Sunday, November 01, 2009
Okay...This has got to stop

This is just too good NOT to archive:


Okay, the message will be simple. This isn't about damage dealing, but rather about how you do discussion on this forum.

PROPER WAY TO ARGUE AGAINST A NERF:

1. Explain the negative impacts on your class, most importantly those that are not wanted by the devs.
2. Provide data about your class' poor performance after the nerf.
3. Suggest other nerfs that would accomplish the same goal without being so crippling.

WRONG WAY TO ARGUE AGAINST A NERF:

1. Pretend that you'll be broken.
2. Say that someone else has another ability and they need to be nerfed too.
3. Act like you know everything about the game because you can hit 2000 rating with your cookie cutter group duel team.
4. Insult the devs.

There you have it, a general guideline. Number 2 is the one we see on the forums right now:

"Well, if WotF is nerfed, then so should EmfH!"

No. What will you accomplish? You think they'll say "Yeah, let's not nerf WotF anymore"? Nerf herders should be kicked off this forum.

That is all.

Posted at 02:34 pm by greatcow95
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Saturday, October 31, 2009
Cataclysm pre-analysis and WotF crying

You can't spell analysis without ANAL, so let's dive into it a little bit (more to come).

Players are already crying about the Worgen being Alliance and Goblins being Horde and I just don't care about it. Look, Goblins man the zeppelins outside of all the Horde cities and it's a logical extension based on this the playable Goblins (of a different sect than the Booty Bay guys) would be on the side of the Horde. This is the same thing with Worgen. Their human side is friendly to Alliance and hostile to Horde. It's a logical extension.

The new race/class combos do make me feel uneasy. I'm still trying to figure out Undead Hunters. I can make a case for Tauren Priests and Paladins (turning to the Light in the face of certain doom). This now brings us to the real crying point--Blood Elf Warriors (and yes there will be crying--watch the boards).

Now BE Rogues didn't make any sense to begin with. It would have made more sense to have them as Druids or Shamans over Rogues, since we could have always said they are twisting nature magic to suit their absolute need for magics. Now enter the Warrior Belf, which is even weirder than the Rogue, but hey--I'm betting there will be a lot of them out there because of Arcane Torrent's "instant rage." Still, though, I miss the absolute synergy between Mana Tap and Arcane Torrent.

Now onto Will of the Forsaken finally getting ultra-nerfed after years and years of it being game-breaking. With the next patch, it will share a 45 second cooldown with the PvP trinkets. Now every Undead player and their brother are crying about it. This alone should tell you how game-breaking it is--RMP teams are either Undead or auto-loss against the same team. Since every race should be at about 10% representation, such a thing was indeed game-breaking, hence the nerf.

So now the crybabies are working on Every Man for Himself, which only takes the place of the trinket and doesn't function as a second escape. Note the second half of that sentence--it doesn't function as a second escape. It works exactly like the PvP trinket, not as a second trinket. This is why EMfH is untouched while WotF is getting a justified nerfing.

Posted at 08:55 am by greatcow95
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Shameless comedy moment!

This was spotted around the Scarlet Monastery. Christians are already up in arms over the strange flaming goat cults that have erupted in Warcraft:

Posted at 08:51 am by greatcow95
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Saturday, August 22, 2009
Cataclysm pre-analysis

Watch this space for the official Kalganism Cataclysm pre-analysis. It's so large it will take multiple days of thought and writing to do it.

Posted at 01:15 pm by greatcow95
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Thursday, August 13, 2009
Crying 3.2 style!

