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Showing content with the highest reputation since 09/27/23 in all areas
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The rate to get lesser charms in t14 is abyssmal. The cost to buy reroll coins is the highest in t14. This doesn't make sense. Lower it from 90 to 50 or even lower. thnx.9 points
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This was brought up for the launch of ToT on the original mistblade. Due to being in 5.4 patch as well as some other unknown reasons, player damage is highly inflated especially in T14 and T15. This made progression on the majority of bosses way too easy. For example, Garajal 25H which should have been an insane gear check on the first week died without even coming close to enrage time despite our group being less geared and less skilled (by a long shot) than guilds that were wiping to enrage on retail. Another example is the first kills of Heroic Sha of Fear on retail were over 20 minutes long whereas we killed it in about 15 on our first 25HC kill. Similar issues were present in ToT. I'd be happy to try find some actual damage comparisons if you're open to some kind of adjustment to the raids so they feel more difficult. I didn't progress T16 so have no comments from my end but I remember tauri damage feeling inflated as well when in bis gear. Maybe someone else that did SoO progression on mistblade can comment. My suggestion is an appropriate level of increase to boss HP and damage (preferably permanent but at the very least for the duration of progression) to make the raids roughly the same difficulty as they did on retail. That amount might be quite drastic especially for T14 just thinking of the Sha of Fear example. Edit: removed suggestion of reducing player damage/healing as this would adversely affect classes that rely on double dipping damage effects like fire mages ignite (I think)8 points
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Something to consider After completing all trash waves and engaging the relevant boss - if wipe occurs on that boss - allow boss to be pulled immediately after talking to Jaina/Thrall and not forced to reclear 8 waves. Hyjal in general is a poorly designed raid (IMO) but I think this will help guilds getting into the raid for the first time have a bit more progression time on what actually matters, while still doing the trash as needed.8 points
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There's a rather large drought in 25man guilds everytime a mop server is up. While there's a small amount of gear incentive with thunderforge rates in T15 and T16 its often not seen as worth the time and effort to manage 25 players. I was wondering if increasing the Valor gains from 25man so that you can cap with a partial clear would be enough to incentivise players. You could also make the bosses drop lesser charms to lower the amount of dailies or mob farming required each week to get 3 coins. Either/both of these would be a useful/welcome bonus that does not provide unfair advantages over the weekly cap.6 points
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Leveling felt kinda awkward when you out level a zone through dungeons and such and had no flight paths to the new zones. Maybe alow flight paths to be unlocked once you reach the level required for that zone amd all prior low level zones6 points
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- Add Horde PvP perks: 50% increased Honor Gains, 25% increased Conquest Gains. Horde is 50% of the total server population and it is completely out of PvP right now, there are only 2 PvP guilds – semi-dead Devastation and low population “whatever”. As I am writing this, 28.02.2024, 02:34 AM GMT+5, Stormforge website shows 1874 players online and 52% of them are Horde. That is 975 players. Let’s say 4 of them are “whatever” members, 15 are Devastation members. That is 956 players, let’s say 30% of them – 286 players, would like to get into PvP but they cannot because: Horde is a PvE faction and they don’t know about .bg faction command, they will only get Horde queues with 90% of teammates being PvE players who have no idea on what’s going on, nor PvP gear to dismiss the 1st point. They’ll play 1-3 BGs and quit, never to be seen again. 286 players have just fell out of PvP, that is potentially 143 2v2 arena teams, 95.3 3v3 arena teams, 9.5 full Arathi Basin(30 man) groups. This is A LOT and it can’t be ignored. Horde needs PvP perks and we need to attract Horde players into PvP. Losing 288 players is just not something server’s PvP scene can afford right now. Stormforge PvP Discord is full of messages like “pvp dead”, “server bad” e.t.c. We can’t use magic and summon 286 passionate PvP players out of thin air, we need to work on attracting existing ones. - Add Forced Mercenary Mode on Random Battlegrounds without ability to turn it off. This comes out of previous point and it is actually just a must-have thing on servers with low population/faction unbalance of PvP players. It should not hurt server in any way and will make things more balanced. Yes, it will reduce fun for Alliance players who queue in 5 man premades to stomp and chill, but it will lead to a much better PvP environment overall, especially for new players/PvE players who are just now getting into PvP. - Limit number of players able to join Random Battlegrounds in a premade group to 3 people. 3 is enough, it’s either 2 healers with 1 DPS or 2 DPS with 1 healer, maybe 3 DPS/3 Healer group. 5 man premades make BGs not fun and scare off new players, tilting veterans from gearing their alts and lead to overall bad Random Battlegrounds environment. If it is possible, leave 5 man premades but only allow them to get a proc if another 5 man premade is in queue. Fatigue of playing versus 5 man premades have been voiced out many times in Stormforge PvP Discord. As I will suggest further, HK Ladder should become a much bigger thing and 5 man premades will ruin it. - Change Conquest Cap to be 7000 Day 1 of the season and increase for 3500 every week past that. Not for characters created after season start or something, just straight up CP Cap = 7000 for everyone, increase for 3500 for everyone. Most PvP players are 5+ years of experience, they are bored out of their mind grinding the gear all over again only to be able to compete. The game is balanced around people having full CP gear, it’s absolutely not balanced around gearing players. PvP endgame is competition and timegating it is that worst thing you can do. It’s not Legion where you have stat template for each class and you can kill players in instanced PvP while having 100 ilvl gap between eachother. Gear progression in MOP PvP is an outdated system that should be minimized and left as a side thing, not as a main thing. There is also one pretty important point to it: alts. When making an alt on Stormforge Mistblade 2 you need to: grind your way to level 90, buy Contender Gear that makes 0 difference with having no gear at all, grind you Honor gear, than start grinding your CP gear. Only after you’ve completed multiple stages of grinding you can finally start competing in PvP. It’s boring, exhausting and meaningless, I’ll say it with simple, average player’s words: “bro im CBA doing this sh*t all over again ima go play some other game cya”. Good, we just lost a player to an outdated system that is forced upon us by Blizzard. Not cool. - Introduce PvP Quests with unique rewards. Here are some examples I’ve came up with AND gathered in discussions with Real Players who play on this server on a daily basis: - Daily/Weekly quest to convert Lesser/Elder Charms Of Good Fortune to Conquest Points. Probably should be done on 1:2 ratio. This will 100% attract PvE players, mainly Horde. These Charms are useless at this point in time and they need to be used somehow. Some PvP players take time off BG/Arena spam to farm mats for professions and it’s good if they can turn useless currency they get from mobs around Pandaria into the one they actually use for their main activity. To balance it out make it so you can only convert like 500 CP/week, people should not get PvP gear from Golden Lotus rep grind. - Daily/Weekly quest to win 25 2v2 arena games. Not much to say about this one, we already have 1v1 and 3v3 quest, why not add a quest for 2v2 with same rewards? - Add 3v3 Solo Queue to 3v3 arena quest. Again, not much to say about it, game mode is pretty much dead while there is actually a quest for exact same game mode, why not combine them? Solo players can complete it in 3v3 Solo, those with teams can complete it as they did before. - Completely rework rewards for 1v1, 3v3 and possible 2v2 quests. Instead of a mount/pet lootbox make it Bind On Account Honor or CP token, 2000 Honor/700 CP, 25-50% decreased for 1v1 quest. Current rewards are honestly just bad, getting random mounts that people farm for years is not fun, getting pets is just meh and not worth it. PvP players use mounts to fly to Wall Vendors 17 times per season and to get to Elwynn/Durotar dueling zones, that’s it. We don’t need that. PvP quests must have PvP rewards. - Progressive Monthly quest for 10/20/30/50 – 110 total 3v3 arena wins with epic lootbox on last quest that contains 5-7 pieces of Elite PvP gear from past expansions and 0.1% chance of extra drop of past expansions Gladiator Mount and/or WotLK Gladiator’s Tabard. Rewards on 10/20/30 wins are to be discussed, probably should