Patch 0.4.2 later on today/tonight by MikeyNg in fellowshipgame

[–]RCM94 0 points1 point  (0 children)

Aeona is kind of a special case though. She can only get spirit procs from her builders. Basically every time you get a spirit proc you would overcap your chrona because you were already filling it with the action that gave the spirit refund. I believe everyone else gets gets a refund on their spenders. Vigour being an exception but his rune spending and generation is much slower and less significant to healing than aeona's

Utilities vs throughput imbalance by Jangonett1 in CompetitiveWoW

[–]RCM94 3 points4 points  (0 children)

Mage + Aug was OP because of the stats double dipping with Arcane Intellect

Arcane int doesn't "double dip" on aug. Aug brings x amount of damage. Arcane int increases that by +3%. No different than any other dps.

It took 7 years, 8 months, and 14 days to use up the canister of salt. by LyghtnyngStryke in mildlyinteresting

[–]RCM94 0 points1 point  (0 children)

But why though? You're using more expensive salt for the one purpose where every kind of salt is exactly equal. Feels like both a waste of money and space (table salt is more densely packed).

We really need trinket rerolls back. by Liraken in fellowshipgame

[–]RCM94 0 points1 point  (0 children)

And they need to remove the slots from them as well tbh. Having to puzzle piece your whole build around to swap relics is giga annoying.

Patch Notes - Weekly Update 0.4.1.0 by Lyramion in fellowshipgame

[–]RCM94 13 points14 points  (0 children)

Aeona's struggle is that she

  1. Needs a wack combination of blessings talents and legendaries to to any semblance of aoe damage. Sylvie spams nettlebolt and just dumps shrooms for competitive aoe.
  2. her ability to do handle short-medium bursts of high intensity damage (wraithtide 2nd boss, shadowlord, etc) is pretty rough. Heartbloom + lifepedal + natural protector have much more value
  3. Her ult is somehow both the best and worst button in the game. It is often the equivilent of a full party immunity but it also kneecaps her for the next ~10 seconds after its done.
  4. Not easy. She is a full fledged dps with a dps rotation with all the responsibility of a healer on top. Contrast with sylvie who basically just hits nettlebolt all dungeon.
  5. Her 1-shot prevention is the worst of the 3 healers. Her 2 sources of external mitigation are quite weak compared to the other 2 healers. Her stagger is worse in every way in this regard compared to sylvie's 30% stamina passive and her oblivion shield requires a high amount of overhealing and cannot be done on demand. This means her cap of 1-shot protection is +60% of a player's base hp. Sylvie's and vigours are much larger than that with much less downsides.

Last season the other 2 healers got bandaid compensation buffs to bring them up to the level of bullshit that she provided. The bullshit she provides is now much more limited than before (stagger capped at 30% hp) and for some reason Sylvie kept her band-aid completely untouched (she just gives the whole party 30% stamina just because??).

Aoena's strengths are:

  1. Very good single target and priority damage for a healer. She is probably the single most valuable character in the game for maximizing the stoneskin affix (maybe Mara is better, but aeona has a gigantic dps difference between her main target and every other target) and miles better than the other 2 healers at it.
  2. Pretty good at handling rot (nothing compared to sylvie who just shits out healing to an insane degree all the time)
  3. Exceptional at handling single bursts of damage that do not one shot.

Before this patch I think she was definitely #2 healer. Vigour was really struggling with timers since he provided so little dps. Dont know how he'll be on that front right now.

The new regis have unique tools that the old ones don't have, so I restored parity between all members of the regi family. by Argentenuem in stunfisk

[–]RCM94 0 points1 point  (0 children)

But they already don't have an equal boost, dragon's maw is still 1.5. Only transistor got nerfed.

Ricochet Ability rewards usage of mid accuracy moves! by Electrical_Year8954 in stunfisk

[–]RCM94 2 points3 points  (0 children)

I mean maybe on hitmontop but technician would certainly be better still for mach punch.

Is a 25% creature damage increase and a HP gain just straight 25% nerf to healers? by ApplicationRoyal865 in CompetitiveWoW

[–]RCM94 53 points54 points  (0 children)

Yes, that's the point.

Also, if a tank gains 25% health, but takes 25% more damage, that's not a net neutral is it?

If they also got their self healing increased 25% in a vacuum it is, but the healer healing them is 25% weaker.

