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  1. #1
    Multiboxologist MiRai's Avatar
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    Default [Arena] "The Crowd Chose You!" Buff Change

    Not sure if this affects any multiboxers, but it's being changed:

    With Patch 5.4, we added a mechanic called "The Crowd Chose You" to Arena gameplay. This mechanic was added to suit two primary goals: keep the game from dragging on too long, and make sure matches always end with one team declared the winner. However, we wanted something that wouldn’t make players feel they needed to change how they played the game. Unfortunately, the implementation of The Crowd Chose You that went live with Patch 5.4 is not filling that last requirement.

    So, we’re going to take a different approach. In an upcoming hotfix, we’ll be removing The Crowd Chose You entirely, and replacing it with a new mechanic called Dampening. If a match should last for 10 minutes, all players in the Arena will begin to receive a stacking debuff that reduces healing done by 1% every 10 seconds. This will continue until one team is eventually able to claim the victory. In the extremely unlikely event that neither team has won after 20 minutes, the match will end in a draw.

    We feel that this mechanic will have a much smaller impact on playstyle, team composition, and decision making than The Crowd Chose You, and thus result in more fun and exciting matches. We’re currently testing the hotfix internally, and will provide an update when it goes live.


    Sources:
    http://us.battle.net/wow/en/forum/topic/10195209926
    Last edited by MiRai : 10-10-2013 at 03:24 AM Reason: Updated From CN Source to US Source

  2. #2

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    That sounds like a much better way to address the problem than the current way. I just don't understand why they implement that in 3v3.
    Everything that is fun in life is either bad for your health, immoral or illegal!

  3. #3

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    Hurts double healer in 3s and hurts the god awful hybrid healer issue in all brackets.

  4. #4

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    tripple rogue, stealthing /cc'ing around for 10 minutes ... then blow the others up, something weird will happen again like that
    Everything that is fun in life is either bad for your health, immoral or illegal!

  5. #5

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    Sure, weird comps have always been around. This change really hurts healer/dps 2s, which I think is great.

  6. #6

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    Quote Originally Posted by Fat Tire View Post
    Sure, weird comps have always been around. This change really hurts healer/dps 2s, which I think is great.
    Maybe, but it will hurt second wind, recuperate, conversion, as well as ret off heals, and any other hybrid heals as well. Without the weapons I agree that healer/dps was too strong over the past weeks in 2s. But since a good bunch have the weapons I feel double dps are as viable as healer/dps. Holy priests being dumb is not really a 'healer' specific thing but a spec issue. On my alt mage I have the weapon, and in the first deep I can easily 100-25% someone. Warrior + any melee with weapons just blew up my resto shaman right of the batch several times last night in 2s.
    Some specs rely on a healer for 2s to work, others go with everything. Don't see why one or the other should have the advantage.

    If they absolutely want to implement this in 3s, I rather have it work like:

    - kicks in after 7/8 minutes in 2s
    - kicks in after 15 minutes in 3s

    And keep the crowd chose you debuff as follows: if you score a kill, the opponent team has 1 minute to score a cross kill or you start doing 1k % increased dmg, to prevent priests and rogues from dragging games they can't win endlessly, effectively wasting peoples time.
    Everything that is fun in life is either bad for your health, immoral or illegal!

  7. #7

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    Quote Originally Posted by zenga View Post
    Maybe, but it will hurt second wind, recuperate, conversion, as well as ret off heals, and any other hybrid heals as well. Without the weapons I agree that healer/dps was too strong over the past weeks in 2s. But since a good bunch have the weapons I feel double dps are as viable as healer/dps. Holy priests being dumb is not really a 'healer' specific thing but a spec issue. On my alt mage I have the weapon, and in the first deep I can easily 100-25% someone. Warrior + any melee with weapons just blew up my resto shaman right of the batch several times last night in 2s.
    Some specs rely on a healer for 2s to work, others go with everything. Don't see why one or the other should have the advantage.

    If they absolutely want to implement this in 3s, I rather have it work like:

    - kicks in after 7/8 minutes in 2s
    - kicks in after 15 minutes in 3s

    And keep the crowd chose you debuff as follows: if you score a kill, the opponent team has 1 minute to score a cross kill or you start doing 1k % increased dmg, to prevent priests and rogues from dragging games they can't win endlessly, effectively wasting peoples time.

    The debuff doesnt really bother me with self heals, they are just not that important as regular heals from a dedicated healer. How much of an effect will damping on second wind have compared to a greater heal for example. I see damping on self healing as negligible, 1% on a 3% heal even stacking to full 'damping' is nothing compared to a greater heal stacking to full. I think it will be mostly double dps now in 2s, as for 3s I dont know as I have yet to have a game go to the tccy buff in 3s. As TSG I kill the blue or I die.

    Edit: I would like to see a damage modifier also.
    Last edited by Fat Tire : 10-10-2013 at 10:30 AM

  8. #8

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    the debuff does not hurt me as my games never go on that long i go all in A: they die B: I die over in 30 secs most of the times.

    but players in my guild lose a lot of games from this debuff with how Blood Deathkights are using it to there power a blood dk and a ratpally/rouge/druild in a lot of games they keep at 100% only dropping small parts of hp (hiding as much as they can) at times only plan they got is to lose hp on the other side for 15mins and then debuff comes in and bang there dead long painful games they say. to a point they do not even want to log on.




  9. #9

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    In the extremely unlikely event that neither team has won after 20 minutes, the match will end in a draw.



    I wonder if both teams will lose points like before. If they make it a draw where no team loses points then its exploitable.

    Also, wondering if I am fighting a mage at 12min mark and he sheeps me, do I still get healed to full.
    Last edited by Fat Tire : 10-10-2013 at 10:38 AM

  10. #10

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    Quote Originally Posted by ebony View Post
    the debuff does not hurt me as my games never go on that long i go all in A: they die B: I die over in 30 secs most of the times.

    but players in my guild lose a lot of games from this debuff with how Blood Deathkights are using it to there power a blood dk and a ratpally/rouge/druild in a lot of games they keep at 100% only dropping small parts of hp (hiding as much as they can) at times only plan they got is to lose hp on the other side for 15mins and then debuff comes in and bang there dead long painful games they say. to a point they do not even want to log on.
    Have yet to meet a blood dk in 2s myself, at any rating, so can't comment on that. But the crowd chose you is just plain stupid, for several reasons. For example when I play resto shaman my mastery basically increases my healing the lower the people are. And imo the difference between a good healer and a not so good one is knowing when your mates will live, so you can sit a CC without having to use a CD or your trinket. I've been forced to trinket stuff or use major cd's just to not let my partners go below a certain threshold, while I was sure they would live. Which is plain dumb and counter-intuitive to how wow are is played imo.
    Everything that is fun in life is either bad for your health, immoral or illegal!

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