World of Warcraft - Skirmish Sunday - your weekly PvP thread!


Skirmish Sunday - your weekly PvP thread!

Posted: 07 May 2017 03:05 AM PDT

As always, all PvP comments, questions, and discussion are welcome!

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Got roasted in guild chat

Posted: 07 May 2017 11:23 AM PDT

F*ck this particular place

Posted: 07 May 2017 04:10 AM PDT

weakaura for making sure you notice the quake in m+

Posted: 07 May 2017 08:44 AM PDT

Guild Finder (Fan Concept)

Posted: 07 May 2017 01:57 PM PDT

The claustrophobic and artificial new zones compared to the "naturality" of the Old World.

Posted: 07 May 2017 09:20 AM PDT

Hey everyone!

A quick disclosure: I haven't played all of Legion's Zones yet, and this is not about the art quality. I think Legion zones look absolutely stunning and the artists at Blizzard just seem to get better and better at making these environments beautiful with each expansion.

As someone who loves leveling in WoW, the atmosphere, art, and most importantly the feeling of each zone is super important to me. What I wanted to talk about is the feeling I'm getting while leveling in Legion - that everything feels very claustrophobic. This started in the new zones in Cataclysm and has been getting "worse" with each expansion.

Let me try to explain - There doesn't seem to be any empty space - no room to just travel and breathe - and the new environments don't feel natural as a whole. The only zone I remember having a bit more breathing room was Valley of the Four Winds. But even still, something feels a bit off and I can't put my finger on it. It's probably the "gamey" element that I will mention briefly. I'm currently question in Highmountain, which should be a very "expansive" zone but however, for some reason, it seems small, like everything is super close to each other. It seems like every little corner needs to have something and that there needs to be a lot of variety on the same environment. Not only do these new zones in the expansion have many "sub-zones" with different moods and such, but it feels like every little corner must be intended for something gameplay-wise. These sub-zones also contribute to this feeling of smallness I think – while they add some variety, it also makes you feel like you are traveling to another zone, even though you are still in Highmountain. They just don't feel like part of it.

Again, everything is stunningly beautiful with terrific art. But it just doesn't feel natural. It feels "gamey". Seems like it was designed to be comfortable gameplay-wise and not to feel like an actual place.

I was trying to pin down what was happening as I don't remember having this feeling from vanilla to WoTLK, so I traveled to some old world zones namely Ashenvale and Feralas. Both zones just look much more natural and much more expansive than anything in the newest expansions. It's like the forest was made first, and then populated with the quest hubs afterwards so that they fit into the environment. They don't feel crammed either, there is quite some space between each questing hub. In the new expansions it seems like it's the other way around. All the gameplay features were put into the map (and a lot of them) and then the natural environment was added all around. (not saying that this was the actual process – probably not – just that if feels this way) Some of the Old World zones are also much more consistent throughout as there is almost never a big change in the colors and atmosphere, so you never feel like you have a "zone within a zone. You feel like you are traveling through an actual place and not just going from "gameplay-hub to gameplay-hub".

Does anyone else agree with this or have a similar feeling? Am I going mad and it's not like this at all?

Please let me know your thoughts on this!

Cheers!

submitted by /u/Praise_the_Kosm
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A day in the life of a Demon Hunter

Posted: 07 May 2017 10:10 AM PDT

Doing the Inky Black Potion in Vashj'ir

Posted: 07 May 2017 03:39 AM PDT

Patch 7.2 in a nutshell

Posted: 07 May 2017 10:46 AM PDT

Help! I need to find the artist!

Posted: 07 May 2017 09:01 AM PDT

A friend of mine did a Vibraphone version of Anduin Theme. I hope that you like it as much as I do

Posted: 07 May 2017 06:08 AM PDT

Another Day in Mythic Plus Dungeons - (A Short WoW Machinima by Nixxiom)

Posted: 07 May 2017 12:30 PM PDT

Real slutmogs have curves.

Posted: 07 May 2017 08:09 AM PDT

New to the game and absolutly enjoying it. This is probably the best feeling I've had in this game so far!

