Saturday, February 28, 2009

Dear GC

You are an idiot.

Let me elaborate.

Consider the latest gem of yours.

Yes, we did nerf the damage of Explosive Shot a little more. After many of the changes to locks, DKs, warriors and the rest, we felt SV hunters were too high.

So that's how you based the BM nerf which made the tree unusable for a month. Because you felt it was doing too much damage and you had to completely destroy it. Right? Well, people with IQ > room temperature base their decisions on logic and statistics. Is it really this hard to create a 25-man raid simulation of raidbuffed players and see how they do under identical conditions?

Or is it the ever-beloved "we can't be arsed with this yet so we won't deliver this to 3.1" excuse which you morons pulled on ammo removal and Trap Launcher. (BTW thanks for the 50% nerf to LnL proc rate, SV hunters everywhere appreciate it)

MM may still be a little too low. BM seems on target at the moment, but we had a few bugs in new pet abilities especially that was making it hard to get accurate numbers.

  1. MM is where it always is. In the shithole because you obviously can't balance DPS around hard-hitting shots (as opposed to pet damage or procs) . How about you make Piercing Shots work, as in do more than sub-100 ticks?
  2. Bullshit. You just added flat 40% to the scaling component of Wild Hunt without ever considering what this will do. Neither did you remember lessons of the past that it was scaling and TBW/readiness what made BM do 6.4k DPS pre-3.0.8.
So not only is adding a scaling component as a pet talent is completely retarded, the lovable cheap-ass bail out of a flat pet +damage% is seriously overdone. Get something new.

I'm not sure what you mean about Survival compexity. Are you talking about the shots themselves or the organization of the tree? I think some players are still thinking they are supposed to trap dance in PvE.


I'm sorry.

Are you completely retarded?


Really now. Isn't it obvious that SV has the most complex rotation period EoD? I'm actually in a state of shock a game developer says this bullshit because it's on an unfathomable level of retardation.

I don't recall BM/MM has to watch a proc on a 2 PPM rule. In fact, MM doesn't even require you to refresh sting; wow, 3 instants one of which refreshes sting. Fucking hard.

Not that watching LnL procs is hard (I don't use any mod for this and I haven't clipped ExS ticks in ages) but saying that you don't understand that just shows you clueless you are in hunter mechanics.

Oh and since sting does more damage than a steady shot, everyone will still use it, no matter how hard you push Black Arrow in. So SV has to watch for a 21s cooldown, a 30s cooldown, a 30s proc and the usual GCD management on/off LnL procs. Of course there's also aspect twisting if mana is a problem(?) and the other oh-so-fun parts of SV.

So to conclude, my dear friend GC.

GTFO of my WoW. You are clueless about hunter mechanics. Go play Hello Kitty Island Adventure.

I mean it.

New PTR build and OH GOD WHAT IS THAT

Okay, this normalization crap is driving me crazy. First pet chase speeds, then pet attack speeds and now pet family bonuses.

Why not just fucking make every pet a floating untextured cube that runs at exactly the same speed and deals exactly the same damage? It'll be easier, no more drawing idiotically-looking animals.

But apparently some people didn't learn about Zorn's lemma in college and can't get through their thick skulls that there will always be a max DPS solution and everyone who cares about their DPS will do their best to achieve it.

Now to the new PTR build.

  • Ammunition: All types of gun and bow ammunition now stack to 1000. All quivers and ammo pouches no longer provide haste. 15% ranged haste is now built in to Hunter Autoshot.
I hope for their own good this is an overall 15% haste bonus and not autoshot only. If so, the steady shot cast time HAS to go to 1.5s or everyone will jump ship to BM faster than you can say "we probably overnerfed it".

Oh and why not make it stack to 10000 and have us just bring a single stack to raids anyway? I mean it'd be easier.

  • Call Stabled Pet: This new ability lets the hunter remotely access the stable. 30 min cooldown.
Still /care. Who the hell forgets their pet when going to a raid anyway?

  • Cunning, Ferocity and Tenacity pets now all have +5% damage, +5% armor and +5% health bonuses. This should make more pet families feel viable, while additional talents have been added to distinguish a pet’s abilities based on its specializations.
Absolutely retarded change. Idiotic homogenization at yet another degree. This change is so stupid, what the hell do they hope? That I bring a crab named Ghostcrawler to Nef just to get him shadowflamed?