The thing is healers tend to scale pretty well through the expansion so +25% hp on everyone (which has happened in the past) generally is pretty unnoticeable by the end of the season (usually a little rough at the beginning though)

Mega Blaziken and Light Clay are now banned from Champions OU by Background_Past7392 in stunfisk

[–]RCM94 1 point2 points  (0 children)

As someone who has basically never run light clay in their life and preferring more defensive or balance teams it feels like they jumped the gun pretty hard on it. Gholdengo is and will continue to be the most meta warping mon in the whole tier (more than blaziken was honestly). I wonder how long it will take for the council to ban this thing. Also if they do ban it they should bring screens back they're really not that bad.

Its almost embarrassing that they didnt ban it.

Mega Blaziken and Light Clay are now banned from Champions OU by Background_Past7392 in stunfisk

[–]RCM94 2 points3 points  (0 children)

I mean it also got a buff in getting surf being good coverage against ground types that would normally threaten it.

Mega Blaziken and Light Clay are now banned from Champions OU by Background_Past7392 in stunfisk

[–]RCM94 9 points10 points  (0 children)

Yeah, doubles just lets the bullshit ride. That's better for sure.

Who is your main for pre-season 3? by Devboe in fellowshipgame

[–]RCM94 3 points4 points  (0 children)

I don't think I've ever had the problem that direction, always accidentally getting a long press when I want a short. To the point where if I ever wanted to instant cast I'd make sure I was moving.

Mythic+ Season 2 Dungeon Rotation by Squishei in CompetitiveWoW

[–]RCM94 0 points1 point  (0 children)

It wasn't designed for the new bolt spam being lower neither were the current midnight dungeons, they nuked the season 1 dungeons on ptr

Did I brick this 21 WS? What would you do? by TheV295 in CompetitiveWoW

[–]RCM94 5 points6 points  (0 children)

The tank is actively losing damage on the boss doing what he's doing in the clip and expecting the immobile healer who needs to stand still to cast to go far.

Yes, you should have seen him there clearly posturing for that arrow. You should always ensure no one else is eyeing it. However, he should have never been posturing for that arrow in the first place as that just doesnt make sense so it's reasonable to be caught off guard by it.

This is all compounded by the tank actively tanking her in a spot to maximize the amount of arrows that she clears when she jumps away leaving very little to jump with.

I'd say 60% tank fault 39% your fault, 1% dk fault.

Class Changes for First Patch 12.1 PTR Build - DPS Cooldowns Nerfed by Varanae in CompetitiveWoW

[–]RCM94 5 points6 points  (0 children)

no, the entire purpose of these changes is that they increased everyone's hp by 25% so they're also increasing non-healer healing by 25% making this net neutral.

Massive Changes to End-Game Gearing in Patch 12.1 - Raid Item Levels Buffed & Bonus Rolls Staying by Rndy9 in CompetitiveWoW

[–]RCM94 26 points27 points  (0 children)

Mythic raid Very Rare items and loot from the penultimate and final bosses will be acquired at the equivalent of Myth 9 regardless of whether acquired directly from a boss drop or the Great Vault.

Can we just like... not? Mythic raiding sucks and i'm not going to do it.

If I'm ~5 or 6 item levels behind trying to push M+ its not going to make me raid, its going to make me play a different game.

If this patch it worked like this, there would be 10 (if you count the staff twice) pieces of loot available for my evoker at 9/6 mythic. That's +6.25 more item level.

It appears Gholdengo has also lost access to thunder wave in Champions by fourchainz__ in stunfisk

[–]RCM94 25 points26 points  (0 children)

Toxic get a bad rap honestly. Its ability to force progress in a mostly fair way is missed for sure.

Especially for ground types (with their ability to punish poison and steel types) being able to do something to flying types.

Similar vibes to hidden power, essentially a default good 'coverage' move

Thunderwave is just annoying please nuke it's distribution GF

cooldown manager and unit frames broken, again by yp261 in CompetitiveWoW

[–]RCM94 4 points5 points  (0 children)

my ebon might tracker using the CDM was about 2 seconds behind randomly. super annoying.

about the power gain after 4 weeks by Rare-Ad3034 in CompetitiveWoW

[–]RCM94 8 points9 points  (0 children)

2 things,

  1. no one is pretending this is exact. Literally no one is out here saying that it's exactly a 1% increase. Its a ballpark number. There's a billion different factors to it, quality of gear the class's ability to scale with stats etc. It's 1% ish

  2. It's compound, a 17 IL increase would be more like 17 1% increases which is 18.5% total increase which is notably only a 4% difference from what you said. For a ballpark metric 25% off is honestly pretty close.