Posted: 07 May 2017 01:53 PM PDT

Some math on M+ and future changes

Posted: 07 May 2017 07:22 AM PDT

This is somewhat long post. There's going to be tl;dr if it's too hard for you.

First we need to establish what we know already.

  • AP that you get from running a dungeon varies. Exact values are located here. (thanks to /u/chuDr3t4 and some math should be slightly updated). Gear is being capped at +10 as well. Doing anything above the cap gets you as much as you get from doing +10.

  • AP from weekly chest that you get are stated like this:

You get 3077 base AP for a level 10 dungeon + 400 for each additional level in your weekly chest.

Source is some MMO-champion post, but it does sound like a truth. Will be happy to fix calculations if you find something different.

  • Monster difficulty (health and damage) gets following scaling:

1.08 ^ (M+ level - 1)

Means that +2 is 1.08 of regular mythic dungeon or +8%.

Let's answer some questions.

First question is going to be: If loot efficiency is only thing that matters, what dungeon difficulty should our group farm?

Answer: Highest that you can 3-chest, but never above +10.

This doesn't sound as a good answer to you, because it's just a guess. First we need to find where to get unlimited amount of keys. Answer is: you create a group with a title "boosting your +(desired level) keys" and wait for someone to reply. Keep in mind that you can only play with 3 friends instead of usual four. Which makes dungeon requirement harsher. This way you help low-geared people with their weekly chest and get good amount of rewards for you. People that you boost are going to take at average 20% of your overall dungeon loot too. Especially if you are bad at asking.

Second issue with a statement is that we need a clarification why it's not worth doing anything above +10. I am going to ask you a question in return with this one: You have unlimited amount of raw pizza components and energy. Would you rather have a machine that makes 4 pizzas per hour or a machine that makes 5 pizzas per hour assuming that pizzas are identical? Storage for permanent storing results is unlimited too. Just in case.

I'm leaving up to you to answer this question and get an understanding why it's even related.

So, final updated answer is: highest that your group of 4 can 3-chest, assuming that fifth is going to range from naked dwarf to Exorsus raider, but never anything above +10.

I hope this answer is enough for you.

Next important question is: why and when to go higher than +10?

Why: additional weekly chest AP or taking a challenge.

When: when you have enough gear and/or skill to go above the reward cap.

How high you should go: that's where some handy math comes to help. First let's establish that we are doing at least +10.

What's the lowest amount of AP that you can get? It's going to be one +10 dungeon and weekly chest amount of AP. Exactly: 465(one maw) + 3077 = 3542 AP. It is base AP that's going to be modified by AK. Here's another trick: you can wait for 2 AK levels to come which gives you another 1.32 = 1.69 or +69% to your weekly chest. So if you only do one +10 dungeon you can get up to 1000(HoV) + 3077 * 1.69 = 6200 AP. We established the range of 3542 to 6200 AP from doing one +10 dungeon a week.

Let's go higher. First, gear and skill varies. So let's assume that we can go from +10 to +30. Here's another handy tool that helps us with getting smarter: plots. Here's a plot of maximum amount of AP from going to additional m+ levels: link where you can play around. We probably need to apply a trick of waiting more time too.

+11 instead of +10 is 676 additional AP, +30 is 20 times more: 13520 AP. That's a lot. What we're omitting is dungeon run AP. It actually matters.

What do we gain from this knowledge? You are going to guess that going higher is good anyway. But let's compare this with additional +10 runs instead of going higher. How many additional +10 runs do you need to get this amount of AP right away? If you are only doing maw answer that you get is this plot. We are going to use waiting trick all the time now. How to read this: you need 1.45(2) maw runs to compensate running +11 dungeon. Or you need 29.07(30) maw runs to compensate running +30 dungeons. If you run HoV numbers are somewhat lower: 1 to 14. It also means that doing +10 HoV instead of +11 maw gives you slightly more AP in result if you aren't doing waiting trick.