I took care of that.



  • Disengage: Cooldown increased by 5 sec.
Skill I rarely use at rare opportunities. /care.

  • Pets now inherit more spell hit from the hunter. Pets with magic attacks should not require a player to stack additional hit compared to pets with physical attacks.
The only caster pet that ever was popular is Wind Serpent and blizzard took care of his usefulness permanently.

  • Viper Sting re-designed: Stings the target, draining 4% of mana over 8 sec (up to a maximum of 8% of the caster's maximum mana), and energizing the Hunter equal to 300% of the amount drained. Only one Sting per Hunter can be active on any one target.
PvP change for a PvP spell. Do not care.
Survival
  • Explosive Shot: Base damage lowered by 10%. Attack power scaling reduced by 12.5%.
Thus bringing it to its current (live) status. Why bother when it's obvious any increase to ExS coefficient (which you assholes proudly stealth-nerfed) is clearly OP?
Pets
  • Bullheaded now adds 20% damage reduction for 12 sec along with its current CC-removal effect.
PvP change for a PvP spell. Do not care.

  • Cornered: The crit reduction when this ability is active has been increased.
Still useless because who in their sane minds lets their pets die?

  • Feeding Frenzy increased to 8/16% damage up from 6/12%.
Useless pet family with useless specials. Ferocity is still the top DPS tree and the BM talents just add to the problem.

  • Furious Howl (wolf special ability) now stacks with Battle Shout and Blessing of Might, however, it only affects the wolf and hunter. Its effect and cooldown have been doubled so that it provides the same benefit but isn’t up 100% of the time.
Wolves are useful now? I wonder if it stacks with CotW.

  • Gorillas now have a new family ability, Pummel, which works like the warrior ability and has a single rank.
Bye bye gorilla tank. Brb getting a bear.

  • Grace of the Mantis and Roar of Sacrifice are now also available to Cunning pets.
/care.

  • New Talent: Shark Attack: This new two-rank talent is available to Ferocity pets. It increases pet damage.
I dream of the day blizzard decides to fix BM by not doing anything idiotic like flat increase to pet damage. Yes, I have better ideas like improved scaling. No, 62.5% scaling of AP isn't normal.

  • New Talent: Silverback: This new two-rank talent is available to Tenacity pets. It heals the pet when Growl is used.
So maybe my bear can tank sartharion10+3 now?

  • New Talent: Wild Hunt: This new two-rank talent is available to all 3 pet trees. It increases the stamina and attack power inherited from the hunter.
Not making it live in its current state. Period.

  • Roar of Recovery cooldown decreased to 3 min, down from 6 min.
/care. No one with IQ > room temperature uses a cunning pet for raid DPS anyway.

  • Thunderstomp is no longer a gorilla-specific family ability and is now available to all Tenacity pets. It has been reduced to one rank.
Swipe+Thunderstomp+Growl = good pet tank.

Apart from the half-baked incomplete and otherwise retarded ammo change (Hey idiots, protip: If you can't complete something on time don't bother pre-announcing it to the public), there are barely changes I can say "well done" at.

I sometimes wonder why the hell aren't I the "hunter expert" at blizzard. You know, it might be good employing someone who actually knows their class for a change, since it's apparent the "hunter expert"s at blizzard are mouthbreathing autoshot afking huntards.

Oh and a 4.2k-flasked-wellfed-raidbuffed-almostfullbestinslotgeared-SVspecced-DPS wonder gquit today. And nothing of value was lost. At least something brightened this day.

Wednesday, February 25, 2009

The middle finger and facepalm ASCIIs

A.k.a That Was Fast.

Isn't it amusing how the PTRs have been up for less than a day and already we get Faggotcrawler telling us we'll be incomplete (again) for patch 3.1?

I'll be using the ASCIIs much more now.

Reason 1:

1) Trap Launcher is a very cool idea and something we would love to do. However, it requires a lot of tech and may end up beyond the scope of what we can do for patch 3.1. We don't want to give hunters a buggy, half-baked ability. If you are going on the PTR to test Ulduar or just mess around with numbers, I wouldn't worry about this ability, at least for now.
-GC

So we're getting a buggy half-baked dot mechanic which once again requires us to pre-trap the boss and/or risk DPS. If Immolation trap isn't intended to dot the boss, why bother having TnT refresh it yet having no way to put it there unless we... trap dance but once? Which is exactly the mechanic you're trying to kill.

