Add Warglaives of Azzinoth
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- Posts: 23
Add Warglaives of Azzinoth
I know 80% of you came to this post to say something along the lines of "r u serious? rogues are so overpowered. they dont need glaives they need a nerf. herp derp" but hear me out.
Now I know this is a melee dominant server. You don't see many caster teams in 2v2, mages are quite rare, warlocks are almost non existant due to squishy pets. That being said, let's take a look at physical damage classes (excluding ret paladins, enhancement shamans).
Warriors: Damage is a bit higher than it should be, mace stun effect procs more often than it should, and seems to have a non existant or extremely short DR on itself. i.e. getting stunlocked and killed by a warrior from 60% to 0 in a matter of seconds.
Hunters: Now I realize hunter's were never the greatest class, especially when played by a subpar player. Although, used correctly, they are a very strong class. Viper sting, nearly unavoidable frost traps, pets can go inside of pillars while the healer is CC'd to negate any further damage from melee classes. Just a good class if played correctly. Why do hunter's have Thoridal if rogues can't have glaives? To encourage more people to play the class? If this is the case, if everyone on the server were to quit playing rogues, would you add warglaives?
Hunter's with Thoridal make them an extremely good class, especially when played by a skilled player who happens to be teamed up with a resto druid.
Finally, Rogues: I realize rogue's counter most if not all caster's, but they are soft countered by warriors, and hard countered by hunters. If this server had many casters in arena, I wouldn't see an issue. But the fact is that all you see in the 2v2 bracket is warrior, rogues, and hunter's. Rogues are at the bottom of this totem pole. As for the effect it might have on battlegrounds, i've took that into account. Here are my suggestions;
1. Start off with adding only the off-hand warglaive first, perhaps make ita 2000 or 2050 rating requirement, or make it 15-20$ to donate, or you could make it both. You must first achieve 2000-2050 rating and then donate. It's at least worth a week of testing. Vile poisons doesn't work for rogues, and unlike hunters and warriors, our mortal strike is dispellable. Druids and resto shamans can remove all of our poisons in a matter of 2 or 3 globals. The way I see it, it's much easier to add glaives than to wait months for a VP fix.
Personally, I don't think simply adding the off-hand glaive would make a huge difference, but it would be a slight damage increase from brutal.
TL;DR - Nerf mace stun, fix vile poisons, remove Thoridal, or simply add the off-hand warglaive.
Now I know this is a melee dominant server. You don't see many caster teams in 2v2, mages are quite rare, warlocks are almost non existant due to squishy pets. That being said, let's take a look at physical damage classes (excluding ret paladins, enhancement shamans).
Warriors: Damage is a bit higher than it should be, mace stun effect procs more often than it should, and seems to have a non existant or extremely short DR on itself. i.e. getting stunlocked and killed by a warrior from 60% to 0 in a matter of seconds.
Hunters: Now I realize hunter's were never the greatest class, especially when played by a subpar player. Although, used correctly, they are a very strong class. Viper sting, nearly unavoidable frost traps, pets can go inside of pillars while the healer is CC'd to negate any further damage from melee classes. Just a good class if played correctly. Why do hunter's have Thoridal if rogues can't have glaives? To encourage more people to play the class? If this is the case, if everyone on the server were to quit playing rogues, would you add warglaives?
Hunter's with Thoridal make them an extremely good class, especially when played by a skilled player who happens to be teamed up with a resto druid.
Finally, Rogues: I realize rogue's counter most if not all caster's, but they are soft countered by warriors, and hard countered by hunters. If this server had many casters in arena, I wouldn't see an issue. But the fact is that all you see in the 2v2 bracket is warrior, rogues, and hunter's. Rogues are at the bottom of this totem pole. As for the effect it might have on battlegrounds, i've took that into account. Here are my suggestions;
1. Start off with adding only the off-hand warglaive first, perhaps make ita 2000 or 2050 rating requirement, or make it 15-20$ to donate, or you could make it both. You must first achieve 2000-2050 rating and then donate. It's at least worth a week of testing. Vile poisons doesn't work for rogues, and unlike hunters and warriors, our mortal strike is dispellable. Druids and resto shamans can remove all of our poisons in a matter of 2 or 3 globals. The way I see it, it's much easier to add glaives than to wait months for a VP fix.
Personally, I don't think simply adding the off-hand glaive would make a huge difference, but it would be a slight damage increase from brutal.
TL;DR - Nerf mace stun, fix vile poisons, remove Thoridal, or simply add the off-hand warglaive.
Re: Add Warglaives of Azzinoth
You wasted your time writing this.
Re: Add Warglaives of Azzinoth
there is not a only decent hunter here, so why you cry? :>
and actually, one glaives dsnt make such an difference, just farm some honor for swp offhand or so :> its just style need
i want glaives too, but that will never happen :D as akeno said, its just wasting of your time ^^
and actually, one glaives dsnt make such an difference, just farm some honor for swp offhand or so :> its just style need
i want glaives too, but that will never happen :D as akeno said, its just wasting of your time ^^
Re: Add Warglaives of Azzinoth
if warglaives were only epic instead of legendary i dont think there would be nearly as much opposition to adding them. on its own hand of the deceiver is better than the main hand warglaive and no one ever complains about that. yeah yeah i know the set proc is what makes both warglaives better but people seem to be completely against even one warglaive being added.
