Diablo 3 Clan League - PvP forum

Duelling & Diablo 3 => Rules & development => Topic started by: DaRkE on March 22, 2013, 23:14:47 pm

Title: Ruleversion 1.2.6 [Open Discussion]
Post by: DaRkE on March 22, 2013, 23:14:47 pm
General Rules:
By entering any competition in D3CL you agree to follow theese rules.
Patch 1.07A. Ruleversion 1.26

-   The legit pvp rules are: Fair play and good manners.
-   Before each match please perform the legit test procedure  The test procedure can be found here. (http://forum.d3cl.com/index.php/topic,1508.0.html)
 The legit test procedure' is impelented to assure players protection against breaking the rules, such as gear swapping, macros  or banned spell.
-   Duels are held in “Inferno” modus.
-   Duels are played with best of 9.
-   Maximum duel time is 45 minutes starting from the first ‘go’ from both sides.
-   The small island inside the scorched chapel area is forbidden ground. Actively using this island will result in loss of rounds and/or the complete match.
-   You cannot enter town or leave the game during a round, if that happens the person who enters town or leaves the game looses the round.
-   If a player wish to change Equipment between rounds he has to announce it to the other player. Both players will then travel to town and once more agree on Equipment for the duel. If nothing is said to be changed a travel to town, or a new agreement about equipment is not necessary.
-   We expect the duels to be active combat. Repeatingly avoiding the duel will result in a loss.
-   Vanishing Dye is not allowed.
-   Round(s) resulting in a draw count as +1 round for both sides. (f.e. 2-3 become 3-4). If draws put you past 9 rounds you continue until there is a winner (it will count as 5-4 win).
-   The winner of the duel must stay in screen from opponent once won.
-   You must play your duels using the character you signed up with for the League or Tournament.





One Vs One:


Barbarian

-   The Barbarian cannot use the skill “Wrath of the Berserker” versus the Monk, Wizard  and the Witch-Doctor.
-   In duels versus the “Demon Hunter” and the “Wizard” the skill “War cry” is not allowed to be used.
-   In duels versus the “Wizard” the Barbarian can choose one, but not more of the following skills: “Ground Stomp”, “Leap” with rune “Death from Above”, “Charge” with rune “Bull Rush”, “Bash” with rune “Clobber” or “Weapon Throw” with rune “Throwing Hammer”.


Demon Hunter

-   The Demon Hunter is not allowed to play the “bunker – style”. This style is defined by laying “Turrets and/or “Spike             Traps” and not coming out from the range of these traps.
-   In duels versus the “Monk” the skill “Impale” with rune “Chemical Burn” is not allowed.
-   In duels versus the “Wizard” the skill “Companion” is not allowed.
-   In duels versus the “Wizard” the skill “Preparation” with rune “Battle Scars” is not allowed.


Monk

-   In duels versus the “Wizard” the skill “Cyclone Strike” is not allowed.
-   In duels versus the “Wizard” the rune “Flying Side Kick” from the skill “Dashing Strike” is not allowed.


Witch Doctor

-   In duels versus the “Demon Hunter” the skill Haunt is only allowed if the rune "Relentless Spirit" is used. (2sec Haunt)
-   In duels versus the “Demon Hunter” can use only one of the skills "Summon Zombie Dogs" and "Gargantuan".
-   In duels versus the “Barbarian” the skill “Hex” is not allowed.
-   In duels versus the ''Monk'' the skill Haunt is banned.
-   In duels versus the “Wizard” can use only one of the skills “Hex”, "Horrify” and "Mass Confusion".
-   In duels versus the “Wizard” the skill Haunt is only allowed if the rune "Relentless Spirit" is used. (2sec Haunt)
-   In duels versus the “Wizard” the Witch Doctor is not allowed to use  “Summon Zombie Dogs” and “Gargantuan” unless he also uses the skill "Sacrifice" and the item "Homunculus".


Mirror Matches:

- Class specefic rules do not apply here!



Two Vs Two

- Class specefic rules do not apply here!
- You are not allowed to team up with an equivalent class.



