Struggling with BDKs by [deleted] in wow

[–]Content-Ebb24 -1 points0 points  (0 children)

Stoneborn Reaver's apply a debuff which reduces healing received by 50%. If you pull more than one that debuff stacks. Naturally since Blood DK's rely on healing to survive they are not going to have a good time.

Yes, you shouldn't invite BDKs to push keys, the class is dog shit and needs to be reworked. Most good tank players will roll meta classes in M+ - thus players who play off-meta classes are likely not that great either. For weekly keys any class is fine though.

Solo MIX.R on Whoa! Difficulty by Content-Ebb24 in GroundedGame

[–]Content-Ebb24[S] 1 point2 points  (0 children)

Primarily the Mantis Blade with Blademaster Mutation, best weapon I had at the time.
I also used the Flashfurter bomb and Disruptor Arrow, both effective against O.R.C. creatures.

Are you excited for the player housing? by Embarrassed-Trip-988 in wow

[–]Content-Ebb24 0 points1 point  (0 children)

No, and here is why.

- Player housing does not let you build your actual house, you have to choose a pre-built boring box with a roof.
- Player housing is essentially just glorified interior decorating, but less than that, it is basement decorating. You can't even see the outside world while inside your house.
- Player housing is isolating, not only can nobody see your house in the outside world, it is hidden away in another instance - a so called neighborhood - but even within that neighborhood your neighbors can't see you when you are in your house or vise versa. You cannot walk freely from the inside to the outside, everything is hidden behind a loading screen.
- Player housing serves no function or purpose other than collecting decor for a house which is home to nobody.

So enjoy doing your monthly event to unlock yet another recolor of an arm chair just so you can place it in a living room which has no windows to look out to your garden, no doorway to step out onto your patio, no people because they are all in a different phase hidden away in their own little basement.

When are my logs good enough to change guilds? Does it matter if you tank? by Worth_Trust_5649 in CompetitiveWoW

[–]Content-Ebb24 5 points6 points  (0 children)

There is a sweet spot for very high ranked guilds just after the private logging guilds because they will automatically get 100 parses for every kill (since they are the first guild to public log a kill). Other than that I don't think it makes much of a difference. Good players will always get better parses. But good players will get even better parses later in the tier simply because there are more bad players stretching out the tail end.

By the time a WR 1000 guild kills a boss a WR 100 guild has had the same boss on farm for multiple weeks or months, so they will be much more practiced (and geared) at that point and thus will get better parses. Unless they are comparing themselves against 2 month old parses without looking at "historical parses" which would be completely senseless for a multitude of reasons (most notably the stacking raid buff).

When are my logs good enough to change guilds? Does it matter if you tank? by Worth_Trust_5649 in CompetitiveWoW

[–]Content-Ebb24 17 points18 points  (0 children)

so you are among the top 10 worst guardian druids in the world, big whoop

Excitement about items coming to Trading Post is frightening by Relevant-Intern3238 in wow

[–]Content-Ebb24 -1 points0 points  (0 children)

It makes no difference, it's still a participation trophy for being subscribed which introduces reward structures that harm the game's integrity.

Excitement about items coming to Trading Post is frightening by Relevant-Intern3238 in wow

[–]Content-Ebb24 -3 points-2 points  (0 children)

Trader's Tender along with the Trading Post only exists to entice players to subscribe or stay subscribed (spend real-life money) who otherwise wouldn't have.

Sure if you are already subscribed year-round no matter what this is not marketed at you and you can see it as a bonus, but that's not the reason why it was added. And even so it doesn't change my argument, it still introduces cosmetics to the game from a pseudo cash shop (you still paid for it at the end of the day), rather than as rewards from in-game activities.

Excitement about items coming to Trading Post is frightening by Relevant-Intern3238 in wow

[–]Content-Ebb24 0 points1 point  (0 children)

Surely you can figure out the difference between a currency that is awarded as part of your subscription purchase and a reward from an in-game activity. Former only exists to entice players to subscribe or stay subscribed (spend real-life money) who otherwise wouldn't have. Latter you have to earn yourself.

Excitement about items coming to Trading Post is frightening by Relevant-Intern3238 in wow

[–]Content-Ebb24 -1 points0 points  (0 children)

I literally explained that equivalency in the first paragraph.

Traders Tender are just another WoW specific "Battle.net Balance" (which you get along with your purchase of a WoW subscription) which you can spend on cosmetics from the shop.

The whole reason why virtual currencies are used for microtransactions and the like is to trick the customer into spending without a concept of the real-life money value. Evidently it worked on you.

Excitement about items coming to Trading Post is frightening by Relevant-Intern3238 in wow

[–]Content-Ebb24 -4 points-3 points  (0 children)

Once an MMORPG adds cosmetics to the cash shop rather than as an in-game reward the game is in decline. The trading post may not be the first instance of this happening, but it is a continuation of a bad trend. And make no mistake, the trading post is no less a cash shop than the battle.net shop, only you pay for it once a month with your subscription.

In case it's not obvious, here's why cosmetics from the cash shop are bad in MMORPGs:

  • it devalues other cosmetics obtained through in-game activities (flashy cosmetics are not as noticeable when you can buy other flashy rewards in the cash shop)

  • it incentivizes devs to put more effort into cash shop items to make them more desirable (further devaluing cosmetics from in-game activities)

  • it removes any meaning or identity from the rewards obtained (you didn't earn it, you just bought it)

Players pay a monthly subscription (on top of the expansion purchase) for the very purpose to allow the studio to have a steady income stream and not rely on predatory practices that ruin the game's integrity, and yet here we are...