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- Posts: 80
Re: Add Warglaives of Azzinoth
Isnt Hand of Decliver or wtf is it better than MH warglaive? And there is prolly a better OH from swp 2? The thing that makes them good is the set bonus isnt it?
Re: Add Warglaives of Azzinoth
you know...i would understand your post in some kind of way if there was actually competetive pvp going on with decent people. but seriously if you need glaives on an already pve geared rogue against players that are maybe even worse or at least equally bad as in retail tbc in order to do good, then you sir should prolly go back to training^^
there is a reason why on arena focused servers like arena tournament there is NO t6 (except for 2 feral and 2 hpally parts) and no swp parts whatsoever
and just to be clear, i play rogue myself, as well as having one as a partner on my feral so i would actually benefit from glaives...but seriously, rogue dmg is hilarious enough
there is a reason why on arena focused servers like arena tournament there is NO t6 (except for 2 feral and 2 hpally parts) and no swp parts whatsoever
and just to be clear, i play rogue myself, as well as having one as a partner on my feral so i would actually benefit from glaives...but seriously, rogue dmg is hilarious enough
Re: Add Warglaives of Azzinoth
what is the point of doing that? style need? well google model editing and there you goAkatosh wrote:but people seem to be completely against even one warglaive being added
plus by adding one glaive you just give the people a level to argue on who want the second one as well
Re: Add Warglaives of Azzinoth
Firstly Vile poisons does work.
Secondly the hemo crits that rogues can pull off with warglaives are beyond overpowered. Now lets compare HOD with mainhand glaive. The MH Warglaive has a 2.8 swingspeed vs 2.6 for HOD. This combined with the high top-end damage makes the yellow damage extremely bursty.
Now I know that only 25-30% of a (good) rogues damage in pvp is yellow damage, but yellow damage makes up the majority of a rogues burst during a stunlock. So MH Glaive you make an already overpowered burst class have even more overpowered burst.
So in summary MH Glaive is far better than Hand of the Deceiver for pvp.
And Hand of the Deceiver is already overpowered and imo should be removed (or just banned from rated arena)
The off-hand glaive is also too strong imo to be added. To much damage and too good a swing-speed.
And also don't say Hunters hard counter Rogues. Seriously, a hunter druid (only good hunter comp) pretty much gets rolled by SP/Rogue or any other rogue/rogue/dps comp. Hunters only work for the long drain game and are incredibly easy to train. I don't get how rogues are at the bottom of the pole.
Rogue/Warrior ... Rogue/SP ... Rogue/Druid ... Rogue/Disc are among the best comps in the game.
Secondly the hemo crits that rogues can pull off with warglaives are beyond overpowered. Now lets compare HOD with mainhand glaive. The MH Warglaive has a 2.8 swingspeed vs 2.6 for HOD. This combined with the high top-end damage makes the yellow damage extremely bursty.
Now I know that only 25-30% of a (good) rogues damage in pvp is yellow damage, but yellow damage makes up the majority of a rogues burst during a stunlock. So MH Glaive you make an already overpowered burst class have even more overpowered burst.
So in summary MH Glaive is far better than Hand of the Deceiver for pvp.
And Hand of the Deceiver is already overpowered and imo should be removed (or just banned from rated arena)
The off-hand glaive is also too strong imo to be added. To much damage and too good a swing-speed.
And also don't say Hunters hard counter Rogues. Seriously, a hunter druid (only good hunter comp) pretty much gets rolled by SP/Rogue or any other rogue/rogue/dps comp. Hunters only work for the long drain game and are incredibly easy to train. I don't get how rogues are at the bottom of the pole.
Rogue/Warrior ... Rogue/SP ... Rogue/Druid ... Rogue/Disc are among the best comps in the game.
Retired Developer.
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- Posts: 23
Re: Add Warglaives of Azzinoth
Actually, there are 2 pretty good hunters here. Also, I don't see why adding glaives is such a huge deal, HOD is just as good as the MH glaive excluding the 2 set bonus, it's just going to generate loads of money for the server.Hated wrote:there is not a only decent hunter here, so why you cry? :>
and actually, one glaives dsnt make such an difference, just farm some honor for swp offhand or so :> its just style need
i want glaives too, but that will never happen :D as akeno said, its just wasting of your time ^^
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- Posts: 23
Re: Add Warglaives of Azzinoth
Akatosh wrote:if warglaives were only epic instead of legendary i dont think there would be nearly as much opposition to adding them. on its own hand of the deceiver is better than the main hand warglaive and no one ever complains about that. yeah yeah i know the set proc is what makes both warglaives better but people seem to be completely against even one warglaive being added.
Agreed. It's written in orange, so it's absurdly overpowered. With all of the rogues on this server, if each glaive was 15-20$, this server would make hundreds of dollars. Probably even a thousand or two, and it's not like it would break the game and rogue's would just stomp every other class in a cheap shot.
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