Also all the code is there. It goes like this:
  1. /cast Trap Launcher. You get a buff saying next trap flies immediately to the target. (Some people call it PoM, I heard it's the same basic functionality except that pom doesn't make instant tables)
  2. TL's cooldown is applied.
  3. You cast the trap.
  4. The trap's effect is applied to the mob.
  5. The 30s cooldown is triggered.
All this functionality has been in-game for years. I simply don't buy GC's faggot excuse to say "it requires great tech" because it doesn't. For the cosmetic whores, making an animation of shit flying towards someone should take a day. It's what the graphic department has been doing while not making those awesome movies or fapping to blood elves performing lapdances.

Vertict: Facepalm.

Reason 2:

2) Black Arrow is on the trap cooldown timer, and we assume largely for PvE. Black Arrow is your ability to proc things normally caused by traps (like LnL) in PvE situations when using a trap is a pain or the target is immune.

If that's what GC and the potsmokers intend, at least... I don't know... Make the dot last 30 seconds as well? Or make Black Arrow a 15 second CD because managing the cooldowns while doing the usual craptastic SV priority queue you dare call shot rotation is fun. Or not annoying.

Vertict: Middle finger.

Reason 3:

3) Think of Lock and Load triggering from traps (esp. Frost Trap) as a PvP mechanic. Think of Lock and Load triggering from periodic ticks (esp. Black Arrow) as a PvE mechanic. In PvE, you may want to use traps on trash or group pulls however. In PvP, nothing is stopping you from using Black Arrow if it works for you.

What's the point in using traps when all trash is aoe'd down? Unless Ulduar trash consists of that pack before Naj'entus with numerous lava packs and BWL-esque trash packs in the way with lots of HP and outgoing raid damage high enough to necessitate CC, I don't see why should I bother laying a trap when I can do DPS instead. Oh wait, my AoE got nerfed by 30% for no apparent reason.

Verdict: Facepalm

Reason 4:

You won't be trapping raid bosses to get LnL procs, even if they are immune to the effects. You probably won't be trap dancing much at all in PvE. You should really use Black Arrow for that purpose.

If the proc rate ends up being too low, that is certainly something we are willing to adjust.


Trap dancing was an overlooked class submechanic anyway thanks to whoever smoked too much pot and forgot that bosses can trigger explosive/immo/frost traps to force LnL procs.

You need 2 PPM for LnL to be in its current state. Let's count. BA lasts 15 seconds so it's logical to assume it ticks each 3rd second. LnL will have a 10% rate to proc from BA. BA's uptime is 0.5 per minute = 10 ticks. Overall = 1 PPM.

So the other PPM has to come from the trap dot. This means that we have to keep it up and assuming trap launcher is not implemented, we're dicked of one PPM on bosses we can't pre-trap and/or lose good 5-10 seconds of DPS just to lay the immo trap, depending on the encounter. It'll get even better if bosses have a stupid mechanic which neutralizes my ability to DPS them for >15s in a row. Man.. What the fuck have these morons been smoking?

Conclusion: The internal cooldown on LnL has to go or force it to work on a 2 PPM rule. Personal suggestion: Partially remove the idiotic RNG bullshit by having every 2nd LnL proc proc 30seconds after its former proc. That's good 20 GCDs to use on useful stuff and we won't risk stupid shit like steady shot casting in the middle of a LnL proc.

I don't mind it proccing all the time but some inferior facerollers might whine how they can't faceroll their way to #1 on damage (see: bugged HAT rogues).

Verdict: Middle finger facepalm and an urge to place certain Blizzard employees in a fire.



P.S: The hunting party agility bonus stacks multiplicatively with Lightning Reflexes.

And a personal message to GC: You're not fooling anyone. Do not try to insult our intelligence. It seems you know even less about hunter mechanics than my idiot guild hunters do.

Tuesday, February 24, 2009

3.1 patch notes

I was going to write on the necessity of entry-level (read: so idiotic even a retarded goldfish can do it) raiding, but apparently the devs decided to push 3.1 on the PTRs.