Penalties

- Any minor rule break result in one lost round, and +1 to the enemy. A mineor rulebreak is something that can be understood as a human mistake. Like sorry I forgot my runesetup after confirming the setup.
- If a player is caught cheating it result in a automatic loss of the complete match.
- More two or three judges will always look at submitted complications and decide on further penalties that may result in :
- Disqualification of team/player from tournament/league
- Disqualification of player in team from tournament/league


Title: Re: Ruleversion 1.26 [Open Discussion]
Post by: ricebowl on March 23, 2013, 04:10:59 am
Quote
In duels versus the ''Monk'' the skill Haunt is banned.

...why?
Title: Re: Ruleversion 1.26 [Open Discussion]
Post by: MysticaL on March 23, 2013, 08:08:11 am
-   In duels versus the “Wizard” the Barbarian can choose one, but not more of the following skills: “Ground Stomp”, “Leap” with rune “Death from Above”, “Charge” with rune “Bull Rush”, “Bash” with rune “Clobber” or “Weapon Throw” with rune “Throwing Hammer”.

This one's my favorite LOL "EVERYTHING OP!!"
Title: Re: Ruleversion 1.26 [Open Discussion]
Post by: Iria on March 23, 2013, 08:12:31 am
I fear Wizards and Monks most now, mostly Wizards.
Title: Re: Ruleversion 1.26 [Open Discussion]
Post by: Forti on March 23, 2013, 09:05:06 am
Good. I like IT.

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Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: zbayno on March 23, 2013, 09:41:26 am
Ok, let's try it. When will be test league?
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Lilith on March 23, 2013, 13:01:39 pm
1. Guys please explain me why dh can't use bat companion vs wiz.
2. Did u saw any good wd with gargantua and zombie dogs in build? It's not nerf^^

GJ:)
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Euronymous on March 23, 2013, 13:18:11 pm
1. Guys please explain me why dh can't use bat companion vs wiz.
2. Did u saw any good wd with gargantua and zombie dogs in build? It's not nerf^^

GJ:)

1. We want to protect players from using useless runes ;)
2. Yes, we did. Gargantuan is a viable option vs. DH. It's not a huge nerf like in the previous rule versions, but we believe that there is no need for huge nerfs in WD vs. DH atm.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Lilith on March 23, 2013, 13:24:30 pm
1. Good story bro.
2. Rly no need? Wd should choose between dogs and horrify but who cares my opinion?:P
Title: Re: Ruleversion 1.26 [Open Discussion]
Post by: DaRkE on March 23, 2013, 13:27:02 pm
Quote
In duels versus the ''Monk'' the skill Haunt is banned.

...why?

After extensive test procedure including several players of good quality at each class, we concluded that haunt does not extend  a fair and good reasonable duel.
The chances of monk to reach 5 rounds first are not remotely close to what d3cl are aiming for as fair competitive duels.

Quote from: Blud

I was a bit reticent to be honest, but after testing a lot these days, it seems to balance the matchup quite a lot. Besides, it brings many other things into play, such as positioning, resource managente or cool-down management, whereas before it was more of a DPS stack and 1shot haunt duel.

If in the near future, due to whatever reason, this rule seems to be outdated, we can always come back to it.


I underline and confirm Blud's wonderful summary.

It basically make the duel more joyfull and intense for both classes.

I encourage everyone to help assist develop the rules!

Test the matches were you foresee complications.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: N0F3aR on March 23, 2013, 14:16:02 pm
I disagree with rulz for the Barbs: DH and Wizards. 1st i want to tell i dont blame, i just say my experience.
 - After I played vs Mystical i saw that Barbs vs Dh is pretty closed fight. We had like similar gear and he used legacy nata. Still he killed me more times that i killed him like ratio 2:1. And i was using both war cry and shout. When DH has legacy nata all is about resource and resourse regeneration, since his hatred and discipline almost never end.
   !!! I advise all dh to improve their skill against barbs, cuz if Mystical can do it, so im pretty sure most of the DH can do it. Also, tell me what i could against a player like him? He will have totaly advantage against me, so before banning pls, think that maybe the correct move is not debuff barbs, but DH improve their game play. And that is not blaming, i just wonder what i could do if i meet Mystical or players like him on the league with banned war cry. Maybe auto loss 0-5? And shout doesnt replace war cry.
 - Against wizard. Wow, we got so much debuff - war cry, no double stun and lets say that this was "ok". But now banned WotB? Sorry but i play vs wizards now, and when they use some kind of "slow ms build" even running with marathon is like i dont move. That is blizzard, nova, then nova from ilusion, then more slow. How excatly i will fight if i dont have defense ability and ability that wont save me against like 90% disable? Give me some advise. Because right now 1 wizard i play vs him uses a build that if i dont have ignor pain and wotb, im dead like in few seconds. And my Ignor pain has 30 sec cd, his nova has 12 sec.
  I think that banning skills wont balance the game but will disbalance it even more. Also i think that brawling for now is balanced.
 !!! Green, pls do not coment what i have wrote. Go watch how Mystical plays.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Lilith on March 23, 2013, 14:29:52 pm
@Nofear