be big BoA CP Token, like 800/1200/1600. - Daily Random BG quest for 3 wins with Personal Buff reward that has 2 Hours duration and persists on death, giving 50% increased Honor AND 25% increased CP gains. So you win 3 BGs and get this buff to keep you engaged, pretty simple and fun, speeds up gearing process for alts. Should have full synergy with aforementioned BoA HP/CP tokens. - Increase CP gains for 1v1 arena wins, battles can go up to 15 minutes and getting 10 CP for that is a joke. Many people play 1 game, laugh at the reward and never queue again. Make it at least 50CP/win. - Make a good use of Honorable Kills ladder. Reset it every season and give some sort of rewards for rankings. As a reward I can offer: Vicious Saddle mounts, but there are only 2 in the game, so this is up to debate. RBG Titles as rewards with Grand Marshal/High Warlord remaining forever and all other titles resetting after season’s end. Private/Scout 2000 honorable kills Corporal/Grunt 3500 honorable kills Sergeant/Sergeant 5000 honorable kills Master Sergeant/Senior Sergeant 7500 honorable kills Sergeant Major/First Sergeant - 9000 honorable kills Knight/Stone Guard 11000 honorable kills Knight-Lieutenant/Blood Guard 15000 honorable kills Knight-Captain/Legionnaire 20000 honorable kills Knight-Champion/Centurion 25000 honorable kills Lieutenant Commander/Champion 30000 honorable kills Commander/Lieutenant General 35000 honorable kills Marshal/General 40000 honorable kills Field Marshal/Warlord 45000 honorable kills Grand Marshal/High Warlord 60000 honorable kills As Honorable Kills can be earned anywhere, not just on Battlegrounds, this will also bring back World PvP. Arena enjoyers already have a passive HK gains while playing any brackets, it will maybe grant them an extra title when the season ends. I would like to answer in advance on one of the main complaints about most of my suggestions: wintrading. Yes, people wintrade. Yes, they will wintrade no matter what, even if 30 day/perma ban will be introduced. Yes, there are few if none at all things that can be done to stop them. But! We cannot allow them to stop this server from thriving, improving and introducing cool new things. Wintraders are always lowest tier players who cannot get any rewards in fair game, they do not benefit from wintraded gear since they are bad at the game and can’t really use unfairly gained power. When writing these suggestions, gathering other players’ suggestions and discussing them my one and only goal is to improve the environment and attract more players into Stormforge Mistblade PvP scene. I urge every single person reading this to embrace my mindset and share their own realistic suggestions that benefit everyone, give reasonable and rational critique to my suggestions and pursuit the common goal of making our lovely Stormforge a better place for everyone.5 points
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1- the low amount of bugs , that was nice 2- The chat mods . 3- crossfaction for pve and pvp , alliance was pretty dead , was so dead that we left the game 4- let's do the weekly ids just like another server ( i don't know if i can mention the name in the forum , i'm not sure if there's a rule about that). However , the idea is this : if you kill the boss , your ID or save is now there , BUT , you can join another raid which is at an earlier boss and kill him , loot him and so on , if you kill twice the same boss , theres no loot for you , you are not in the masterloot's list to give the item , this way more players will join pub raids , either for fun or to help , or just to practice , i cleared the whole raid ? but my guild need's me ... well , no problem , i can join them , no loot for me , but atleast we are there playing , this way the game gonna be a lot more active all the week , not just the reset day edit to add more info about : let's say we killed malkorok , then they did a "raid off" , i can host my own raid , from immerseus to nazgrim its all fine , malkorok is dead so theres no malkorok in my raid , so we just keep moving to spoils and so on , later, any of the players of my raid can host their own raid and they will start at the malkorok save ,all either boss are dead if they cleared the whole raid but malkorok with me , or just a pub random malkorok , so they kill malkorok and can stay to help the raid or just leave because they've already cleared the whole raid and they won't get any loot So to put it simply : your id starts with the earliest boss you haven't killed yet ,if its your raid , and you've killed a boss in another group , for example malkorok , theres no malkorok in your save because you've already killed him , you can join a raid you've already cleared if the host hasn't (because if you host it , and you've already cleared the raid , there will be no bosses to beat , they are all obviously dead ) ,however you CAN'T get loot , you can just help them and play with the folks Need to know if the suggestion is approved or not Sorry if i did some mistakes , my english is a bit rusty5 points
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Hello, My name is Yon, I'm from France and I'm 23 years old I didn't want to play at first, but a friend harassed me for weeks to come so I can play with him, Then I realised that it was probably a good opportunity for me to share some of my knowledge to everyone who would like to play Ret in PvP and have fun by doing some YouTube videos ( I always wanted to do that ). I'm here since the beginning of Stormforge My beloved WoW Phase is Draenor. Feel free to check my YouTube Channel and Subscribe It's Free https://www.youtube.com/@Yonyret/videos5 points
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1st nerf Ordos. Current state of the server does not make this fight as easy as it was on retail (with way higher population + no xfaction groups). I know it sounds stupid but he is way harder than he should be. I suggest 20% debuff from ToT nerf to appear on him. 2nd make Ordos catch-up system for new people. Allow players with no lege cloak to get loot from him. This ilvl upgrade will grant them easier time finding flex runs. 3rd remove Valor and Battleground quest for lege cloak or rework them. I know it sounds bad, I know admins seeing idea of "removing" something blizzlike aren't really up for that, but questline is pain in ass. I also (if removal is not an option) suggest some easy rework: VP quest should be obtained at the beginning of the questline and can be returned during last parts of the chain. So you still need to complete it but u do that during other parts (kinda passively) BG quest should be changed to participate in battle X not win in battle X. Forcing PvE baboons to play with PvP apes is very bad idea for both sides. Currently enabled catch-up is already working well and ppl are satisfied with it, so maybe it is good time to push it forward as the end of the expansion await. 4th make stormforge+ better for MoP. Perma VP buff, rep buff, some free lesser coins or literally anything that attracts MoP players should work (idk enabling "ways teleportation" from CMs). This feature is designed for TBC purposes and it has no impact for MoP where leveling is easy, transportation works better, mounts are faster, racials are usually not worthy of changing em every boss, etc. Those are really easy to implement ideas that can instantly provide positive impact on a server with only few hours of dev work. Also we need PvE manager and PvE concerns should be rather heard before MoP project goes anywhere further, but I get that it is way more complicated situation.4 points
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Below you can find a description of all the adjustments and new mechanics for Heroic Sunwell Plateau. Defeating bosses on Heroic mode will award an extra non-token item (only if a separate, Normal difficulty is available for that Boss) as well as a guaranteed Sunwell Plateau trash recipe drop and a mini-pet appropriate for each boss. KALECGOS Reduced melee damage and health of both Kalecgos and Sathrovarr. Wild Magic: now applies a 25% damage buff and debuff to two schools of magic, depending on which Wild Magic occured. Curse of Boundless Agony: upon removal, spawns a damaging Void Zone (Normal realm) or a Flame Circle (Spectral Realm) at target's location. Lasts 20 seconds. [NEW MECHANIC] Unholy Aura: all players within the Spectral Realm take periodic shadow damage. [NEW MECHANIC] Light Orb: light orbs periodically descend from the sky onto Kalecgos' platform, granting the first player to pick them up a 25% movement speed and attack/casting speed increase. [NEW MECHANIC] Arcane Bolt: Kalecgos casts an Arcane Bolt on a random ranged target, dealing damage and spawning an Astral Spark at target's location. [NEW MECHANIC] Astral Spark: periodically deals arcane damage to all nearby players. Lasts 20 seconds. BRUTALLUS Reduced Brutallus' melee damage and health. [NEW MECHANIC] Armageddon: Brutallus roots a selected player and summons a meteor at their location. Upon landing, the meteor deals significant damage split among all targets in its radius. [NEW MECHANIC] Doomfire: Brutallus selects two random players and afflicts them with Doomfire, dealing periodic damage. Both targets need to get close to each other to dispel the debuff. Failure to cleanse Doomfire results in death. Upon removal, creates a Doomfire patch at the target's location and grants Burning Tenacity if cleansed successfully. [NEW MECHANIC] Burning Tenacity: increases healing and damage done by 5%. [NEW MECHANIC] Crazed Rage: every two player deaths during the encounter will grant Brutallus Crazed Rage, increasing his damage done and attack speed by 10%. FELMYST Reduced Felmyst's melee damage and health. Reduced Felmyst's enrage timer from 10 to 9 minutes. Gas Nova: Redesigned. Now afflicts three random damage dealers. Dispelling Gas Nova creates a damaging Poison Cloud at target's location and spreads Gas Nova to any nearby players. Mana Leech component value reduced to 250 per tick. Encapsulate: Cast time increased from 1s to 2s. Damage to primary target reduced from 3500 to 2500 per tick. Upon hit, afflicts nearby targets with Arcane Buffet. [NEW MECHANIC] Arcane Buffet: Reduces healing received by 20% per stack. Increases Arcane Damage taken by 1000 per stack. [NEW MECHANIC] Spirit of Madrigosa: Upon Felmyst taking flight, an entombed in ice Spirit of Madrigosa appears on the battlefield. Damaging the Ice Block will deal equal damage to Felmyst. The Ice Block can only be damaged by physical and holy melee attacks.4 points