Blah blah blah ulduar, blah blah blah idiotic player-choice of "hard mode" bullshit, idiotic design philosophy etc.

That's not what I want to comment.

Patch notes, bitch. Bring 'em on.


  • Frost Trap: If the target who triggers Frost Trap is immune to its effect, the Frost Trap area effect will no longer be triggered.
Hmmm. Still doesn't make any sense. I've no idea where they're headed with this change, it's probably to make frost trap obsolete in arenas where the bubbled paladin steps on it to rid us of another 30s cooldown.

Talents
  • Improved Aspect of the Hawk now has a new spell effect.
This is new and interesting. No really. Who gives a fuck about animations when you have the haste bonus and the buff barely affects you? It's not like your entire rotation is changed because of 15% haste (you're hastecapped with sanc. ret, the usual amount of haste on gear so /care) you get.

  • Improved Wing Clip: This talent has been removed.
And nothing of value was lost.


  • Piercing Shots re-designed: Your critical Aimed, Steady and Chimera Shots cause the target to bleed for 10/20/30% of the damage dealt over 8 sec.
Deep wounds. Expect rolling ignites.

  • Ranged Weapon Specialization: Points reduced from 5 to 3, 1/3/5%.
Good.

  • Wild Quiver: Chance increased to 4/8/12%, up from 4/7/10%. Damage increased from 50% of an auto shot, to 80%.
Nightfall proc. Pretty much that's it.

  • Hunting Party: This talent has been reduced to 3-points, and now increases your total Agility by an additional 1/2/3%.
How to: Make a useless talent mandatory.

  • Lock and Load re-designed: You now have a 33/66/100% chance when you trap a target with Freezing Trap, Freezing Arrow or Frost Trap and a 2/4/6% chance when you deal periodic damage with your Immolation Trap or Black Arrow to cause your next 2 Arcane Shot or Explosive Shot spells to trigger no cooldown, cost no mana and consume no ammo. This now has a new spell effect and sound.
I see what they did there. Still doesn't and won't ever replace sting unless they come up with such a glyph it'll be better than +10% damage on worthlessshot.

  • New Talent: Trap Launcher: When activated, your next Trap will be launched instantly at the enemy target. 1 minute cooldown.
Good. Ingenious way to get rid of that nasty trap dancing but it adds 2 more keybindings on a 1minute CD. The second LnL proc

  • T.N.T. re-designed: Increases the damage done by your Explosive Shot, Explosive Trap and Immolation Trap by 2/4/6%, and gives your Explosive Shot a 33/66/100% chance to refresh the duration of your Immolation Trap effect on the target.
Cool. Permadot HOOOO.

  • Trap Mastery: This talent has been moved up to tier-2, up from tier-9.
About fucking time. We only wanted it since October.

  • Wyvern Sting duration increased from 12 sec to 30 sec. PvP duration reduced from 10 sec to 6 sec.
/care about either. It doesn't help me shoot stuff better anyway.

  • Roar of Sacrifice can be used on the hunter only.
Obvious pee vee pee change is obvious. /care about it though.

  • Stampede (rhino) only affects 1 target, but adds a 25% bleed damage debuff (that does not stack with Mangle etc.) in addition to its knockback.
Still useless just like the pet and the talent.


Now to the undocumented changes.
Beast Mastery

  • *New Skill* Call Stabled Pet - A pet of your choice busts out of its stable and joins you no matter where you are, replacing your current pet. Cannot be used in combat. Instant. 30 min cooldown. Requires Level 80.
Remotely useful skill is remotely useful.

  • Kill Shot no longer has a minimum range. It can now be used in melee range.
Hell it's about time.

  • Disengage cooldown increased to 30 secs. (Previously was 25 secs)
Oh novos. /care.

  • *New Talent* Black Arrow (Tier 9) - Fires a Black Arrow at the target, increasing all damage done by you to the target by 6% and dealing [ 10% of RAP + 785 ] Shadow damage over 15 sec. Costs 6% base mana. 5-35 yard range. Instant Cast. 30 sec cooldown.
Piss scaling, good maximum damage. +1 keybinding, as if the 30+ binds I use aren't enough.