Barwling is balanced now? Tell that to wizards. btw u no have awsome gear and i can kill u easy, but with vimer and iownyou i losing all the item. If u got 2bilions more for eq u can kill me easy too, and i even with 10bilion gear couldnt kill u:)

About ban war cry, imo its too much, barb should have banned only 7s ignore pain rune and it will be good.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: N0F3aR on March 23, 2013, 14:36:23 pm
Lil, how you can tell me you kill me easy :) since our score is 2:2.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: N0F3aR on March 23, 2013, 14:37:40 pm
Btw, Lilth has good proposal - banning ignor pain 7 s run insteed of war cry. That sounds more balanced. Gonna try it.
And Lilth, pls watch Mystical before say anything more about DH vs Barb. Gonna be usefull for you.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Lilith on March 23, 2013, 14:41:19 pm
lol?

5-3 for me
5-2 for you
5-2 for me

And last time u won't fight with me;p

edit: I can look mystical vs vimer, or iownyou. If he will win with this guys we no need rules;p
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: N0F3aR on March 23, 2013, 14:58:23 pm
And 2 times 5-2 for me on practise mode. But i dont think here is the place for that. Sry for the spam
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: kaio on March 23, 2013, 16:22:29 pm
I disagree with rulz for the Barbs: DH and Wizards. 1st i want to tell i dont blame, i just say my experience.
 - After I played vs Mystical i saw that Barbs vs Dh is pretty closed fight. We had like similar gear and he used legacy nata. Still he killed me more times that i killed him like ratio 2:1. And i was using both war cry and shout. When DH has legacy nata all is about resource and resourse regeneration, since his hatred and discipline almost never end.
   !!! I advise all dh to improve their skill against barbs, cuz if Mystical can do it, so im pretty sure most of the DH can do it. Also, tell me what i could against a player like him? He will have totaly advantage against me, so before banning pls, think that maybe the correct move is not debuff barbs, but DH improve their game play. And that is not blaming, i just wonder what i could do if i meet Mystical or players like him on the league with banned war cry. Maybe auto loss 0-5? And shout doesnt replace war cry.
 - Against wizard. Wow, we got so much debuff - war cry, no double stun and lets say that this was "ok". But now banned WotB? Sorry but i play vs wizards now, and when they use some kind of "slow ms build" even running with marathon is like i dont move. That is blizzard, nova, then nova from ilusion, then more slow. How excatly i will fight if i dont have defense ability and ability that wont save me against like 90% disable? Give me some advise. Because right now 1 wizard i play vs him uses a build that if i dont have ignor pain and wotb, im dead like in few seconds. And my Ignor pain has 30 sec cd, his nova has 12 sec.
  I think that banning skills wont balance the game but will disbalance it even more. Also i think that brawling for now is balanced.
 !!! Green, pls do not coment what i have wrote. Go watch how Mystical plays.

Wiz vs barb has been tested with almot all top barb is Europe and those rules are approved also from them.
If u find trubles its cose u are lowered geared or lowered skilled or both or u need to find another way to fix bans.
U can ask them or try alone to find a way.
In any case if test league show us that rules are not good we will change them for sure.. we are working for all of you and not for wiz or barb or any particular class.