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Here's a list of custom changes and adjustments we've made to improve the overall PvP experience on Netherwing realm: Base Honor gained is increased by 50% (1.5x), on the weekends by 100% (2x) (except Alterac Valley), and by 150% (2.5x) for the current ongoing holiday battleground. Alterac Valley is removed from the holiday battleground rotation (with its Call to Arms quest) Dynamic Diminishing Returns Arena Queue Announcer Battleground Announcer Reduced cost of creating an Arena Team No Heartbeat Resists in PvP Multiboxing is not allowed in instanced PvP scenarios Arena: Ability to queue from anywhere in Azeroth and Outland with character position saved when entering Disabled Arena Bracket for 5v5 Daily quest "Arena Calls!" for additional 30 Arena Points Daily Arena Points Cap for winning Arena Matches, 2v2 (25) and 3v3 (50) Additional Weekly Flush on Sunday 2v2 gives points according to 3v3 modifier, while 3v3 gives points according to 5v5 modifier every flush Decay of 25 rating above 2000 Team Rating each flush for teams that didn't play at least 10 games since last flush Improvements to matchmaking system NPCs present on Arena maps allowing teams to start the match earlier if all players declare themselves as ready Certain items acquired from Engineering not usable in the arena (e.g. Nigh Invulnerability Belt) Battlegrounds: Ability to queue from anywhere in Azeroth and Outland with character position saved when entering Warsong Gulch maximum duration time reduced to 20 minutes Changes to reporting system and an automatic anti-AFK system to combat AFK players in Battlegrounds Increased Honor Points gain from doing Battleground objectives (Warsong Gulch, Arathi Basin, Eye of the Storm) Daily "A Call to Battle" quest rewarding Honor Points and Enlistment Bonus containing 3 Badges of Justice for winnig 3 Battleground Matches Repeatable quests to exchange Mark of Honors for Honor Points Repeatable quest to exchange 3 of each WSG, AB, EotS Mark of Honors for Alterac Valley Mark of Honor Call to Arms: Battleground quests rewards appropriate 3 Mark of Honors for completing the quest Items: Reputation PvP gear available at Honored standing from Outland factions Season 1 Arena Gear available for Honor Points Season 2 Arena Gear available to purchase for reduced Arena Points and free of rating requirement PvP Gems available to purchase for Honor Points Gear that normally requires Alterac Valley Marks of Honor is available for purchase with Marks of Honor from other Battlegrounds Current Active PvP Season: Vengeful (Season 3) For a list of commands, including PvP ones such as joining Battlegrounds and Arenas from anywhere in the outdoor world, please click here.4 points
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List of basic server information and features available on Netherwing realm: Realm Name: Netherwing Current Content Patch: 2.4 (Phase 5 - Sunwell) Realm Type: PvP Experience Rates: x3 Profession Rates: x1 Loot/Gold Rates: x1 Dual Talent Specialization available for purchase at level 40 from class trainers. Auction House shared between Horde and Alliance. Spell Learning Cost reduced to account for higher leveling rates. Group Shared Quest Items for most leveling quests. Dynamic Quest Item Drop - chance increased every time you fail to drop a quest item. Seal of Blood/Vengeance available to both factions, opposite faction's Seal learned automatically when learning your faction's Seal. Talent Respec Costs greatly reduced. Racial Swap - the ability to switch your racials to any other race that supports your class (Draenei racials only available to Alliance), with 14d cooldown. Visit Engineer Upaq in Stormwind, Orgrimmar or Shattrath to switch your racials. Faction Balancing Perks for Alliance: Free Dual Talent Specialization. Free Talent Respecs. Free Apprentice Riding (60%). Free Faction Transfers from Horde. All Flight Paths automatically unlocked. No Durability Loss from deaths/resurrection sickness. Permanent Rested Experience state. Class Reagents not consumed after casting a spell (still at least 1 required in your bags for the spell to function). Resurrection Sickness duration reduced to 1 minute. Racial Swap Cooldown reduced to 5 days. Reputation Gain increased by 10%. Double Profession Skill-Up Gain when successful at < 300 skill value.4 points
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4 points
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With using the old 2.4.3 WoW client that was release way back in 2007, so comes all the limitations of an ancient game engine. This thread will be dedicated to performance enhancements for us 2.4.3 client users. ProcessAffinityMask - Setting your wow client to use multiple cores In the WTF folder of your wow directory there is a simple text file named "Config" that holds all the settings for WoW. And some settings that will not be displayed in the default game menus. We are going to focus on "SET processAffinityMask" which should be the 4th line in that text file. By default this should be set to 0. Which means it will either use one or two cores. Changing the "0" to what ever number of cores you have will NOT do the trick here. With modern processors of AMD finding the right affinity mask number can be tricky. Intel is much more simple in that you can tell WoW to run on any number of cores you see in the affinity mask chart linked below. AMD Ryzen Users - IMPORTANT! If you have a AMD Ryzen processor it is important that you use the correct number mask due the cache and the architecture of Ryzen processors. We want WoW to be running on the physical core and not the multithread/logical core within, so that all the cache for that single core can be used for WoW and not shared. Doing this will give a big performance boost in populated areas of the server. Here the affinity mask numbers you should use if you have a Ryzen processor. 4-core/4-thread Ryzen 3 - SET processAffinityMask "12" 4-core/8-thread Ryzen 5 - SET processAffinityMask "240" 6-core/12-thread Ryzen 5 - SET processAffinityMask "4032" 8-core/16-thread Ryzen 7 - SET processAffinityMask "65280" For myself I use a Ryzen 9 with 16 cores and 32 threads however, I find using 16 cores for a game that came out 16 years ago a bit of an overkill. So I use the affinity mask number "65280" which will let it run on 8 cores but not on their logical/multi-threaded core. When you edit the "SET processAffinityMask" line in the config text file it should look like this. Click save and close the text file. Boot up WoW and enjoy the multi-core performance boost! Intel processor Users Now Intel users have their pick of the affinity mask chart as there shouldn't be much if any performance loss in choosing any set of mask number as long as there are more than 2 cores. Here are some suggested affinity mask number to use. Quad core without Hyperthreading (4-cores/0-threads), older i5 and i7 - SET processAffinityMask "15" Quad core with Hyperthreading (4-cores/8-threads), older i7 - SET processAffinityMask "255" Hex-Core with Hyperthreading (6-cores/12-threads) - SET processAffinityMask "1344" 8-cores/16-threads, i7 and i9 - SET processAffinityMask "65535" Cooling issues/Multi-boxing/Laptops for Intel If you are having cooling issues while running WoW. It is suggested that you adjust your affinity mask number in a similar way that AMD Ryzen users should do, Setting your affinity mask to avoid hyperthreaded/logical cores. Here are some affinity mask numbers for those who might be having cooling issues. Quad core with Hyperthreading (4-cores/4-threads) - SET processAffinityMask "85" 8-cores/16-threads, i7 and i9 - SET processAffinityMask "21845" More information along with the affinity mask chart can be found here4 points
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Can you lower the cost of extra roll tokens for t14? the grind is tedious especially for anyone having alts4 points