  • Sniper Training (Tier 9) has been changed to increase the critical strike chance of your Kill Shot ability by 5/10/15%, and while standing still for 6 sec., you gain Sniper Training increasing the damage done by your Steady Shot, Aimed Shot, Black Arrow and Explosive Shot by 2/4/6% Lasts 15 sec. (Previously increased damage and critical strike chance based on your range to the target)
Mediocre talent is still mediocre but I guess there aren't better places for the points.

We'll see when the new talent calculators are up.

Monday, February 23, 2009

Entry level

First, let's get the facts straight.

Fact 1: Content is easy. Period. End of discussion.
Fact 2: Even the "hardest" raid content doesn't come close to TBC's endgame difficulty. By this I mean Sunwell, not Karazhan. However, Karazhan is parsecs away in difficulty from the crap we got.
Fact 3: Blizzard is catering to bads and focuses on "new players" too much. This is evident by the facerollable heroics, easy content (see fact 1) and general cantbearserry when designing encounters. See: VH.
Fact 4: The achievement system is evolving to suit the "hardcore" "no-lifers" while the "real players" with "lives, jobs and families" have the non-achievement content to faceroll.
Fact 5: TBC brought more players in the game than classic did, same for wotlk. They're sales record-breaking games for a reason.

Now, the point I want to raise is: Do we need entry-level content at this stage in the game's evolution?

My answer: NO.

Why?

First, there's plenty of entry level content while leveling. I heard RFC, WC, SM, UBRS, ST, Outland dungeons and wotlk normals are still in the game. That is where basic group dynamics is learned. It is there that new players should 'l2p' as we say, or "adjust themselves to the new situation and adapt accordingly". There's nothing wrong in taking a pause in the leveling rush to do a dungeon and see how grouping works.

Sidenote: Most players who rush to 80 at this point in wotlk are probably alts. It is unreasonable for a new player to skip all the amazing content (and I have to admit, they did a good job with leveling content. Just the wrathgate questline alone justifies 71-80) to get to max level and step into a dungeon without having a clue about how partying works.

A new player who genuinely wishes to play well (I'd like to think most people do) will read the "How to play" guide on the main page and have some idea what grouping (and raiding, to an extent) is about. It takes an extraordinarily retarded person not to realize what's going on in an instance/raid.

Secondly, players need something to look up to. You can't honestly say you'd look at a perfect Horsemen40 kill and don't say "Damn, I wish I was with these guys". Not in the "I want to get carried by them" way, but in the "I want to raid with good players" way. There's no way to pre-differentiate skill unless you know players personally. Back in classic (and TBC to a lesser extent), gear was usually an indicator of skill. When people looked at me having the server's only Asjre'thul they went /drool.

Sidenote: "Usually" =/= "Always". I did see some of the worst idiots wearing full t6 and some of the most brilliant players wearing blues.

When everyone's carrying the same ilvl 213/226 epics, it's not fun. There can't be any fun seeing the 3k DPS wonder having Envoy/Journey's End while you push >5k every fight and still not have it. WoW rule 46.b "The retard always gets the phattest loot" just makes it worse.

If I were blizzard, I'd make sartharion+3 so hard and heavy on raid requirement it'd require 3 months to defeat. Same for malygos. He's the guardian of magic for christ's sake and he's getting pugged weekly on my server.

Now, having players experience the content is one thing. That's why there's no attunement and 10/25-man versions for each raid instance. Tuning the instance so people who do less DPS than a level 70 can clear it is another. It's wrong at its concept.

Sunday, February 15, 2009

Prenerf M'uru

Once you think about it, he's the perfect bossfight from a technical point of view. I want to elaborate why.

Tuning aside (I know he was very tightly tuned, perhaps too much but he was still killable. Therefore he shouldn't have been nerfed 3 times), M'uru has several key points which made him hard.

On a personal note, learning him was fun.

So:
  1. 30 second effective threat wipes.
  2. Heavy outgoing raid damage.
  3. Zero tolerance towards mistakes.
  4. Hard enrage timer.
  5. Heavy raid requirements.

Elaborating on each point.

Threat wipes: Meaning (obviously) that your tanks had to be on the balls while picking up the adds. Their TPS had to be insane because TotT wasn't in-game and MD had a 2-minute cooldown. (My guild at the time used MD to route big void shits to the paladin tank)

It also meant the DPS had to chill the fuck down but still do very hard DPS to bring down the adds and have ~5-10 seconds to DPS M'uru until the next wave came. It also meant overaggro = death = wipe = try again = more consumables to spend.