Let's wait numbers from test league or we will never start :)
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: N0F3aR on March 23, 2013, 17:06:14 pm
How i can take part of this test league?
- Also just played against error ( a dh). He think barbs vs dh are close fight and no need banned skills.
Let me explain about war cry and why we need it - War Cry gives us 2 very important things : Protection and Fury generation - this is very important еspecially against DH with legacy nata since you need to chase like minutes to take him down.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: kaio on March 23, 2013, 17:49:38 pm
Thx alot for ur help
League start tomorrow
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Mr.Mag on March 23, 2013, 18:12:41 pm
Kaio league starts tomorrow but on US. On EU probably on the next week
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: RoGH on March 23, 2013, 18:58:50 pm
On monday most likely imo.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: ricebowl on March 23, 2013, 19:02:22 pm
I'm sorry, I just don't understand how a WD is supposed to do damage to me without using haunt.  If anything, hex should be banned due to the extreme RNG nature of it.

You cannot balance a matchup based on one top player vs. another top player.  You have to balance it to the broadest amount of players.  I don't see myself losing to 99% of WD's if they can't use haunt.  How are they supposed to damage me? 

Please reconsider this rule.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: kaio on March 23, 2013, 19:06:32 pm
Thats why test league exist
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Forti on March 23, 2013, 19:09:57 pm
The biggest fault of this is that, rulez arę made by top Geared players. You made this game Pay to win  Just like blizz did. But i know IT have to be..

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Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: kaio on March 23, 2013, 19:20:41 pm
The biggest fault of this is that, rulez arę made by top Geared players. You made this game Pay to win  Just like blizz did. But i know IT have to be..

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You are playing a game ITEM BASED like all RPG u can play in the world if u didn't realized yet
And btw I lost with vs a wiz in league that got less than half my items simply cose he played better..
I have spent no money ob my wiz cose if u know a minimun of meccanics of the game and prices u can easy flip items like all top playwrs do.
Stop cry and try to be a better player and trader

Last exemple: sold my spear for 3 bil payed samthing like 800 mil
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Forti on March 23, 2013, 20:05:36 pm
I know all of that u talking about.

I know it is a "diablo" so it is a items based game like diablo 2 was.
I know there is items > skill > rulez and it will always be on this way.
And I think it is the best way to make this game a better, but also it is a biggest fault.. I dont know how too explain what I need.. lol. All I need to say is we need more time, more tests, more experience. And meyby a little help from blizzard with item drop and crafting in future.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Tbone on March 23, 2013, 20:45:41 pm
some rules are good, some make me feel just really bad for some classes

like WDs vs barb for example, no WD will be able to beat me without hex I dont think

the rule should be : either hex or horrify not both, and possibly either spirit walk or vessel not both

even if no skills are banned WD vs barb is a close fight if both play well

also I think banning war cry vs DH is very stupid, from what I have heard the DHs on europe just arent very skilled so this is why this rule was implemented but with the DHs on US server I dont think ill stand much chance without war cry.. iunno..
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: DaRkE on March 23, 2013, 20:54:45 pm
Haunt is basically like a ranged rend and leave the monk at low chances to reach 5 points ahead of the witchdoctor.

Withch doctor still has several kit's that can be used as a better damage output than haunt but it will not be so simple and straightforward to use, aswell as impossible to avoid


Tbone do you allready use WC and TS, if yes it leaves you short of one spell of mobility in your choice.

IF you only do use WC; TS will apply similar mitigation aswell as slow and the same regeneration, the difference being that you must be aware and able to apply it to ur opponent.

As for items / skills , in my opinion the most important thing is clever and strategic builds versus every oppononent becuase stats should leave you at a minor increase compared to what every player should be able to acquire over some time.

And i think perfect billion dollah gear, leaves you small advantages versus a ' Good gear set' that any a smart and dedicated player will in the end round up towards.

 

Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: link1313 on March 23, 2013, 22:46:24 pm
if your going to ban haunt in wd vs monk you might as well ban haunt/rend from the league.

skills that are undodgeable don't make sense in the first place as the dexterity stat is essentially useless against it.

I like to stack dex as a barb. should you ban haunt vs barbs too then?
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Forti on March 23, 2013, 22:57:11 pm
Dude.. So meyby giv us some nice advice? I think ban haunt is Good start. I will Got problem with that even without IT.



