccing from fire and arcane damage. Even molten armor. Very nice.


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#16 Naozxy

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Posted 09 August 2018 - 10:42 PM

Okay so I randomly logged on after months. Two things I wanna say, if anyone even cares:
 
1. Dampening was not made with Cataclysm in mind, yes, some 2v2 (fuck 2v2 tho) games can be 20+ minutes, and it's quite stupid and pretty pointless..But I still think adding dampening to Cata is not a good idea. Some time ago there was a 15% or 25% healing reduction in arenas, which was decent enough. So maybe something along those lines is a probable solution, along with maybe a slight damage increase every 5 minutes as well..who knows.
 
2. Fingers of Frost (frost mage talent) is STILL, after 7 years (I kid you not), proccing from fire and arcane damage. Even molten armor. Very nice.


Any kind of damage increase or healling reduction like 15-25% would be nice, even tho dampening was made for newer patches, mop became more balanced, new class got implemented (monk),and some classes became much more viable (rsham, hpala) therefore u rarely face double dps comps, so implementing dampening System was pretty good idea back then. Tho, I don't know anything about the current popular comps here, but if any comp like heal feral, heal mage and so on are still popular comp and its full of them, then any kind of dmg redu, or dmg buff in longer games would be fun and more searious, games would be shorter.

#17 donxz

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Posted 09 August 2018 - 11:04 PM

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  -Spirit Walk

How it is right now: Spirit walk spell from Feral Spirit gives immunity to any freeze cc (nova, root, EVEN FREEZING TRAP)

How it should work: Spirit walk should only remove current root and give u x% movement speed.



#18 singalong

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Posted 10 August 2018 - 03:55 AM

Okay so I randomly logged on after months. Two things I wanna say, if anyone even cares:

 

1. Dampening was not made with Cataclysm in mind, yes, some 2v2 (fuck 2v2 tho) games can be 20+ minutes, and it's quite stupid and pretty pointless..But I still think adding dampening to Cata is not a good idea. Some time ago there was a 15% or 25% healing reduction in arenas, which was decent enough. So maybe something along those lines is a probable solution, along with maybe a slight damage increase every 5 minutes as well..who knows.

 

2. Fingers of Frost (frost mage talent) is STILL, after 7 years (I kid you not), proccing from fire and arcane damage. Even molten armor. Very nice.

I agree with some points you've made but i have a different opinion about it.

If dampening would be implemented, the already existing 10% healing reduction would be useless and removed. However, dampening only works after 5 minute, in most cases it's gonna be heal dps vs heal dps comps.

 

So, would you rather have 10% healing reduction as soon as you enter arena, for no apparent reason? Or having dampening which starts after 5 minute of the match?

 

Imagine playing disc priest and facing a thug that's most likely going to one shot you, you're in such disadvantage from the 10% heal reduction it's unreal.

 

I think dampening wouldn't hurt anyone since it wouldn't affect double dps or heal/dps facing a double dps comps at all, it would only make more sense for the 20mins long rsham lock / disc feral games.

 

I'm honestly surprised with the amount of support this topic is receiving day by day, it just blows my mind. Cata community is still there and we all pretty much want the same thing.. a fixed & somewhat balanced pvp environment for everyone. 


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#19 Naozxy

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Posted 10 August 2018 - 05:09 AM

Id support spectator npc idea aswell, watching others in battlegrounds or arenas would be great, people either would learn or just have fun there
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#20 Kisstar

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Posted 10 August 2018 - 07:42 AM

Imagine playing disc priest and facing a thug that's most likely going to one shot you, you're in such disadvantage from the 10% heal reduction it's unreal.

 

that's exactly the reason for which I voted to implement Dampening.
The 10% healing reduction 24/7 in arenas is just stupid to me. :)







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