Heavy raid damage: Just Negative Energy alone could fuck you over if your healers were asleep. The 6 healers you brought had to be on the balls spamming every single GCD if you had any hope of surviving the fight.

I remember we wiped once because our holy paladin missed 0.1 seconds on a heal and his tank died just as the heal landed. That's how crucial being very focused on healing was.


Zero tolerance: M'uru had even less tolerance towards mistakes than Archimonde. You COULD kill him with a few deaths, assuming you could survive the aoe shit. On M'uru a single DPS death (not to mention tank or healer) instantly meant a wipe.

I don't even need to mention the requirement of 20 leatherworkers for constant drums in the DPS groups, right? I think this was where his tuning went wrong. It should not have required minmaxing this hard, but other requirements such as a fully flasked/well fed raid just to have a chance to succeed is very important to the success of a kill on him.

I admit I misclicked frost and snake traps once and the idiot vipers broke the sheep on one warrior who proceeded to instagib some clothies and we wiped. I can recall at least 30 wipes on M'uru when we were learning him but damn it was fun. Except for idiotic mistakes such as mine, but it was fun nevertheless.


Hard enrage timer: If your raid wasn't 9001% focused during the alotted 10 minutes you had no chance of a kill. Below is a prime example of what happens during the enrage:

Entropius goes in a berserker rage!
Combat against Entropius ended in 10 minutes 1 second.

Hi2u 12k chaining negative energy strikes that hit every second.


Heavy requirements: You needed a full raid in full t6/partial sunwell sets to have the slightest hope of defeating him. SK reported around 500 wipes on M'uru before they got him down. Is it too much? Perhaps, but they DID down him 4 days after his gate was opened.

You also needed 20 LWs and 5 shaman in the raid. This is too much in my personal opinion but everything else is not.


Conclusion: Wotlk needs more fights like M'uru. Sartharion+3 doesn't come anywhere close to this. I really hope the optional "hard mode" Ulduar boss will be like this. He does not necessarily have to be M'uru2.0 in the exact sense of the fight but these 5 requirements should hold, period.

Am I the only person who still wants the challenge in a hard raid boss rather than facerolling through Noxromulus/Uldulolz for easymode epics thus devaluing the word "epic"?

More on "entry level" in a 4-year old game later.

Thursday, February 12, 2009

So it happened for the first time

Ever since I started wotlk raiding in t6/Bristleblitz Striker. (I'd tell why I don't have Golden Bow but it's a long story)

It's hard for me to say...

I...

Well.

I got outdamaged on patchwerk.

There, I've said it.

11 weeks of elysian peace and me tearing away at recount figures have ended abruptly when a freakin' WARLOCK managed to outdamage me.

I think his 50k HP doomguard had something to do with it.

Either way I was dethroned as the DPS king. From 6k as 50/21/scorpid the idiotic nerf hit me to 5.6k.

Either I'm doing something wrong (which is HIGHLY improbable), or my GCD management was idiotic (also improbable, took me 30 minutes to get used to SV) or his doomguard somehow made him OP.

...

Hey, the only thing I know about warlocks is that if there isn't CoR/CoE on the boss, they're not doing it enough. Besides, their index on Recount is always measured in double digits.

Anyway, he beat me by 50k damage.

It's like one all-crit LnL proc.

Which is uber gay.

So I have three questions:
1) Where's my freakin' Journey's End?
2) Where's my freakin' Surge Needle Ring?
3) Where's my freakin' Drape of the Deadly Foe?

(The mouthbreathing 4k dps wonders have them. I still beat them every patchwerk)

Did I mention there is no justice anymore?

P.S: You wanted numbers, you got them:



I broke 6k on the last reset before 3.0.8 too. No screenshot though.

Why do I have a feeling

That blizzard WILL fuck up with the partial ammo removal?

My bet is either they "forget" to give us the extra 15% haste.

OR fuck up with the stacking.

OR, in a futile attempt to roll the ammo change live in an obviously incomplete state, just shave 15% off every bow's attack speed.

Or... and this is my favorite, they forget that thori'dal didn't use ammo to begin with and make it the best weapon in the game until they hotfix it.

Speaking of which, why don't I have one? I obviously deserve it, I don't die in void zones, fuck up Undying/Immortal, behave like a mouthbreathing idiot in raids etc.