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Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: DaRkE on March 23, 2013, 23:54:52 pm
if your going to ban haunt in wd vs monk you might as well ban haunt/rend from the league.

skills that are undodgeable don't make sense in the first place as the dexterity stat is essentially useless against it.

I like to stack dex as a barb. should you ban haunt vs barbs too then?

Valid reasoning, I don't completely understand what you are pointing out to be honest.

Maybe you have some calculations and videos to better explain your point in the discussion?
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: chucknorris#1885 on March 24, 2013, 02:23:51 am
hey I think the class balance are a lot better here than in 1.2.5

Two suggestions for the wd rules;

- all haunt runes should be banned vs wiz. I think banning all pets not needed but its possible for wd to go glass cannon and just snipe wiz with 2s sec haunt while staying out of range of storm armor.

- haunt can not be banned vs monk. wd vs monk is already in monk favor. wd has 0% chance to defeat a good monk without haunt. any monks having trouble vs wd is simply because they use wrong build/gear and have bad micro. Im not writing this to show off and I know a lot of monks dont want to accept this but it is the simple truth. Please contact player viri#1357 monk on america server to learn some monk vs wd skills.

I would like to suggest that any league rules be made optional on a player agreed upon match basis. Having played most of the top pvpers on the america server I know many would not see the need or the desire to have any rules designed to compensate for lack of skill. both players would need to agree to waive the rules at the start or they apply. this way the handicap applies where it is needed and does not interfere in a match where it is not. 

Also what is the reasoning behind removing gear swap in a fight? I feel this is a bad direction to go as it slows the match down and removes a lot of skill/strategy and apm available to top level players. I think only place where gear swap needs to be looked at is full tank gear swap for running during cooldown.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: MysticaL on March 24, 2013, 02:40:56 am
edit: I can look mystical vs vimer, or iownyou. If he will win with this guys we no need rules;p
I don't have them on my friends list yet, but I'll duel them all eventually. If they have better gear than Devil, it'll be really hard, but nothing's impossible!?  ;)

my current gear/skills for DH vs. Barb (total cost: ~800m)
http://eu.battle.net/d3/en/profile/MysticaL-1298/hero/18372071

vs. Devil with no Warcry
youtube.com/watch?v=ZOZc4NJXK14

I also recorded a BO9 duel vs GREEN, I'll upload this one later
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Blud on March 24, 2013, 03:42:52 am
OK I urge any monks out there to come and test with me without Haunt. From my experience, I haven't met any monk who got me in trouble using haunt.

I am tired of all the Americans coming here saying that WDs are at a disadvantage in all matchups and that all the players are therefore a bunch of noobs who do not know how to duel them. How the fuck can a monk survive Haunt with 300k dps + 35% elite + 12% haunt dmg...? You basically just haunt him, crit or no crit he will have to pop serenity. WD spirit walks away. Serenity is over, haunt again. At this point u can just stand still and let the monk trigger your passive while he melts down.

Mystical, I look forward to having some more duels when you get better gear. But man, don't upload only the videos in which you win vs Barbs or Dhs! xD
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: chucknorris#1885 on March 24, 2013, 04:04:26 am
blud go find player viri. you will understand how good a skilled monk can be vs wd. once monk learns good micro and how to use their cd's its simply in their favor with ds + bell 1 shoting any tank set up.  even wd camping on island can be defeated by monk once micro is mastered.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Blud on March 24, 2013, 04:10:10 am
hey I think the class balance are a lot better here than in 1.2.5

Two suggestions for the wd rules;

- all haunt runes should be banned vs wiz. I think banning all pets not needed but its possible for wd to go glass cannon and just snipe wiz with 2s sec haunt while staying out of range of storm armor.

- haunt can not be banned vs monk. wd vs monk is already in monk favor. wd has 0% chance to defeat a good monk without haunt. any monks having trouble vs wd is simply because they use wrong build/gear and have bad micro. Im not writing this to show off and I know a lot of monks dont want to accept this but it is the simple truth. Please contact player viri#1357 monk on america server to learn some monk vs wd skills.