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What did you love most about the first season? - What would you like to see more of? The player interactions on fresh were amazing. When we had a bunch of fresh NA players it was a fun time. What do you feel could be improved or changed? - Were there elements from the first season that didn't quite hit the mark? Tier 14 should be slightly longer whereas ToT and SoO should be shorter cycles. Especially fresh leveling before raid content unlocks, we're not already leveled /w profs gold etc characters going into Mists. We're doing fresh characters, and this hurt people who wanted to play an alt (or casually) without racing against time. What felt missing? - Are there specific features, locations, quests, or characters you'd like to see in the second season. Some other project had pre-corruption Vale, would be nice to have that as a 'custom' patch update so Vale isn't an eyesore on the east side. Otherwise, the original trinket-haste scaling would be nice. Any specific suggestions or ideas? - Perhaps you have visions of special events, player integrations, or new features that would enhance the Mistblade experience? PvP direly needs two things: min ilevel to queue, and better capability to farm out honor sets. The 'simple' solution for the latter would mean to buff up honor gains and getting rid of the JP-Honor conversion option at the vendors. Otherwise, people are going to default to heroic dungeon spamming (pve) to convert JP>Honor for gear. Hurts queues.4 points
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4 points
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please bring back 3v3 soloQ. it doesnt take up any space or time and would provide a way for new players to gear. multiple people have came to the server and mostly dont even playi t anymore since its near impossible to gear facing almost full BiS players starting at 1200 mmr +. please just add it so we can have actual queues and a way to get gear easier thanks3 points
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This is my first private server, and I'm leveling my druid right now on Alliance side. I have done every low vanilla instance since Wailing Caverns (multiple runs on few instances). I did my 3rd BRD run earlier today. If you enjoy leveling and doing low level dungeons and want to do all of them normally like I did, lower your exp boosts (or at least turn them off for the dungeon run): .xp 1 = set your exp gain value to original instead of Netherwing's default boosted x3 (you can choose any number, not just 1 or 3) .toggleallianceperk = on/off the permanent rested exp bonus (note that it will also turn off auto-flight path, no durability, etc.); I presume this is not applicable to you on Horde If you don't turn these off, you'll gain way too much exp to enjoy each dungeon as they were meant to (i.e. after one Deadmines, you'll end up skipping WC/BFD cause you're too high level by that point). I personally turned all boosts off since level 1, but you can modify them to cater to your needs. How I formed groups is searching /who [level]-[level] and individually asking (where the range is typically the instance level range or summoning stone range or combination of those two). Few tips in doing this: Be polite Make few simple message templates that you can revise like "hi, would you like to do [dungeon name]?" Don't be offended if someone says no or doesn't respond Don't ONLY spam in /world or /LFG or queue for LFG/LFM menu. That won't work for most pre-outlands dungeons (typically I would fill 3 or all spots with direct messages, and maybe 1 spot via /world LFM message) Lastly, you do have to consider the time of day. I've noticed server is most busy during EU prime time, so try to form groups during EU afternoon/evenings/weekends. That should be easy for you if you're in Germany. Of course there are people who just rush to endgame. But you'll be surprised at how many people actually want to do low level dungeons during their leveling and enjoy it, but end up giving up because the default .xp boost incentivizes people to skip through so much content (and thus struggle to form groups). Best of luck to you and enjoy!3 points
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Throne of Thunder buffs have been applied only for Heroic Versions of both 10m and 25m difficulties. Two values at one line mention 10m and 25m [e.g. Health 25%: 396 884,669 -> 10m (1,190,654,010) -> 25m]. Last Stand of the Zandalari Jin'rokh the Breaker Health +25%: 396,884,669 (1,190,654,010); Melee damage increased by 11%; Conductive Water's Fluidity Nature Damage increased by 125% from 100%; Static Burst damage increased by 15%; Focused Lightning Detonation damage increased by 35% Horridon Health +11% (+20%): 726,168,105 (2,355,139,800) Melee damage increased by 5%; Amani'shi Beast Shaman's Hex of Confusion's effects now allows players to critically hit themselves (pre-nerf); Double Swipe damage increased by 9%; All adds' health increased by 10% Council of Elders Health +15% (+19%): 135,420,538 (419,769,651); Living Sand adds health increased by 11% (15%); Blessed Loa Spirit health increased by 15%; Penalty to damage taken from the Shadowed Soul debuff increased to per stack (10MHC only, pre-nerf) Forgotten Depths Tortos Health +20%: 383,998,741 (1,200,001,298); Snapping Bite damage increased by 11%; Rockfall spread damage increased by 5%; Whirl Turtles' health increased by 11% Megaera Each head's health increased +15% (reverting nerf): 56,234,632 (183,379,253); Pool of flames damage during Cinders increased by 11%; Ignite Flesh DoT damage increased by 20%; Torrent of Ice damage increased by 11%; Nether Wyrm health increased by 5% (13%) Ji-Kun Health increased by 22%: 439,626,096 (1,318,878,288); Nest Guardians' physical damage increased by 11%; Fledglings' damage increased by 11%; Infected Talons ability damage increased by 10%; Caw ability damage increased by 11% Halls of Flesh-Shaping Durumu the Forgotten Health increased by 15%: 451,401,795 (1,354,205,385); Damage dealt increased by 6%; Obliterate timer reduced by 70 seconds Primordius Health increased by 25% (reverting 11% nerf): 322,741,380 (968,224,140); Viscous Horrors health increased by 15% (pre-nerf) Dark Animus Health +18%: 339,840,017 (1,061,988,797); Interrupting Jolt damage increased by 6% (pre-nerf); Explosive Slam damage increased by 11% (pre-nerf) Pinnacle of Storms Iron Qon All Quilen health increased by 11% (15% for 25HC); Ice Tomb health increased by 11%; Fist Smash damage increased by 8% Twin Consorts Suen and Lu’in health increased by 22%: 378,845,392 (976,910,309) Lei Shen Health +12%: 650,158,148 (1,957,313,074); All conduits' abilities damage increased by 5%; Ball Lightning damage increased by 11%; Violent Gale Winds damage increased by 10% Every challenge comes with a reward, that’s why Clutch of Ji-Kun mount will now additionally have increased drop chance from Heroic Lei Shen (until the next raid content), 50% for 10M and 2 guaranteed drops for 25M version of the raid. The drop rate of the mount on the normal version will not be changed until 5.4 content patch.3 points
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Arena Season 12 finale is right around the corner, (27th of March, 12:00) so announcing the rewards for all competitive brackets seems right. Firstly, to be eligible for rewards you need to have at least 50 games played during the season, with Rated Battlegrounds requiring only 20 games. Secondly, the player must’ve won at least 50 matches during the season to be eligible for S12 rewards. Here’s a brief overview of how rewards will be distributed for players eligible. 2v2 Malevolent Gladiator - 0.1% of the ladder Gladiator - 0.5% of the ladder Duelist - 3% of the ladder Rival - 10% of the ladder Challenger - 35% of the ladder 3v3 Malevolent Gladiator - 0.5% of the ladder Gladiator - 3% of the ladder Duelist - 10% of the ladder Rival - 35% of the ladder Challenger - 45% of the ladder SoloQ 3v3 Malevolent Gladiator - 0.1% of the ladder Gladiator - 0.5% of the ladder Duelist - 3% of the ladder Rival - 10% of the ladder Challenger - 35% of the ladder RatedBG Hero of the Alliance/Horde - 6,4% of the ladder All Arena Season 12 rewards will be distributed to players before Arena Season 13 starts (3rd of April) after we verify the ladder. Thank you all for participating and for all your suggestions and ideas leading to improving PvP gameplay on Mistblade S2.3 points
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3 points
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The copy of the addon however is linked here: https://cdn.wowlibrary.com/addons/tbc/StormforgePvP.zip3 points