So why the RNG decides to fuck me over every single fucking week when I do sunwell?

Monday, February 9, 2009

3.0.9

At first I was:

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And then I was:

"Ha.

Ha ha.

HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA."

That was my initial reaction towards the hunter changes when I read the patch notes.

Idiots.

No, really; fucking idiots.

Didn't we tell them the BM nerf is too much? (BTW, steady shot damage is still too low, bring it up to at least 15% of AP)

Didn't we show PTR figures showing BM will be the new old SV (read: useless)?

We did. They promptly ignored those figures, saying they "tested this internally" and they trust dev figures more than player figures.

Did I say GC is a retard and I've no idea how he got his Ph.D? Seriously. Karma's a bitch, eh GC?



(BTW, SV > BM until they decide to nerf ExS coefficient even more because hunters doing damage is a bug)

Friday, February 6, 2009

3.1 changes

Wow.

Let's go over whatever GC's pot-smoking vodka-drinking cocaine-snorting heroin-injecting LSD-drinking team came up with.


  • Consumable ammunition has been removed from the game. Arrows and bullets no longer stack, but are not consumed. Ranged attack speed bonus gained from quivers and ammo bags will be preserved in a different capacity.

Hell it's about time. Not only hunters have been asking for this for what... 3 years? The entire length of TBC (as well as unlinking autos and specials). I only hope they won't fuck it up with quiver haste bonus and ammo types because god knows, given previous experience, that blizzard has a tendency to fuck everything up with the hunter class. That's why other classes feel simple and fluid while hunter feels like conducting a symphony as a paraplegic midget with Tourette's.

  • A new tier of hunter pet talents have been added. In particular, this allows Beastmaster hunters to improve their damage per second (DPS) with their 51 point talent.

So that makes the talent slightly less than completely useless? Unless they un-nerf BM back to it's pre-3.0.8 state sans TBW/readiness my guess is that it'll still be worthless. CotW/Rabid are still the best DPS boosters.

  • Hunting Party – this talent has been reduced to 3 ranks and also grants a passive bonus to the hunter.

What kind? More mana regen to compensate for the fucked up change they're concocting? I hope. Personally, I want a bonus that makes me do as much DPS as an arcane mage in a 1.37m patchwerk kill.

  • Piercing Shots – this talent has been changed. Your Aimed, Steady and Chimera Shots cause the target to bleed for 10/20/30% of damage dealt for 8 sec.

10g says it'll fuck up just like rolling ignites. You heard it here first. Expect a cuntpaste of Deep Wounds and a rename to the effect.

  • Sniper Training – this talent has been changed. After standing still for 6 sec, you gain a 2/4/6% damage bonus to Steady, Aimed and Explosive Shot.

So they're exchanging one stupid aspect of the talent for another. Does killshot keep it's +15% crit?

  • We are also looking to add additional trap functionality to Survival.

Trap? Functionality? In raids? Gimme a freakin' break. Unless Ulduar requires multiple frost/snake trapping this is a bullshit change that isn't going anywhere.

BTW, where's the kill shot range bug (hot)fix? Isn't this patched in 1 second?

I mean it. THIS IS HOW EASY IT IS TO IMPLEMENT.

class KillShot inherits RangedAttack{
int minRange = 5;
}

Just like that.


Why aren't I the lead class designer for the hunter and why the fuck is GC still employed?

(BTW, the hotfix to ExS was because rogues couldn't faceroll hunters anymore and required pressing more than 2 buttons.)

Thursday, February 5, 2009

The good news and the bad news

I lied. There are no good news.

So GC decided to stealth-nerf ExS out of the blue.

Literally.

I see it as a 14% nerf to the coefficient (percentage is hard yo).

And now a personal message to GC;
....................../´¯/)
....................,/¯../
.................../..../
............./´¯/'...'/´¯¯`·¸
........../'/.../..../......./¨¯\
........('(...´...´.... ¯~/'...')
.........\.................'...../
..........''...\.......... _.·´
............\..............(
..............\.............\...

And die in a fire made of cancerous aids, you retarded mong. Where's my fix on the kill shot range?

You HOTFIXED wind serpents in pre-TBC because hunters doing damage is a bug.

Fucking idiots, I swear.