I would like to suggest that any league rules be made optional on a player agreed upon match basis. Having played most of the top pvpers on the america server I know many would not see the need or the desire to have any rules designed to compensate for lack of skill. both players would need to agree to waive the rules at the start or they apply. this way the handicap applies where it is needed and does not interfere in a match where it is not. 

Also what is the reasoning behind removing gear swap in a fight? I feel this is a bad direction to go as it slows the match down and removes a lot of skill/strategy and apm available to top level players. I think only place where gear swap needs to be looked at is full tank gear swap for running during cooldown.

OK, I hope this is not your pvp gear:

http://www.diabloprogress.com/hero/chucknorris-1885/YAARRRRR/17680313

Second, here some videos with no haunt. Perhaps you can analyse them and see why a WD can't beat a monk without haunt. Or maybe you can say why the monk is so wrong in everything he does. (note that Sin was testing skills and pieces of gear (like his godly spear with shield vs skorn, aoe sss, etc.)

http://youtu.be/E91X9xNShaE

Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: ricebowl on March 24, 2013, 04:10:38 am
Quote
Also what is the reasoning behind removing gear swap in a fight? I feel this is a bad direction to go as it slows the match down and removes a lot of skill/strategy and apm available to top level players. I think only place where gear swap needs to be looked at is full tank gear swap for running during cooldown.

You do realize it's just easier to ban gear swapping altogether rather than arbitrarily determine what is a full tank gear swap and what isn't?
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Blud on March 24, 2013, 04:24:05 am
Well I'm afraid I cannot duel your friend, he's not on EU, and I'm done with all the e-peen US players are better thing.

That same logic you mention applies to the other side too. Any skillful WD will be able to manage his cooldowns and force monk to use his by means of haunt. If I use the environment properly he won't be able to 1shot me before he takes 1 haunt. And with the amount of dmg used in a haunt build, 1haunt = death if he doesn't pop serenity.

That said, I have always said that banning haunt will maybe favour Monks strongly, once they get used to playing no-haunt wds. And thats why we need tests, and test league, etc.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Blud on March 24, 2013, 04:33:45 am
I'm sorry, I just don't understand how a WD is supposed to do damage to me without using haunt.  If anything, hex should be banned due to the extreme RNG nature of it.

You cannot balance a matchup based on one top player vs. another top player.  You have to balance it to the broadest amount of players.  I don't see myself losing to 99% of WD's if they can't use haunt.  How are they supposed to damage me? 

Please reconsider this rule.

just LOL. Nothing else to say.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: chucknorris#1885 on March 24, 2013, 05:00:20 am
its easier to ban all gear swap than specific gear swap but imo its much better for the development of the pvp scene and the players to just allow all gear swap in that case. no gear swap just reduces skill cap.

Blud I have many pvp gear set including top 10 wd pvp dummy in the world, top top 20 world wd dps and top 10 world wd ehp on diabloprogress. I have found it a great advantage to have a variety of gear to adjust for each of my opponents.

Please before you dismiss this just have a chat with viri. I appologize if what I wrote was offensive to you or anyone it is not my intention to come across this way. Just want to make the point that if one monk can do it so can all the others learn. but if you introduce a rule like this then you are slowing the development of a lot of players who will rely on this handicap instead of learning the counters without it.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: ricebowl on March 24, 2013, 05:32:31 am
I'm sorry, I just don't understand how a WD is supposed to do damage to me without using haunt.  If anything, hex should be banned due to the extreme RNG nature of it.

You cannot balance a matchup based on one top player vs. another top player.  You have to balance it to the broadest amount of players.  I don't see myself losing to 99% of WD's if they can't use haunt.  How are they supposed to damage me? 

Please reconsider this rule.

just LOL. Nothing else to say.

Wtf kind of 14 year old response is this?
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: ricebowl on March 24, 2013, 05:37:28 am
its easier to ban all gear swap than specific gear swap but imo its much better for the development of the pvp scene and the players to just allow all gear swap in that case. no gear swap just reduces skill cap.

