Add Warglaives of Azzinoth

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Cube
Posts: 2551

Re: Add Warglaives of Azzinoth

Post by Cube »

Carmenlopez wrote:the only thing it will increase is white hit damage.
Which is a good chunk of a rogues damage output. And it would, as said, create a huge influx of even more rogues to a server which is already overpopulated by said class.
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Zapcraclepop
Posts: 971

Re: Add Warglaives of Azzinoth

Post by Zapcraclepop »

Xaru wrote:If SWP goes everyone will move to AT. SWP is necessary for the server, there is no removing it. That would be the worst decision ever made on the server, there are only a few people complaining like Cube, and that hardly accounts for hundreds of donators who are perfectly happy with their S4 gear. I say just leave it as it is. Nobody likes change, that's why they play on TBC. :)
I can't accept that. If people were to leave for AT, they would have already. From what I hear T6 doesn't exist over there, nor does SWP gear of any kind. Removing one set of gear that is and I quote "taking a shit on pvp" will not have them goto another server which is devoid of the mentioned set as well. We still have t6, and while that doesn't seem to mean a dang thing in PvE, it is still better than you'll find there. Now if they offered SWP and glaives, then holy crap, the rogues here would suddenly vanish... and my dream of seeing 40 Ally rogues in an AV, lead by their fearless leader would go unanswered. Since this isn't the case, I think the ticket issue would probably be the worst of it.

Thank GOD I'm not a GM. XD

NO, Do not touch relic swapping damn it. That would only nerf a few classes, while Rdruids would be nearly immune to the change. This has been discussed already, and Hen pulled out the change. Which thank god he did. With the extremely poor mana management Rshamans have in comparison to every single other healer, the ability to swap to relics that either boost the spell or reduce mana cost is just too good to let go. And hell, have you SEEN the mana cost for lhw? it's twice what Hpals have for their flash, more so than regrowth, and more so than flash heal. Yet each of those classes (with the exception being Hpally) has much better mana regen. The only reason Pallies don't is they get a chunk of mana back anytime they crit.
Last edited by Zapcraclepop on 26 Sep 2012, 14:25, edited 1 time in total.
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Deems
Posts: 1508
Location: Wonderland

Re: Add Warglaives of Azzinoth

Post by Deems »

Zapcraclepop wrote: Thank GOD I'm not a GM. XD
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Zapcraclepop
Posts: 971

Re: Add Warglaives of Azzinoth

Post by Zapcraclepop »

Deems wrote:
Zapcraclepop wrote: Thank GOD I'm not a GM. XD
I can't help but think you hold some sarcasm or something with that picture.
Last edited by Zapcraclepop on 26 Sep 2012, 23:33, edited 1 time in total.
Peekaboo
Posts: 638

Re: Add Warglaives of Azzinoth

Post by Peekaboo »

Having no GCD on swapping is inconsistency.
You act as if those classes don't have those issues when they juggle relics 5 times every second. It's a GCD, not locking out the entire possibility.
It adds a completely unnecessary gameplay element. Resto shamans are far from being mana inefficient, they just have to rely on fire and forget stuff aswell (till it gets dispelled).
And worst of all it actually buffs druids.

About mana regen in egneral, with proper gear/talent selection you can have a mana regenerating holy paladin nightmare.

I mean seriously, what's next, banning mana burn? =P
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Cube
Posts: 2551

Re: Add Warglaives of Azzinoth

Post by Cube »

Then remove the weapon-swap gcd glitch as well.
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Peekaboo
Posts: 638

Re: Add Warglaives of Azzinoth

Post by Peekaboo »

Would fuck up PvP like there is no tomorrow, but at least it would be consistent. =P
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Exsurgo
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Posts: 558

Re: Add Warglaives of Azzinoth

Post by Exsurgo »

Peekaboo wrote:Having no GCD on swapping is inconsistency.
You act as if those classes don't have those issues when they juggle relics 5 times every second. It's a GCD, not locking out the entire possibility.
It adds a completely unnecessary gameplay element. Resto shamans are far from being mana inefficient, they just have to rely on fire and forget stuff aswell (till it gets dispelled).
And worst of all it actually buffs druids.

About mana regen in egneral, with proper gear/talent selection you can have a mana regenerating holy paladin nightmare.

I mean seriously, what's next, banning mana burn? =P
A little off topic but you are wrong about paladin mana regeneration. Seriously. Shamans and Paladins have bloody awful mana regeneration. RDruids with Eternium life staff or Golden Staff can frickin regenerate about 120% of their mana through an innervate. No tbh I don't want to see Resto druids become any better than they already are, which from a mana/mana efficiency point of view is pretty damn good. Also they are the only healers that can easily escape and drink in arena, unlike the other classes that have to tank melee the entire game. The irony on SF is the only thing that keeps resto druids in line is ridiculous pve rogue damage.

Also as far as i know swapping out weapons is supposed to trigger a Weapon swing GCD (i.e reset the swing timer), but not a general GCD. So swapping out a offhand to shiv mindnumbing should cost the rogue white damage, but here it does not.
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Peekaboo
Posts: 638

Re: Add Warglaives of Azzinoth

Post by Peekaboo »

Mana Regeneration isn't class related, it's a game mechanic, make use of it.
Paladins can easily be locked out to prevent any heals to begin with, which is a huge problem, but saying their mana regeneration is bloody awful is just ignorance.
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Cube
Posts: 2551

Re: Add Warglaives of Azzinoth

Post by Cube »

Weapon swapping is supposed to trigger a gcd when in combat, and it does. But if you use an ability (for example, shiv) at the same moment you swap, the gcd's will "overlap", so to speak. In other words, only one gcd will be triggered, which would be the same as using shiv without a swap.
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