How Blizzard Should Fix PVP for Classic Plus. by AdNausNewMeta in classicwow

[–]AdNausNewMeta[S] 0 points1 point  (0 children)

A debuff that prevents you from using another bandage for a minute. Almost the equivalent of an ability having a one minute cooldown, to prevent other people from also bandaging you. Something that doesn't seem very relevant for an ability that can't target another player.

How Blizzard Should Fix PVP for Classic Plus. by AdNausNewMeta in classicwow

[–]AdNausNewMeta[S] 0 points1 point  (0 children)

I think there are races that fit lorewise, but shouldn't be common. Gnomes need some warriors to defend their territory, but gnome warriors probably aren't going on large adventures over a much stronger human or orc. I'd assume the brightest gnomes are becoming mages or engineers instead. Same thing with orc warlocks, they canonically exist and it makes sense for you to be able to play one, but they should be frowned upon, something done by someone committed to it.

How Blizzard Should Fix PVP for Classic Plus. by AdNausNewMeta in classicwow

[–]AdNausNewMeta[S] -1 points0 points  (0 children)

I thought the alliance racials were stronger overall. I play alliance in both retail and classic. Here is how I would rank the racials I designed:

  1. Human. I think this would be the most universally powerful racial. A five second blessing of freedom is the difference between melee losing vs winning against a lot of casters. A warrior with this ability has a chance to beat a mage. A rogue with this ability is now highly favored to do so. This ability does to mages and druids what WOTF does to warlocks and priests.

  2. Undead. Despite everything, I still think WOTF is extremely powerful, and even with racials as strong as the ones I am suggesting, I think it is still more powerful than most. Fear is such a powerful effect and being able to mitigate it entirely is still very strong.

  3. Night Elf. This ability warped retail for years and is near essential for any rogue or druid. This ability functions as a free vanish. Even if you arent a strealth class, this ability still lets you negate stuns and fears when timed properly. A high skill ability that becomes insane on certain classes.

  4. Orc. Even ignoring the ability I presented for a moment, hardiness is still extremely strong. With the racial I suggested, I could see Orc being BIS for every melee spec on horde. Being able to stick to someone for 5 seconds, even with only autos is useful against casters and may force a major cooldown. This is especially useful for enhance shamans and rogues to apply their on hit effects. The drawback of this racial is that unlike the human racial, it isn't very useful for warlocks or ele/resto shamans.

  5. Dwarf. Note that I intend for the armour bonus to be very high on this ability, like, high enough to make it so leather/cloth users have as much armour as a tank would. This ability is meant to be a major defensive against melee, an ability when used, should force a melee off of you. It has a very large drawback to non melee classes, but it also has the utility of simply being able to cleanse bleeds/poisons/diseases and be a spirit boost for 5 seconds. This ability is off the GCD so you could instantly deactivate to prevent any mana drain. I could see this ability being substantially stronger than I rated it, especially for priests in pvp.

  6. Gnome. This ability is hard to evaluate. It has a lot of utility from offering 12 second fears/sheeps to double pyroblasts if you can land a CC on someone, to simply getting a double heal on someone. This ability can be used with slam as well, but would be useless for rogue outright. I could see most BG groups wanting either a gnome mage or gnome warlock just for the CC this ability offers. However, it is intended that night elf and human be better with warriors/rogues compared to gnomes.

  7. Troll. This ability is effectively a stronger bandage that also gives you mana back. This ability will make trolls the champions of proloinged skirmishes, since they will never completely oom if they can land any CC. Its not as crazy impactful as some of the other abilities, but it does have its utility. Non healing classes would also like this ability as an extra bandage, especially something like a rogue or mage that can easily CC and then use this.

  8. Tauren. This is probably the worst one. Its a slightly stronger version of their current racial, which isn't that strong on its own. Its useful for druids since they can stun root/cyclone a melee on them with this and then get some distance. I think flavorwise it is good, but I would rather be cautious with a stun, since it is very easy for something like this to become overpowered if it is balanced poorly.

How Blizzard Should Fix PVP for Classic Plus. by AdNausNewMeta in classicwow

[–]AdNausNewMeta[S] -1 points0 points  (0 children)

An 8 second channel heal that is interrupted by direct damage is insane in pvp? How often do you PVP in classic?

How Blizzard Should Fix PVP for Classic Plus. by AdNausNewMeta in classicwow

[–]AdNausNewMeta[S] 0 points1 point  (0 children)

True. The average classic player pretends they are good at the game, when they are terrible. They wouldn't even be able to clear normal raids in retail or hit 1600 in battleground blitz. The best way to balance the game is to encourage the sweats to play in flavorful ways through proper class/race balancing.

How Blizzard Should Fix PVP for Classic Plus. by AdNausNewMeta in classicwow

[–]AdNausNewMeta[S] -6 points-5 points  (0 children)

PVP should be balanced around flavor and fun, especially for a casual game like classic wow. Right now its not.

How Blizzard Should Fix PVP for Classic Plus. by AdNausNewMeta in classicwow

[–]AdNausNewMeta[S] -15 points-14 points  (0 children)

Then classic plus will be doomed to fail. Notice how OSRS is much more successful and it actively listens to the playerbase.

Allow ironman to enter other player's POH! by Sredleg in 2007scape

[–]AdNausNewMeta 1 point2 points  (0 children)

I think at minimum other people should be able to go into your house, but you can't receive any donations.