Well, ever since 3.2, Destruction Warlocks and stuns are the targets of the crybabies. Now what are their reasons? Its all about burst damage and lack of control. So let's take a look at why the crybabies are wrong (even though we all know they will get their way anyway):

1. Destruction Warlocks have no defenses. There is a Demonic Circle that requires setup, is stupidly visible, doesn't break anything except for movement slowing effects, and the teleport has a cooldown. Then there is Fear, which is utterly useless as a defensive mechanic and so unreliable as an offensive mechanic that the best you can hope for is a momentary spell interrupt! Warlocks wear toilet paper armor, and no mitigation or redirection talent can make up for this. We are pet dependent in PvP, so if the Felhunter is out Rogues will absolutely slaughter us 100%. If we have the Succubus out, Mages actually become our worst nightmare (Water Elemental + Mirror Images) and will intentionally target the Warlock (Nether Protection only helps when procced and doesn't help a tremendous amount when you have a 1v5 situation like this). So there is high burst, but if you're able to catch them, there is literally nothing a Warlock can do, especially while stunned.

2. When people talk stuns, they talk Rogues and the stunlock. Being stunned 100-0 or 100-20 just sucks. But stuns and Cloak of IWIN, er, Shadows are all the Rogue has for dealing with anything (this is coming from a Warlock, so everyone can shut up). I've been stunlocked, I don't like stunlock, I've announced being stunlocked in any battleground. What I do understand though is without stuns and the stun mechanics (i.e. damage caps) Rogues become little more than Warlocks without a pet wearing Brawny paper towels. Same issue as the Destruction Warlock with large burst but the stuns provide enough for the Rogue to be effective. Removing stuns or stun damage caps would involve an absolute 700% overhaul of the Rogue class.

Posted at 01:35 pm by greatcow95
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Tuesday, August 11, 2009
Creative Solutions = Exploits?

Now, this isn't worthy of a ban from the game, but it seems like every time someone finds an interesting way to do something, it gets "fixed." In this case, Protection Paladins stacking stamina will have lots of spellpower and be able to heal heal heal heal...sometimes better than a Holy Pally. So the Crab of Death comes in and says "this is wrong, we'll fix it."

Now the easy solution to this would be to switch the term "strength" for "attack power" which is what the Retribution talent does anyway. Watch for Blizzard to make things worse, though.

Posted at 09:43 am by greatcow95
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Tuesday, July 21, 2009
I hate to say it...

Tactically, this poster is right.


That's all it is. It's the Alliance and the Horde beating the hell out of each other while the Legion and the Scourge sit back, let us kill each other off, and wipe out the survivors.

Posted at 06:35 pm by greatcow95
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Friday, July 03, 2009
Warlock Q&A = WORTHLESS

Now forgive me being extremely cynical, but the Warlock Q&A page seems little more than "You're not getting any real changes in 3.2 now shut the hell up."

Of course, we also got the "Demonic Teleport will never break stuns, stop crying," which means we're still going to be melee trained with nothing but a damn trinket. This is while other classes at least have some form of defense against the stunlock or additional ways to get out of them (many of these also apply to fear, but I digress). So here are my very unanswered questions (yet again):

1. Why is it that some classes have to have over 1,000 resilience to be viable in PvP?

2. Why is it that I have to stand perfectly still and have the enemy within line of sight in order to cast a spell while a Night Elf Rogue can seemingly do their little rolling jumps while still dealing damage? It's like this, stand still, start casting, and hope you don't get stunned out of the cast.

3. Why does Demonic Teleport not work while stunned?

4. Why does stunlock still exist? Don't give me any bull here, it still exists even with over 1,000 resilience.

5. Why is it that we need to get Soul Link in order to be viable. Kalgan even said once that we shouldn't have to be tanking melee, but without an escape mechanism, we can't PvP without Soul Link in order to tank melee. Now even with Soul Link, we're still not viable because:

6. I have pets that are so squishy, certain classes can kill them off in one shot. Why is this?

7. Why does Molten Skin exist? I thought we weren't supposed to be tanking damage anymore. Who is right with Warlock design, Kalgan or Ghoscrawler?

8. The ultimate pet (Felguard) is 2-3 shotted and can be mauled by a 0/0/0 Hunter pet. Do you not see the problem with this?