What a flimsy argument.  Let's be honest here guys, with 6 buttons and a map that never changes, there's only so many tricks you can do.  Gear swapping is impossible to halfway regulate.  It needs to be fully allowed or completely banned.  It's easier on the admins/judges and players don't have to raise a million questions about where the line is drawn.
Quote
Blud I have many pvp gear set including top 10 wd pvp dummy in the world, top top 20 world wd dps and top 10 world wd ehp on diabloprogress. I have found it a great advantage to have a variety of gear to adjust for each of my opponents.

You're allowed to swap before each individual duel, just not during the duel.  Nobody is stopping you from switching to the gear you need.
Quote
Please before you dismiss this just have a chat with viri. I appologize if what I wrote was offensive to you or anyone it is not my intention to come across this way. Just want to make the point that if one monk can do it so can all the others learn. but if you introduce a rule like this then you are slowing the development of a lot of players who will rely on this handicap instead of learning the counters without it.

Get.  Off.  Your.  High.  Horse.

"xxx is a better player than all of you, l2p" is not a legitimate argument.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: DaRkE on March 24, 2013, 06:24:31 am
chuknorris

Please take a look a the current video's and the text description related to them:

http://forum.d3cl.com/index.php/topic,1449.msg37043.html#msg37043 (http://forum.d3cl.com/index.php/topic,1449.msg37043.html#msg37043)

I think you will find more efficient ways to play versus monk, haunt is definitively not required and it does not support fair chances to reach 5 points first for the monk.

They should be non existing.
To walk you trough the process
1 crit  haunt will kill the monk.
The monk has to charge the witch doctor
The witchdoctor will presumable spirit walk( wich last for 5 seconds ), and haunt is already applied to the monk.
The monk must use serenity,  last for 4 seconds.
He must then charge for the witch doctor again, and hit with 1 crit bell (2-3 )non crit bells to force the wd's sv.
Then the witch doctor has sv again and you must again follow him and crit the last bell.


Offcourse it is not valid to list a duel procedude like that, but it surrounds the duel mechanics in discussion.

I have played quite alot as witch doctor versus monk, and also as monk versus witch doctor.

I have open discussion with viri about monk since ptr.


I can assure you that the rules are not to favor or increase the chances above reasonable for any class!
They are to improve and euqlize the chances for each class , given the correct gameplay  a fair chance to reach 5 points, to support the player giving best perfomance to come out as champion.

I understand your caution when we decide to leave haunt and that it must be very frustrating for you to loose verus a monk with a gear-set that is of significant lesser quality than your own.

With dedication and practice I am positive you will find better ways to  conduct  this match.


I wish you the best of luck and thank you for taking part in the rules discussion.



MysticaL show a great example (http://forum.d3cl.com/index.php/topic,1510.msg37268.html#msg37268) of how to leave constructive and valid feedback.

This is a proper way to confirm opinions and theories, and contribute to the quality of the duels in league.

I hope more people will follow his example, wich of video in particular is not needed but the information and structure of the post.

Thank you.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: chucknorris#1885 on March 24, 2013, 12:04:42 pm
thanks for the response Darke. I cannot find any relevant wd vs monk vids in that thread though. the only clips with a monk in them is a monk using a shield which is a big mistake for the monk vs wd from my experience. No matter how good the monk I can still beat 1hmonk even without haunt . but monk geared properly with two hand one shots even on no crit through tank gear. and ur play by play is not very accurate haha

any way thats my two cents on the rules. good luck with the league. hope you keep it simple n ill join when im back home and able to play again in two months.

ps. dont ban gear switch! the only full switch I ever had to do is to counter wotb runners and if wotb/hex is banned its already taken care of. gear switch ban = less action and more administrative boring shit in town.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Blud on March 24, 2013, 13:50:52 pm
Yes I agree with you Chuck, 1h Monk vs WD is a mistake. I didn't realise about that when I first posted this video because I have many. There's others in which Sin uses skorn or rare 2h.

I was so reticent to banning haunt as well, but after a lot of testing I kinda figured that it's still possible to win. Perhaps I haven't dueled many monks using the right gear & skills, I don't know. I'll keep dueling!