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We are happy to announce that the 2.3 Content Patch will be released on the Netherwing realm on the 10th of January 2024! Venture into the heart of the Amani tribe capital of and face Zul’jin and the gods of Zul’Aman! Zul’Aman will be the first raid to feature our new, experimental raid difficulty system. When it comes to PvE encounters, we always strived to balance content around one difficulty for all players with just occasional buffs and nerfs as time went on or when needed. This worked quite well and provided both an appropriate challenge to the spearheading guilds as well as something to strive for to the weaker guilds either still learning the ropes or gearing up. There were raids that were buffed a bit but still not particularly hard and were never meant to be (Karazhan, Gruul) and raids that were intended to be difficult, either in their entirety or partially (SSC, Tempest Keep). The one instance that never quite hit the mark on any of our previous realms was Zul’Aman. It’s meant to mainly be a catch-up raid, but some of the later bosses are quite a step-up from others. It features a cool and challenging Prisoner Event with an Amani War Bear prize which is meant to be a reward for the best raiders but at the same time is meant to entertain and provide enough content for all players to keep everyone busy before Sunwell Plateau arrives. It has always been a nightmare to balance as nobody could agree on how difficult it should be - it was too easy for some and too difficult for others. To solve this issue, we decided to introduce a normal/heroic difficulty split for Zul’Aman. Sort of. Players will be able to switch the difficulty of their raid similar to how normal/heroic dungeons work, but with a twist that it will function within the same scope of the same raid ID lockout. The first four bosses (Akil’zon, Nalorakk, Jan’alai, Halazzi) will have a normal and heroic version and you will be able to choose the difficulty you wish to challenge them at any point - you can first try beating the tougher version and if it proves to difficult, all you need to do is leave the dungeon and switch the difficulty to normal. Defeating the harder version will yield an extra item drop, so if you’re capable of such a feat it’s always worth trying it first! Additionally, the entire Prisoner Event (and therefore the Amani War Bear) will only be available on Heroic difficulty. The moment Harrison Jones opens the Zul’Aman gate, your event status will be locked to whichever raid difficulty you are on so after that point you will not be able to attempt the Prisoner Event if you’re in the Normal version of the dungeon. You will still be able to switch it at will for any of the four bosses regardless of the event state (even if you fail it), but keep in mind that going from Heroic to Normal will cause it to fail the event immediately as well. Hex Lord Malacrass and Zul’jin will only have one, tougher version independent of what difficulty you’re on, at least for the first few weeks, so they should still provide a decent challenge to everyone. Our biggest worries with introducing a raid split earlier was continuing the mistakes of retail and future expansions where multiple difficulties diluted the accomplishment of clearing the raid or not being able to provide enough of an incentive for players to attempt the harder version. With the way our system is designed, we can allow only selected bosses to have an easier version for weaker guilds to clear and gear up and prepare for a harder challenge while keeping later bosses of a raid the same for everyone, retaining the prestige of beating them. We can tweak the heroic versions better, make them a bit more challenging and not nerf them as much later on as we can simply give them a normal version instead while also adding an extra reward for guilds doing it on the harder difficulty. We feel that this system will be of great benefit to everyone and more guilds will be able to enjoy Zul’Aman to the fullest.3 points
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PvE content in TBC has always been quite varied and fun. Unfortunately as time passed, players got much better at the game and encounters that seemed difficult in 2007, now pose no challenge to not just veterans but average players as well. To combat this, it is necessary to introduce a number of changes to the content that increase the difficulty. Our goal is to make sure that dungeons and raids aren't pushovers and remain challenging and fun even today. As baseline, we significantly increase health and damage of most trash mobs and bosses. While buffing health isn't always the most pretty solution, it works quite well as it negates the higher damage players do compared to 2007 and extends the encounter durations which combined with higher damage increases the potential of misplays, wipes, and demands more concentration from every raider. In addition to that, we also put a lot of effort into recreating pre-nerf mechanics of various bosses, here's some examples: - High Astromancer Solarian uses a 'jumping' debuff version that needs to be managed by the raid constantly - Al'ar can land at one of six potential spots, up from 3 - Lady Vashj has a hard enrage timer in Phase 3 and uses AoE Mind Control spell on players - Magtheridon's cubes apply a much longer debuff This is just some examples of many, many pre-nerf mechanics we've researched and implemented. We encourage new players to either seek additional information on more changes from Netherwing veterans or discover them on their own!3 points
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As the title says, I think players who have leveled hundreds of toons would appreciate it for smoother leveling as you out level your zone quite fast. Or at least the fly paths to the cities to be unlocked (Gadgezan, BB, Ratched, Thereamore, etc..) A feature like this would make players level more alts imo.3 points
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Hello, Based on how it went on MB1, here are some reasonable suggestions or minor changes for MB2 that will only impact quality of life in PvP. Even if none of them go through, it doesn't matter, game is pretty decent as is, can't complain Increased Honor gain rates (at least more than 1x): Or increase Justice gains in dungeons to facilitate Honor conversion: Justice points in MoP are completely worthless for PvEers after 1st month of 5.0 anyways, this will boost dungeon population indirectly throughout the entire duration of MoP. Honor gear scales up to 535 instead of 522 (and s14 522 ilvl to 535 as-well): Wearing 522 means you're ~45% weaker than 550, this is the biggest gap between pvp season gear in WoW's history, conquest gear always was at most 10-15 ilvl higher than honor gear, no idea what bl*zzard were thinking here. This was already implemented during s13 here on Mistblade 1, and it felt really good playing on alts against even fully geared opponents. When season 14 released and honor gear became 522 it felt like such a huge downgrade by comparison. ilvl requirement for BG queues to prevent grievers that join naked: Every single piece of content is locked behind an ilvl req, even Cata leveling dungeons 90% of players won't ever enter, but no ilvl gate for lvl 90 BGs? If you enter a BG at any given hour, you'll notice at least 20-40% of "players" are wearing green/blue questing gear from 2 expacs ago, some are even naked, none of this is acceptable, as having to send screenshots of naked plebs to GMs very 30 sec hasn't achieved anything and it's 100% too time consuming to micromanage so I understand. Investing time into our characters is the core principle of an MMO, but being forced to play with (and against) players that just show up naked is insulting and a total waste of everyone's time. I think this is a reasonable change to make since solo queue 3s arenas have an ilvl req already, and it takes barely 1 day spamming dungeons to get fully honor geared, it's just so basic and a no-brainer. Scaling from the start: Obviously the server is running 5.4.8 core which is centered around and balanced for season 15, without scaling, dot/hot classes and most casters are totally unplayable due to the inability to reach basic haste breakpoints as we'll be forced to wear gear that was technically obsolete 2 years ago, relatively speaking. De-synchronize PvP season length from content patches: s12 and s14 lasted about 4 months, whereas s13 lasted about 9 months, and s15 as of now is will be over at ~5 months, s12 and s14 weren't even worth playing for the most part which is a shame, this change won't impact PvE unless the seasons end too fast and PvP gear "catches up" (lol). Bonus: Imagine if we could buy conquest gear with honor on all the characters in the account once 1 of them has unlocked the achievement for 25k conquest gained for the season? PS: I really enjoyed s12 due to upgradable gear (retail s12 had crazy talents too but we're 5.4.8 here), it's a shame that this season was one of the shortest, and being forced to use dungeon weapons till we gained 7500 conquest is a bad design (not your fault, I think it's to prevent forcing pve players to do pvp just to have a decent weapon on 1st week), basically if you were a melee class you couldn't do damage for the first month of s12.3 points
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You've been waiting, you've been asking, you've been spamming and here we are - Mistblade 2 is officially coming to Stormforge on the 25th of November. Words are needless - watch our video TRAILER and see what to expect HERE.3 points
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Cross-faction... but that's it. Everything else was good. I've played on dozens of private servers over the years and this one is my favorite. Been waiting in a Legion server for this re-launch and over there, I know that even in contested areas, enemy factions appear as orange instead of red. I don't expect X-faction to go that far, but it would make for the Timeless Isle to be the grind it was intended to be, and you wouldn't have to roll Horde in order to PvE because guilds would also be X-faction. Just trying to avoid the imbalance that Netherwing is seeing.3 points
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Can we please finally fix the MMR system so the maximum rating loss is -24 compared to roughly -50 ? It discourages alot of people and makes dodging and sniping much more prevelant. I dunno if you guys need proof or anything but you could never lose more than 24 rating. attached a screenshot. And it's also shown in the mmr formular: https://www.mmo-champion.com/threads/720492-Guide-Match-Making-Rating-(MMR)3 points