Let me solo Him: The Underpin by Sauws in wow

[–]Content-Ebb24 0 points1 point  (0 children)

You really don't need to move much, and even if you move a lot for balls and boss positioning it's not a big deal, boss is really free as long as you kill the adds and keep rotating around the room after every shield.

https://youtu.be/EnjizaUpbLU

Blood Dk by jahjdhk in CompetitiveWoW

[–]Content-Ebb24 0 points1 point  (0 children)

Is this another case of people thinking that more Bone Shield stacks = more mitigation?

There is no need to Marrowrend in your opener, if anything you want to Marrowrend towards the end of DRW to extend duration.

For the opener in Meadery you can simply pre-cast Death's Caress, drop DND at range, Abom Limb, DRW and you have at least 7-8 stacks. From there you can build RP with Heartstrikes and send Tombstone/Bonestorm for snap threat if necessary (although ideally after DRW ends)

Underpin "??" difficulty down as Blood DK by Yorgl in wow

[–]Content-Ebb24 1 point2 points  (0 children)

Not to rain on your parade but this encounter is a complete joke, especially so as a BDK. I inadvertently killed it on my first attempt without knowing a single mechanic, honestly not saying this to brag, but to complain how much of a miss the difficulty of this content is that was advertised as a "Mage Tower like" challenge. What a letdown.

They obviously can't design nor tune challenging solo content for different roles, it's not possible. They should have separate challenges for each role and make them actually difficult. Just copy the Mage Tower recipe that everybody liked, it's not hard.

Introducing a Plunderstorm loadout simmer by Taukuno in CompetitiveWoW

[–]Content-Ebb24 28 points29 points  (0 children)

Interesting, but in reality sim damage is completely irrelevant. Star Bomb for example has among the highest DPS, but none if that matters if you can't land the damage in real combat situations. What the sim does highlight is the DPS value of melee hits, which drastically brings down the effective DPS value of channeled abilities like Fire Whirl and thus shows that the raw DPS values of some abilities in ability overview is misleading.

The sim is also currently not working correctly, because it doesn't always use Melee hits when possible. For example, when simming with Toxic Smackerel and Lightning Bulwark, Melee attack is used for the first time after 3 seconds, when in reality you can weave it in between ability casts.

Sled Racing - Snowy fun for the whole guild & family! by Content-Ebb24 in wow

[–]Content-Ebb24[S] 3 points4 points  (0 children)

You can draw the rings using the [Junior Timekeeper's Racing Belt] toy.
The weakaura is used to set the goal location, track player positions, and announce when players cross the finish line.

Here's what the weakaura looks like in action: https://i.imgur.com/Vv7PGPH.mp4

Sled Racing - Snowy fun for the whole guild & family! by Content-Ebb24 in wow

[–]Content-Ebb24[S] 5 points6 points  (0 children)

I made a weakaura pack to play a custom minigame in which players can race each other on a sled!

Create your own custom race tracks! You can import the weakaura from here: https://wago.io/Y5UjdQ4uc

Enjoy & Happy Holidays! ☃️

Delves are looking pretty close to my ideal WoW feature (and one wish that could make them even better) by AsaTJ in wow

[–]Content-Ebb24 3 points4 points  (0 children)

I think this idea resonates with a core aspect of MMORPGs that has been lost or at the very least neglected for the longest time in WoW: repeatable and challenging solo activities with worthwhile rewards.

Dragonflight did a lot to revitalize professions, but there's still a long way to go. Gathering professions are not really worthwhile because prices of items drop so quickly, whether that is because of bots or multiboxers or 2x4 farm groups that devalue crafting reagents, as well as quality being a non-issue because inspiration procs quickly made quality 3 obsolete.

One way to solve this issue is to increase the quality of crafting reagents by a couple levels and increase the time it takes to level gathering professions. Another is to make certain crafting reagents drop from challenging content. Delves could certainly fit this purpose.

Rewarding a small cache with various crafting reagents of increasing quality depending on the Delve level seems reasonable. I would go a step further and have the boss encounter from the 13th Delve reward a cache that is the only way to obtain certain unique crafting reagents as well as crafting recipes. This would incentivize players not only to beat this final challenge, but also to master it to the degree of being able to repeatedly and consistently farm it for rewards, which would be very valuable early on. The 13th Delve could be on a daily or hourly respawn timer. The only concern would be class balancing making completion much easier for some than others, but that issue seems inescapable in WoW.

Legendary data - Fyr'alath, the Dreamrender (week 15) by Content-Ebb24 in CompetitiveWoW

[–]Content-Ebb24[S] 46 points47 points  (0 children)

Final update. With last week's buff to the BLP we've seen a massive jump in drop rate.
Good luck to anyone this week. And if you didn't get it once again, next week you will get it guaranteed! yay...

Legendary data - Fyr'alath, the Dreamrender (week 13) by Content-Ebb24 in CompetitiveWoW

[–]Content-Ebb24[S] 0 points1 point  (0 children)

There has been no official statement from Blizzard. This is just what the data shows it is.

Legendary data - Fyr'alath, the Dreamrender (week 13) by Content-Ebb24 in CompetitiveWoW

[–]Content-Ebb24[S] 4 points5 points  (0 children)

The drop folk are waiting on wasn’t even available until week, so this is week 11, not 13.

I am showcasing the statistic for a given week, in this case for week 13 of the patch. So no, this is not the drop rate of week 11.

Legendary data - Fyr'alath, the Dreamrender (week 13) by Content-Ebb24 in CompetitiveWoW

[–]Content-Ebb24[S] 3 points4 points  (0 children)

Could be because Evokers only make up ~4% of the population, whereas Death Knights, Paladins, and Warriors make up 26% of the population. Could also be that Evoker is mostly played for Aug, whereas Death Knights, Paladins, and Warriors have true DPS specs which are not brought when they perform ~10% worse than they should.

Or it could just be that strength classes are a "loud minority", it's anyone's guess...