9. The ultimate pet (Felguard) is prone to "miss/dodge/parry" by the enemy mob/player. Do you not see the problem with this? To that extent, being able to change out his armor (since HE IS THE ULTIMATE PET) would help out a ton, because then he can stack +hit.

10. Why does Demonform have an Area of Effect TAUNT if the form isn't permanent?

11. Why does Chaos Bolt not pierce through invincible bubbles?

12. Why do Soul Shards not stack?

13. First it was, "Wait for level 80, everything is balanced around level 80!" Well, that didn't work and now it's "Wait for Resilience, everything is balanced when everyone has resilience!" That didn't work either, and then Warlocks are now getting "Wait for the next major patch, everything is balanced in the next major patch!!!" Now it's "Every fix is beyond the scope of 3.2." Well, none of those ideas actually WORKED and now you're admitting it, so what the hell do we do now?

14. Why do we not have Demonic Swap? Trading places/debuffs with our pet would help a lot and I promise I won't sue if you use this idea.

15. Why are Warlocks and Priests the ONLY TWO CLASSES that have cast times for their 41 and 51 points talents? Add to the fact that cast times are useless because of stun mechanics and you can see a definite problem lurking here.

16. Why is it that we still continue to receive useless itemization bonuses, such as our gladiator gloves -.2 seconds to casting fear, when classes like Rogues are receiving things like additional silencing effects?

17. Why are we heavily balanced around a Fear mechanic that is utterly useless to us as a defensive mechanic, and so unreliable as an offensive mechanic that the best you can hope for is a momentary spell interrupt?

18. Why does haste not truly affect DoTs?

19. Why does Blizzard want us to use spirit by giving us wonderful bonuses for it, yet our end game PvP itemization HAS NO SPIRIT? Speaking of spirit...

20. Why is spirit "working as intended" when it comes to Life Tap? Shouldn't it just give out more mana instead of taking away more of our HP pool to give us more mana?

21. Why can't Curse of Doom be cast on players?

22. On the Affliction tree, I am left with 11 points, just enough for Soul Link or Molten Skin, NOT BOTH. Destruction leaves me with 17 points, enough to take out Fel Dom and Soul Link. Since I have to tank damage, I am forced into taking Molten Skin, which means full Affliction PvP is impossible.

23. Why is Unstable Affliction able to be removed/dispelled without giving the damage/silence effect it is supposed to? The entire point of it was to make sure nobody dispelled our DoTs, but Blizzard decided to make it so that everyone had an escape from the damage component on Unstable's dispel.

24. Even with all the changes to allow us to "tank more damage" we are still considered a free kill. Do you not see the problem with this or are you too busy farming Warlock kills?

25. Why is it that Master Demonologist was deemed "too strong" and revamped, but the same logic isn't applied to Mage Armor?

26. Kalgan is quoted as saying, "Mages will get new abilities in the expansion too, believe it or not. In fact, we intend to tone down how strong of a counter Warlocks are to Mages through the WotLK spells/talents." Why has this logic not been applied to the severe mismatch of Rogues destroying Warlocks? Again, are you too busy farming honor from us to even care about it?

27. Why is Improved Felhunter on the Affliction tree? Demonology is about the Warlock/pet team. It needs to go there.

28. Blizzard wanted our pets to scale better so we got a talent for it...deep in the Demonology tree. Then it got upped so everyone could take this and now it doesn't offer any kind of pet scaling. WHY ARE MY PETS NOT ALLOWED TO SCALE BETTER?

29. Why does Glyph of Health Funnel exist? Why is it so important that we not lose channelling time from this spell?

30. Why was Glyph of Souls changed to the point where nobody wants it anymore?

31. Why can't some of our glyphs remove the reagent cost like other classes' glyphs do?

32. Why was Nether Protection nerfed? A random chance at getting 60% damage reduction is not overpowered. It was never guaranteed to happen after any attack, which leads me to believe...

33. You are balancing this game based off the crying and screaming of a few players in the total WoW player base. DO YOU NOT SEE THE PROBLEM WITH THIS???