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Hello everyone, we have some exciting news to share today! First of all, welcome to our brand new forum! It’s been years since we’ve had one and with the constantly growing community we felt this is the right moment for it to make a comeback. While Discord is quite a handy tool for quick updates and chit-chat, it doesn’t really lend itself to proper, elaborate discussions or longer announcements. Intricate conversations, responses to particular questions and topics, and our position towards certain matters tended to get lost among the thousands of messages being posted daily, which proved to be quite frustrating to both us and the players. With the forum, we want to move most of the official communication there, as well as make it easier for everyone to express their opinions and offer suggestions in a way that lets us properly evaluate them and respond whenever possible or suitable. To be clear, we do not intend to stop using Discord - we simply want to delegate things that don’t really fit there too well to the forum and use both platforms in tandem to get the best of both worlds. On the TBC front - as mentioned in the previous dev update, we set out to improve the server performance. Over the last month we spent a lot of time measuring performance, trying out various adjustments and debating over the potential solutions. You may have noticed some days when it would get more laggy than usual, or strange bugs would appear - that was just us testing different changes. In the end, we settled for a relatively low-risk, yet quite efficient core solution to the problem with very minimal impact on the gameplay. After some tinkering, we’re happy to finally announce that we’ve finished our work on that system and managed to slice the world update time by more than half. Currently, server performance with 11000 players online should be significantly smoother than it was with 8000 players when we began working on it. Naturally, there’s only so many players you can cram into Outland, Kalimdor and Eastern Kingdoms before it becomes harder and harder to process everything smoothly so if the community keeps growing the issue will eventually return, but for now we still have some buffer and further (less and more drastic) measures to implement if need be. Last but not least - with the performance issues finally out of the way, we are now looking into addressing some faction balance concerns. Our plan is to introduce additional perks encouraging players to pick/switch to Alliance. We are currently looking at the following: Shorter Hearthstone Cooldown Shorter Racial Swap Cooldown No Durability Loss No Resurrection Sickness Caverns of Time teleport option before 2.4 Increased Reputation Gain Increased Honor Gain Unlocked all flight paths Ideally we’d want to add enough perks to make it enticing to choose Alliance for players participating in all kinds of content, from leveling and questing to endgame, offering enough of an advantage to make switching worthwhile but not to the point of making it too oppressive. None of the above mentioned perks are set in stone yet, and we would very much like to hear your feedback on this topic, so please tell us what you think on this very forum!3 points
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Hello! We represent a large PvP community and consider your server a promising platform for online streaming and advertising both your server and our game. We are confident that several changes aimed at developing PvP activity can significantly increase online activity and attract more players. Here are some suggestions that may help with this: Move PvP vendors to the auction houses of Alliance and Horde capitals: This will simplify players' access to necessary PvP equipment and items. Placing all PvP vendors, including those in Pandaria, in the auction houses of the capitals (Stormwind and Orgrimmar) will increase convenience and speed in preparing for battles. This will also boost activity in these locations, creating more opportunities for trade and player interaction. Add mailboxes to the auction houses of the capitals: To further improve player convenience, we suggest placing mailboxes near PvP vendors in the capitals. This will speed up the process of receiving items and messages, and make the capital cities more important and convenient for all players actively participating in PvP battles. Introduce world bosses Varian Wrynn and Garrosh into the auction houses: Placing important characters like Varian Wrynn and Garrosh in the auction houses will add extra significance to these areas, making them key PvP locations. This will create new world events where players can not only fight these bosses but also battle each other for control, enhancing the world PvP elements. Large-scale PvP battles with multiple raid groups: The ability to organize large-scale PvP battles involving several raid groups will significantly improve the atmosphere of the struggle for the capital. This will create new scenarios for strategic interaction and increase interest in global PvP events. Players will be able to work as a team, fighting against other groups for key territories and resources. Allow 10-player raid groups to register for battlegrounds: Enabling 10-player raid groups to register for battlegrounds will increase the flexibility of the PvP system. This will simplify the process of participating in battlegrounds for groups and make the game more attractive for players who prefer team-based battles. Develop large-scale world PvP: Implementing these changes will create opportunities for large-scale PvP battles with many participants, where collective actions and strategies will play a key role. This will provide unforgettable emotions for players and increase interest in the world of PvP battles. Remove the teleportation room and move all PvP vendors to the capital: These changes will help create a more convenient, dynamic, and attractive game environment, increase activity in the capitals, and significantly enhance the PvP aspect of your server. We are confident that this will attract new players, make the server more popular, and create the opportunity for more active PvP guilds. Sincerely, PvP Community E X E C U T E (Execution)2 points
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Greetings Mistblade Heroes! We're thrilled to announce that preparations for Mistblade's second season are in full swing! But before we roll out all the planned features, we'd like to give you, our dedicated community, an opportunity to share your thoughts about what you'd love to see in the upcoming season. You are the heart of Mistblade, and your feedback is invaluable to us. Here are some guiding questions to help you frame your responses: What did you love most about the first season? - What would you like to see more of? What do you feel could be improved or changed? - Were there elements from the first season that didn't quite hit the mark? What felt missing? - Are there specific features, locations, quests, or characters you'd like to see in the second season? Any specific suggestions or ideas? - Perhaps you have visions of special events, player integrations, or new features that would enhance the Mistblade experience? Remember, every piece of feedback is vital! With your insights, we aim to tailor the second season to meet expectations and make it even more memorable. Thank you for being with us and for all your support. Together, we're shaping the story of Mistblade. We look forward to your thoughts!2 points
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Hello! I think I can help you with this question, Stormforge is connected with TauriWoW and TauriWoW is building a Legion server. Keep an eye on the news here or there 😄2 points
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What I'm hearing is, "I want to be a casual player, but geared like a hardcore raider without the time and effort." Nerfing content requirements does not keep players or maintain server activity. Attendance and activity fall off because the player base has moved beyond that content. They already got the loot and they have run out of reasons to log on. If you remove requirements and allow them to achieve that uber status easier and quicker then you will run off the hardcore players because there is no glory/challenge in it for them and you'll run off everyone else because they'll get their legendary and super gear, just like everyone else, and there won't be a reason to login or do quests or dungeons because everyone already has equivalent or better to everything they could get from the dungeon. The only thing that brings the player base back is new content, whether that is new raids/dungeons/quests/zones or higher tuned content that presents a greater challenge and yields a greater reward. There can be catch up mechanics and extra dungeons added that bridge gaps, but that is only temporary to drive players that couldn't make it before into higher content. Server sanctioned selling of gear/equipment for gold/essense or removing requirements and making gear easier to obtain will not bring back or maintain the player base.2 points