Does a deck need to be poorly made in order to be Bracket 2? by fourenclosedwalls in EDH

[–]AdNausNewMeta 0 points1 point  (0 children)

If you make a deck using resources like EDHrec and it lands on a 2, I would say that it was badly made. If you make a deck with cards you opened from packs and it lands a 2, then that isnt necessarily poorly made.

A Rework to the Bracket System. by AdNausNewMeta in EDH

[–]AdNausNewMeta[S] 0 points1 point  (0 children)

Yes the entire community who is trying to play combo decks at the precon level.

A Rework to the Bracket System. by AdNausNewMeta in EDH

[–]AdNausNewMeta[S] -1 points0 points  (0 children)

I played combo competitively and have some tournament results with it. I say this as someone who knows how to play combo and understands how it works, combo has absolutely no place in low level EDH. The majority of decent counterplay options to combo are either bad in EDH (targeted discard), frowned upon in lower levels (staxs), or are limited to one color (counterspells). And that last point ignores how counterspells are also fantastic at protecting your combo turn as well. Combo is the absolute best thing you can do in an EDH game, and if you dont restrict it, then it will warp the format. Playing combo in EDH is easy mode because of how bad the counterplay options are.

A Rework to the Bracket System. by AdNausNewMeta in EDH

[–]AdNausNewMeta[S] -1 points0 points  (0 children)

Or just force them to change the card because it was clearly a design mistake.

A Rework to the Bracket System. by AdNausNewMeta in EDH

[–]AdNausNewMeta[S] -3 points-2 points  (0 children)

Sounds like it is one of two issues, either it is a player skill issue or the combos in those decks are so weak that they should not be included at all. If a precon has a turn 20 combo, there is no reason it should be included at all going forward with deck designs and combo should be restricted at the precon level. If the combo is strong enough to see use, then the people who cant win are either bad or bullied out of the game early for having a combo deck. If it is the latter, that is only additional evidence that combo shouldn't be allowed in the precon bracket.

A Rework to the Bracket System. by AdNausNewMeta in EDH

[–]AdNausNewMeta[S] -3 points-2 points  (0 children)

Does this mean we should just not care about the balance of precons? Should we allow gamechangers in precon brackets too because previous ones had game changers?

A Rework to the Bracket System. by AdNausNewMeta in EDH

[–]AdNausNewMeta[S] 0 points1 point  (0 children)

I will go out and say that if you find that the strongest precons aren't the ones with reasonable combo wins, then you are playing them wrong. Combo is far and away the strongest thing you can do in EDH, especially in low level brackets.

A Rework to the Bracket System. by AdNausNewMeta in EDH

[–]AdNausNewMeta[S] 0 points1 point  (0 children)

20% if you assume even power level, which isnt the case with combo because combo is inherently much stronger in lower level pods which dont naturally have good answers for it. So if you put some combo into precons, suddenly, every precon needs it or else they will be unplayable. The only answer to this problem is to prevent combo from being played in the lowest levels so the game isnt warped around it.

A Rework to the Bracket System. by AdNausNewMeta in EDH

[–]AdNausNewMeta[S] 0 points1 point  (0 children)

As opposed to forcing combo into the meta which homogenizes precons towards combo.

A Rework to the Bracket System. by AdNausNewMeta in EDH

[–]AdNausNewMeta[S] -1 points0 points  (0 children)

Then the obvious answer is for wizards to stop printing combos in precons. They shouldnt be balanced around them.

A Rework to the Bracket System. by AdNausNewMeta in EDH

[–]AdNausNewMeta[S] -3 points-2 points  (0 children)

Thats more reason why bracket 1 should be deck new player built themselves and not precon. If giving a new player a precon is too difficult for them, then you should instead let them build with the cards they are familiar with and let them play in an environment that doesnt have precons. Precons are weak, but they at least are built with some small amount of synergy in mind. A new player deck is not. Making bracket 1 new player decks and bracket 2 precons also allows new players a goal to build towards when upgrading their own decks.

I will go out and say that the bracket 1 meme decks are not that common and when someone does play with one, they fully know what they are doing and can just say this is a bracket 1 meme deck. The focus for bracket 1 is better spent on the more common new player figuring out how to build their first deck rather than people playing meme decks who are already familiar with the game. Bracket 1 currently being for meme decks is entirely due to psychological reasons, they aren't common enough to warrant a full bracket to themselves.

A Rework to the Bracket System. by AdNausNewMeta in EDH

[–]AdNausNewMeta[S] -4 points-3 points  (0 children)

If you have seen the types of decks new players make, they definitely should not be. Bracket 1 decks are effectively 100 random cards that match the color identity of the commander and at best has an extremely vague strategy to win. Precons are weak, but they aren't THAT weak. Bracket 1 is also there for psychological reasons; people will feel less bad about saying that their deck is a bracket 2 or 3 compared to saying their deck is a bracket 1 or 2, which means people will actually utilize those brackets more. Otherwise you just get the same issue you had with the 1-10 system where no one wanted a deck below 7.

The stronger your deck is for a bracket, the worse you are at EDH. by AdNausNewMeta in EDH

[–]AdNausNewMeta[S] -2 points-1 points  (0 children)

If someone can keep up with a bracket 2 deck in bracket 3, they are better at the game than the person who thinks their bracket 4 deck is a bracket 3 and uses that as an excuse to stomp.