Let's now find average dungeon run AP: (465 + 775 * 9 + 1000 * 2) / 12 = 787 AP. Let's assume you're doing every dungeon on your way to highest key at your way up to +30 at one chest to maximize your AP. Let's make a plot of overall additional AP that you from going really high. Final +11 results are average of 1463 AP and +30 gives you up to 29260 AP. That's a lot!

We are averaging AP gains because you are unlikely to choose a dungeon on your way to best key possible, but you can choose any +10 key that you want. To make less calculations from this point we are going to assume that you are running Arcway for 1000 AP per run. You need to do 30 Arcway runs to get same amount of AP as getting all the way to +30 in 20 dungeons. But isn't more difficulty supposed to be longer. Let's account that too.

You can do one +10 dungeon in x amount of time. +11 is 8% harder and takes 1.08 * x amount of time in our model. How much +30 is going to take? it's 1.0820 =4.66. This means that in the amount of time you can do either 4.66 Arcway runs or one +30 run. We are getting really close to the answer that we are seeking.

Let's find out how many Arcway runs can we do in amount of time we're doing our +30 key. That's where integrals are really good. 46.5 is 50% more than we need to compensate! For the same amount of time you get significantly less AP. So going all the way to +30 isn't actually worth it.

Essentially, sweet spot is the level of dungeon when compensating takes more amount of time as you can grind AP from going really high. I'm really bad with Wolfram Alpha, so here's the answer: sweet spot is +20(TL;DR HERE)

Let's check it. You get (400 * (20 - 10) * 1.69 + 787 * (20 - 10)) = 14630 additional AP from going to +20(assuming you do every level from 11 to 20) and you do it in amount of time that takes doing 14 +10 dungeons. +21 numbers are 16093 and 16.26.

Here's the thing. That's only if your goal is AP. You lost up to 28 pieces of loot in total from 1-chesting. What's also wrong here: in x amount of time you're probably 3-chesting, so you'd need to wait some time to 1-chest. So you lose even more time and AP from doing so. But those circumstances are really hard if not impossible to calculate. Real sweet spot is going to be somewhere at +15. But why did we even do those calculations? Because...

7.2.5!

  • 3-chesting is gone. That's why calculations above have any actual use. You don't lose any loot and any excess key levels can be easily get removed by intentionally restarting dungeon run.

  • One key that you have is going to last forever. No need in additional person means additional DPS and faster runs. Downside is you no longer help people with their keys since it's not worth it. Good luck if you're low-geared player and being boosted was your only chance to get your key done

  • Dungeon reward cap is going to be +15. We don't know new numbers yet, but unlikely that's going to be worse than current numbers.

Because you get even more AP from just farming (you are farming +10 now, but it's probably possible to farm +11 or better later because of additional DPS) it's actually going to be worse to do high M+ if weekly chest isn't getting any buffs. You already sacrificed a lot of loot if you went above reward cap, now it's going to be even worse because removing depleting lets you sit at any M+ level that you want.

Who's losing from this set of changes:

  • Extreme M+ farmers. They are getting much less loot.

  • Casual players that rely on boosters above: it's not going to be free anymore.

  • Players that want better reward from doing a challenge. Better reward from individual dungeons makes you get less in proportion from going in harder M+ levels. Buffing weekly dungeon chest is probably going to help it but doesn't fix this issue in the long run.

  • Casual players that do dungeon runs with pugs or friends if they were doing at least 2 chests in their average run. Less loot.

Who's winning:

  • Players that love challenge AND don't care about getting a reward. Also they need to have gear and skill to go above +15. Best way to obtain those is to farm raids and dungeons and be in previous list.

TL;DR Blizzard, why?

submitted by /u/rnd4g
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Whats the best voice acting in wow in your opnion?

Posted: 07 May 2017 10:13 AM PDT

Trilliax for me. I really love its voice acting and personalities.

submitted by /u/mirokz
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Well Fought! Our forces are gaining gr...

Posted: 06 May 2017 10:57 PM PDT

...

...

...

...

"Petty Mortal! You gain nothing! You will bow... or you will BURN!"