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The quest for random bgs would be great. I don't think 3v3 or 1v1 quests need any change, rewards are fine to me, as pvp player I'm not making any gold at all so every 1k is helpful lol. Quest for rated bgs would be nice though, might actually revive rbgs which would be awesome. I don't like the idea of premades with 3 people only, I know it might be hurtful to some players but still, let people play with their friends, noone is forbidding anyone to find their group of friends and make premade themselves. Being horde is not an excuse here since you can do premade consisted of both factions. It's player's choice that they play alone. I'm not sure about titles thing, kinda unnecessary if you ask me and makes the titles have totally no meaning then. I like the idea of progressive pvp quest and 2v2 quest, would be nice and maybe stop players to play only to cap. Conquest cap is a MUST HAVE. If we won't get weapon requirement removed at least let us make conquest for it faster but I guess this issue should faint with new season coming which I believe will be relatively soon. Good job on doing all that work, I hope your work will be appreciated by the devs2 points
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What IS ninjalooting? Ninjalooting is malicious behavior regarding loot rolls, such as active, repeated griefing or the breaking of pre-existing, documented loot agreements between players. What ISN'T ninjalooting? Needing on offspec/"worse than what you already have" gear in RHC is not, in itself, ninjalooting, because you cannot instantly assume malice and there is no pre-existing loot agreements between players in that environment (they are seeing each other for the first time). People can require various, at first glance seemingly non-optimal pieces for their offspec, alternative gearsets for different types of encounters, or even Challenge Modes. People may also just mislick, and, if asked kindly, may even be willing to work with you and trade you the item if they see that it would be a much more massive improvement for you than it is for them for whatever purpose they want it. But I have a mainspec and it is their offspec! People can queue using multiple specs for RHC, none of which has to be their "main" spec that they use for raiding. People also do not necessarily have a main spec, or one main spec only, as certain guilds' rosters can require select players to maintain two sets of viable gear. The fact of the matter is, "mainspec is more important than offpsec" is not a pre-existing agreement between players in a randomly queued environment, as the system itself does not know about your mainspec, only the ones you queued as, the other players participating have no way to see your mainspec without using external tools, and since mainspecs can change, we as staff do not even see what people's current main role is in the non-entrylevel content they are running. Because of this we consider all specs a player might have to be equally high priority in the entry-level, almost trivially easy gearing-up content that is RHC. But what about the Loot Specialization setting? Loot Specialization is a setting in the client which only the player themself can see. It is not broadcasted to any of the other players, and the client allows changing it at will. It is meant to make filtering personal loot in raid environments possible so that worldbosses, LFR and bonus rolls do not give undesirable items to that player. Using a mechanic that is meant to be a benefit in high-end content (and built up in the client like one) as a restriction instead in the lowest levels is not only a bad decision from a game design standpoint (the same mechanic cannot be a burden and a reward at the same time, that just feels bad), it is also not feasible from a development standpoint, as the unrestricted variant of Loot Specialization can be switched freely even between pulls, and any restrictions we place on it harm its use as an endgame loot filtering feature and result in unnecessary player dissatisfaction. Why would people not queue as their mainspec? Mainly because they want the queue to pop. About 75% of the PvE population is DPS mains (think about common raidcomps), yet only 60% of an RHC group gets DPS role. This means if hybrid class players do not queue as their tank/healer offspecs as a compromise, DPS characters pile up in a queue, and about the worst way to get loot is to be stuck in a queue. This also applies the other way around, of course, if there are too many tank/heal mains, some of them will have to DPS for one dungeon. So any idiot warrior can need on my healer gear? No. RHC, and, in fact, any high-level RDF has automatic trolling-prevention on (almost) all items that drop, making Need rolls impossible for classes that cannot use the item (and soulbinding BoE gear that they can). These restrictions are active in any RDF runs in TBC content and above, and are based on clientside data that is viewable on sites such as the Tauri DB website or even Wowhead on the item page. In Need Before Greed environments, if you class is on that list, you can Need, otherwise, the button is greyed out for you. (Keep in mind that this restriction does not apply in Vanilla dungeons, which is Blizzlike). Since clientside data may be imperfect, there are some items which can be Needed on by inappropriate classes - instead of spamming support tickets about a problem they cannot help with, please report such items on the bugtracker. These issues are quite easily fixable, but we need to learn about them to know that they exist in the first place since we didn't make the clientside data, Blizz did. For the exact same purposes as we are using them. I was trolled! Surely you can give me back my item. It is not your item. The item belongs to whoever won it. Also, no, it is not a simple task to redistribute items, and in low-stakes environments such as RHC, we advise players to take the loss and run another dungeon, as they are quite a "cheap" activity. Most players who claim "trolling" also fail to provide substantial proof of malice, and we do not act on cropped-to-uselessness screenshots of some person whispering you a profanity without any broader context. So what IS malice and how do I prove it? Malicious behavior has to be repeated, unprovoked, and clearly intentionally harmful. This means that for us to consider someone an RHC griefer, there has to be a documented chain of behavior that is unprovoked, un-cooperative and cannot be dealt with using the regular self-policing tools available to people. Someone retaliating against you when you attack them for taking "your" item is not unprovoked malice, and someone Needing on multiple items that you can also use is not, by default, considered un-cooperative. We also do not take action in cases where we deem it is possible to solve the problem using either player-to-player diplomacy ("talking it out") or votekicks. We do, however, punish people if it can be proven that they repeatedly grief their RHC groups. Still, always be kind, polite and ASK FIRST if you would like to use an item someone else won. You might be surprised, but kindness often goes a long way in the two hours that stuff is tradeable. If all else fails, the proof of malicious behavior has to be high-quality, unedited (this includes UNCROPPED), preferably chat-timestamped screenshots of the entire context of the roll, sent to us via an ingame ticket or e-mail. What about raids? We avoid policing most kinds of guild activity on the basis that people in guilds, presumably, want to play together and want to help each other achieve better gear so that they can kill more bosses together. Non-guild raids ("PUGs") are subject to perhaps the most difficult and complex loot etiquette/rules, but it is primarily the responsibility of the Raid Leader (and, often, the Master Looter) to uphold them, either by setting up an appropriate loot method for the group or disclosing the decisions that the Master Looter will take based on the people who roll/otherwise apply for the item. Them forgetting to set the loot method, or some player failing to disclose to everyone that they are not present as their "mainspec" for the decisionmaking process is not inherently malicious and can be dealt with easily. Cases where the Raid Leader has advertised clean, agreeable loot distribution methods and after a period of upholding them, they intentionally deviate from those rules for someone's benefit are the ones we would consider malicious and a "breaking of pre-existing agreements". If you feel like you can prove such a case, please reach out to us via tickets or e-mail and provide high-quality, uncropped, chat-timestamped screenshots of the incidents and we will try to determine the best course of action to take.2 points