Posted at 11:02 am by greatcow95
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Monday, June 29, 2009
Crybabies continue to win

Is Blizzard doing nothing more than catering to the crybabies now? It sure seems like it. XP turn off, Battleground experience, and now this:



We wanted to give everyone a very early heads-up that, in response to player requests, we’re developing a new service for World of Warcraft that will allow players to change their faction from Alliance to Horde or Horde to Alliance. There’s still much work to do and many details to iron out, but the basic idea is that players will be able to use the service to transform an existing character into a roughly equivalent character of the opposing faction on the same realm. Players who ended up creating and leveling up characters on the opposite factions from their friends have been asking for this type of functionality for some time, and we’re pleased to be getting closer to being able to deliver it.

As with all of the features and services we offer, we intend to incorporate the faction-change service in a way that won’t disrupt the gameplay experience on the realms, and there will be some rules involved with when and how the service can be used. The number of variables involved increases the complexity of implementing this service, but we plan to take the time needed to ensure that it lives up to expectations before officially rolling it out. We’ll go into much more detail on all of this here at http://w​ww.WorldofWarcraft.co​m as development progresses. In the meantime, we wanted to let you know that because this type of functionality requires extensive internal testing well in advance of release, you may be seeing bits and pieces of the service in the test builds we use for the public test realms moving forward.

Posted at 09:05 pm by greatcow95
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Saturday, June 20, 2009
Crybabies win again.

Well, here are the 3.2 patch notes, and as I will detail, the crybabies won yet again. These same crybabies will eventually be the downfall of the game, because it will result in what is called narrowcasting, but I digress. Here are the gems:

1. Players will now be awarded experience for completing objectives and actions that yield honor in Battlegrounds (honorable kills not included). This is something people have cried about for years (the ultimate twink killer)...oh wait...

2. Players who do not wish to gain experience through PvP can visit Behsten in Stormwind or Slahtz in Orgrimmar - both located near the Battlemasters in either city - and turn off all experience accumulation for the cost of 10 gold. Disabling experience gains will prevent a player from gaining experience through any means available in the game. So now twinking goes on a whole new level. Soon you too will see level 19 twinks running through Icecrown without a care in the world, because it doesn't matter to them! XP is a thing of the past!

3. Wintergrasp has now become a queued battleground while retaining its status as a place on the world map. Apparently, crybabies have moaned about Laggrasp, Winterlag, and any other lag inspired notion. No more tenacity either, as Blizzard made a 100 per side cap. Try to sneak in? DENIED! So get your marks while you can before this patch hits and you only get a chance to join the fight.

4. Resilience: No longer reduces the amount of damage done by damage-over-time spells, but instead reduces the amount of all damage done by players by the same proportion. The other effects of resilience (reducing critical chance, critical damage and mana drain effects) have not changed. Now this was one of my ideas here on how to fix resilience and make it a little less of a steaming pile of doggie doo. Of course, I'd still like to see #1 on that list happen, but it's still a small victory.

5. Mounts have changed AGAIN, thus making it pointless to do the Warlock and Paladin class quests. They will be missed...terribly.

6. Seal of Blood/Martyr is now REMOVED. All the whining about SoB were for nothing at all now.

7. Finally, the obligatory Warlock nerf (because everyone cries for a Warlock nerf): Fire and Brimstone: Reduced to 2/4/6/8/10% increased damage from Incinerate and Chaos Bolt on targets afflicted with Immolate, down from 3/6/9/12/15%.

Posted at 11:04 pm by greatcow95
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Next Page
Welcome to the unofficial World of Warcraft Kalganism blog. The purpose is to resurrect people's ideas that got banned due to Kalganism, as deleting users isn't the way to win an argument. Many good posts got destroyed because of Kalganism, and this will become the new home for those posts. All posts, however, are presented in their original form, with any and all errors intact.

In addition to this, there will be new and exciting meaningless tripe!
   

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