Seriously Blizzard, if you're gonna use the line interruption, it actually needs to flow. I'm getting sick of hearing about how our forces are gaining gr- followed by a noticable pause.

submitted by /u/Antisceptic
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My worgen really doesn't know what to do with his rocket...

Posted: 07 May 2017 08:15 AM PDT

For the last 13 years, I've never wanted to use this...

Posted: 07 May 2017 12:05 PM PDT

until I finished the Ysera quest chain in Val'shara: http://i.imgur.com/XOLPJp6.jpg?1

That would have been one way to stop Xavius. :(

submitted by /u/Congelatore
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Why do so many legendaries reuse old models of common items?

Posted: 07 May 2017 07:41 AM PDT

The legendary system was the focus of a lot of detractors for way more important reasons, but this has been annoying me as I've made alts and gotten a lot more legendaries.

So many of them don't even have their own model.

That seems so weird for a "legendary" item. Why would they reuse a green rarity model for so many "legendary" items? Seems really cheap and lazy.

submitted by /u/koticgood
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I noticed something neat, that made me really happy.

Posted: 07 May 2017 12:51 PM PDT

So, in Vanilla WoW there's this song called "Song of Elune" that serves as the "theme song" of the night elves and their zones, and has been broken up into multiple pieces. These multiple pieces are used as ambient music in zones like Teldrassil and Ashenvale and stuff.

So what I noticed was that a small leitmotif from The Song of Elune plays during the Suramar cinematic. It starts around the 20 second mark and is most noticeable around the 30 second mark. This part of the song, you don't actually hear in game, but it's a part of the complete song you can find in the game files and on youtube, and it's right at the beginning of the song.

I just thought this was really cool, because it wasn't until this expansion that they referenced old music in new game tracks a lot (such as Enraptured Woodlands, the Val'sharah music, being sort of a "remake" of Enchanted Forest 5, which is also part of Song of Elune.) and it is really cool to see these little musical references. The subtle, and kind of heavy handed.

I know that this has been done before (such as the reference to the Warcraft 3 human music at the end of the Warlords of Draenor login screen music) but this seems like the first expansion where the composers frequently make these musical references, and I just think it's really cool and wanted to share.

Song of Elune: https://www.youtube.com/watch?v=VhhvWeXHjP0

Suramar Cinematic (Spoilers): https://www.youtube.com/watch?v=x_NzxWGrVaY

submitted by /u/Conflagreat
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I broke my sons computer...

Posted: 07 May 2017 09:58 AM PDT

My son plays WoW all day long which I whole heartedly support but yesterday I dropped his laptop and broke it.

I'm trying to but him a new computer but I don't know if it'll run wow well.

He said his laptop could run it well on low and a friend of mine said they may be able to help.

So can a pc with these setting run WoW and can it run it well is my question. http://imgur.com/U5oGk3s

I can't really afford to buy him anything too expensive.

submitted by /u/DumbOldDad
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When you use your Flight Master's Whistle to accidentally enter an instance

Posted: 07 May 2017 12:27 PM PDT

Blizz, please let us shift + click buy more than 1 Order Resource Cache with bloods.

Posted: 06 May 2017 03:45 PM PDT

Being able to mass send resources to alts its so lame having to click each time when I'm sending 40+ resource boxes.

P.S. Let us open them while we're moving.

submitted by /u/BigByrdd
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Banshee Mobs in General are Bugged

Posted: 06 May 2017 11:53 PM PDT

There was a post outlining thatthe first mobs in Upper kara were bugged, unable to be tabbed to, and I dismissed it at that. Then i noticed the spirits in Arcway were the exact same, and just now I encountered a banshee mob in Azsuna questing that I couldn't tab to.

It was strange because it was only one type of banshee, the others were fine.

I've already submitted a bug report, but one report isn't going to do anything. I'd like to spread this so more people can hopefully do the same.

I appreciate all the replies. i' like to ask you all to submit an in game bug report and also post on the bug report forums or reply to my forum post here: https://us.battle.net/forums/en/wow/topic/20754367286

submitted by /u/llApoxll
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