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You would have to record every single dungeon from the popup to enter all the way to the exit and inspect each player upon entering to prove there was ninja looting that was not previously discussed and agreed upon. Then the GMs would have to watch every submitted video and sort through the Rick rolls and bullshit claims to fine the genuine ninja looting claims where people were not playing fair. I totally agree that it sucks when people do not play fair and nice to each other, but the expectation of proper policing of it is far outside the bounds of what is possible. Most people probably wouldn't know how to record their game play or would enter the dungeon forgetting to turn it on so then you would get he said/she said claims with no evidence and you would have to talk to all dungeon run participants and then you'd get two or three people who are actually friends that back each other's story whether it is 100% true or not and you have to figure out what is the actual truth. You could also have a policy of "no video, no case", but then people will gripe because "he ninja looted and the GM wouldn't do anything because my video didn't record right because I ran out of HDD space." or whatever excuse. No the sad fact is that it is just not feasible to properly police it and any sort of game changes to let the group try to police it wouldn't be fair either just like the group vote kick. Let's say you are in a dungeon and there are a few people need rolling when they shouldn't and you try to vote kick one, but his buddies are the other ninja looters and click no; now you can't get rid of the ninja looters, but they could get rid of you and put you back in the dungeon queue. How about if you do vote kick and then it takes ages to get another tank/healer and the group crumbles and you have to go re-queue to get another group? Anything added to the game to help the group police the dungeon could be misused and abused so it is a double-edged sword.2 points
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General: - .help - Displays all available commands. - .info - Displays information about the server - current population, server dev revision, active content patch and server uptime. - .xprate [value] - Allows you to set your personal experience rates. Allowed values range from 0.5 to 3.0. Using ".xprate 0" will set it to default (server rates). - .toggleAlliancePerks - Toggles benefitting from Alliance perks for those who want to opt out of them. Perks are enabled by default. - .dualspec - Toggles the switch between primary/secondary specialization. You need to have dual spec purchased from your class trainer at level 40. Instead of using the command, you can also right-click your portrait and click the "Activate Secondary Specialization" button from there. - .invisible - Allows you to appear invisible on friends lists, /who lists, /whispers and party invites. Only available to level 70 characters. Account Data: - .synchronizeBindings - Toggles synchronization of client bindings between client and the server. If enabled, the server will respond to client requests with saved bindings, making it easier to play on different computers and not have to copy the settings every time. - .synchronizeConfig - Toggles synchronization of client config settings between client and the server. - .synchronizeMacros - Toggles synchronization of client macros between client and the server. - .synchronizeSettings - Toggles synchronization of client settings between client and the server. PvP: - .character arena 2s - Toggles displaying Arena announcements whenever a team within your rating bracket joins the 2v2 Queue. - .character arena 3s - Toggles displaying Arena announcements whenever a team within your rating bracket joins the 3v3 Queue. - .character arena 5s - Toggles displaying Arena announcements whenever a team within your rating bracket joins the 5v5 Queue. - .character bg - Toggles displaying Battleground announcements whenever a battleground starts. - .join ab - Queues you or your group for the Arathi Basin battleground. Can be used anywhere in the world. - .join wsg - Queues you or your group for the Warsong Gulch battleground. Can be used anywhere in the world. - .join eots - Queues you or your group for the Eye of the Storm battleground. Can be used anywhere in the world. - .join arena - Queues your group for a Rated Arena game, the bracket depends on your group size. - .debug combatLog flags [value] - Sets debug flags for displaying spell hit information in duels and arenas. Useful for testing resists and misses. Use value 63 to enable all possible debug events. - .debug combatLog against_flags [value] - Sets debug flags for displaying spell hit information for spells cast against you in duels and arenas. Useful for testing resists and misses. Use value 63 to enable all possible debug events. Paladin: - .sealtwisting - Allows Paladins to toggle the way Seal Twisting works for them to either Original or Classic version.2 points
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Direct download Repo: https://github.com/fondlez/FonzAppraiser FonzAppraiser is an addon for World of Warcraft (1.12 and 2.4.3 clients) to track the value of personal loot. Core Features General Loot is tracked in manually started and stopped sessions. Sessions display timer duration and are zone-aware. All loot and money that is personal or shared in groups is tracked. Loot from corpses and ground loot from gathering nodes is tracked. A quick access, global item quality filter is always available. Loot is valued by a pricing system, with the vendor/merchant as default. Pricing systems currently supported: vendor, "aux-addon", and "Auctioneer" addons. Quickly switch between pricing systems at any time. A Target or goal for the current session value can be easily created. When thresholds for item value, money received or Target are met Notices can be sent. Notify methods for these Notices currently support: system (local) chat, sound, whisper, channel, group and guild. Keybinds supported: show main window, start new session, stop current session.2 points
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pvp gear is the absolute worst for world pvp, if you ever go to timeless island with BiS arena gear, you'll have 300k hp less than a nm/hc pve backpedaller, he'll kill you with 2 autoattacs while clicking from spellbook as if you were an npc in his raid lol2 points
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Yep 🙂 And we will be able to add BLP to anything independently from any other BLP.2 points
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It's been discussed and I believe the devs were looking into the technical challenges of adding it to MoP recently, since things work a bit differently over there. Nothing concrete yet but I'm sure there'll be a clear answer well before launch so people can make up their minds on what to play.2 points
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Is don't know what the big fuss is about?! So you can level 5 Characters (even with grinding it takes up some time and is even more so boring/repelling), equip them, grind Reputation and so on...but you draw the line at some silly attunement that only requires for you to do a handful quests around Karazhan and a few dungeons (not even the whole dungeon). Come on, mate. Get real. It's not a hassle, you simply wanna get 70 and then immediately get carried by your guild in Kara. Or something like that.2 points
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Sorry but there's no timeline, we intentinoally left it open in order to adjust it when necessary based on player feedback and progression of guilds.2 points
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@Charlesrizard What we can observe on the private servers' scene is that PvE realms have significantly less online than PvP realms. It has used to be like that for years. I am strongly against changing realm's gametype and we do not really plan to make Mistblade 2 a PvE realm. @Dalegribble 2. We have already created a timeline for Mistblade vol.2 and it's a bit different than the present. It is not possible to make PvE and PvP gear equal on every phase since there are more PvP seasons than main PvE tiers though. 3. The main problem with certain events and zones (The Barrens pre-SoO events for example) is that there is lack of data available. Therefore, we are unable to recreate certain spots just as retail did. 4. Something to consider. @Noneedholy I addressed MMR issues several times - it's not really about proofs whatsoever. The entire MMR system is way more complex and modifying it is not just swapping a few numbers here or there as far as I know. However, I'll see if it could be improved in any way. @Gilbik We can make some system message for that, I guess? @retuvik 1. PvP events did not really happen on Mistblade, at least not officially, which I am kind of sad about. But I explained a few times why. I'm willing to do some, if there are people willing to participate without telling me that "I'm not gonna play against them, because...". 2. We can think about some QoL feature allowing PvE players to catch up more quickly, but still I do not think it's that bad when it comes to gear drop. What think about is making Legendary Cloak chain quest a bit faster on the latest phases. 3. I replied it before. 4. This as well. @Vladimir996 I'll try to find out if that's possible dev-wise. Can't promise though.2 points
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Now you can, now there is no time limit. Yes. The purpose of the creation of the forum, is to move more official topics right here. Discord is nice for quick conversations, but unfortunately often important topics disappear and you can't get back to them. This is another benefit of creating this forum. You're welcome :)2 points
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We've been too busy with quite a few other things. Now we are finishing the work on our own custom client for TBC and our own cdn system for downloading clients/updates. Along with the forum we also introduced OAUTH server, so all the elements needed for a potential launcher are ready. The game launcher will most likely be the next project after the custom client is done.2 points