Banning Haunt might be too drastic, but not banning it, leaves monks without any chance.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: chucknorris#1885 on March 24, 2013, 15:06:57 pm
Blud considering monks over all I fully agree but once you have played a monk that has mastered dashing strike micro you will be one shotted in the time it takes haunt to travel from u to ur opponent. it is impposible to out run ds, there are no counter I have found. if zombie wall stopped ds I wouldnt be making these posts. Of all the players and builds I have faced I say no question that monk vs wd is the hardest match up for wd if the monk knows their stuff. Id even wagger that in some future season of the league haunt will be allowed and wave of light will be banned for wd vs monk lol.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: N0F3aR on March 24, 2013, 15:33:39 pm
   ! Mystical : " He has no war cry, he cant kill me"
   His words in the final round against Devil.
 I think this is saying everything. And Eu Dh of Mystical has around 800 mil gear while Devil has high end gear. And still Mystical has won this bo9. Why? Cuz no War Cry. So like medium geared DH beated a top geared Barb cuz no war cry. And Mystical says that in his video. And more - he explain why barbs need war cry, something i have already told. We (Barbs)  need protection and fury regeneration as well as Dh need Discipline to survive. Also Mystical explain very well what DH should do against Barb. So i advice all rule developers and DH who thinks barb are OP to watch this video. Anyway Mistycal and players like him gonna rape any barb without problem.
   Also shout cannot replace war cry compared to protection. And Mystical explain it - smoke screen and shout is no longer active.
  And Overpower with rune : 35% ranged and mele dmg reduction for 4 sec cannot replace War Cry cuz gives no fury generation. And fury generation for barbs is like air for the humans.
  Mannercookie also think war cry should be not banned.
  I really think that Barbs vs DH is close fight (especially when DH use legacy nata) and any try to ban skills gonna disbalance the fight.
 
 Thank you for the attention. This is not blame. This is reality
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: IMP-Executioner on March 24, 2013, 15:43:35 pm
let the barb as it is (with warcry) and i will go on killing em all

@ nofear use both cries vs dh in all matches otherwise u can stop defensive build and try complete glass canon

if warcry is banned use overpower + the defensive cry
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: N0F3aR on March 24, 2013, 15:59:14 pm
As i already told, Overpower cannot replace War Cry since is giving not Fury Generation. Also go play against Mystical without war cry. I asure if he get end gear like you, result gonna be in his favor. Even now i think gonna be hard for you with your 45k life relentless zone. Just make bo9 and record video. + you will lack fury using overpower. I want to watch that fight. + what you say i already test it. But if Mystical get end game gear + legacy nata and you have no war cry i bet he will beat you.
Waiting for you duel against him. Gl
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: devilek666 on March 24, 2013, 16:21:00 pm
I was about to post some long post explaining this but I have no energy to do that, it won't be listened anyway.

Problem is that people look at war cry as only defensive skill. Truth is, barb with unforgiven can spam war cry every 20sec to get enough fury to chase DH.

Without war cry DH can be more aggressive, and when he need's to use preparation he will back off, stop shooting and run away, camp in corners (if DH is not shooting, barb is not getting fury)..Because of that barb has no fury to chase him..In this situation it's either using TS just to get fury without DH around or we are taking more hits.

I've tried few different setup's with Myst, like 35% cc, 207khp 900 res ~10000 armor, and 130khp with 5,5k hp regen on gear with high res, high armor 50% cc and ~380%cdmg...nothing really counters..Smart DH will just stop shooting and drain Barbarian to 0 fury. Cause he can't catch defensive DH.

Now, to kill DH barb need to land ~5+ rend within 45seconds.. why 5? cause it need to be 2-3crit rends to kill DH with preparation, health globe, etc. now that is a joke with good legacy kiting DH  8)

I don't say I'm the best etc.. I would like to see other barbs (Vimer, IownYou, Nofear) dueling with MYSTICAL! Bear in mind he has paragon 30 and -40k dps that normal legacy DH should have.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: IMP-Executioner on March 24, 2013, 17:03:57 pm
as i mentioned in the 1.2.5 rules ...

Yes dh vs barb is balanced without any rules!
But... at the moment many dh play in this leaque and so far no one of them can kill a 13 mio ehp barb until they gear up.
13 mio ehp barb is way too easy to realise and can break every 90% dh.
In some further seasons any restrictions to barb (i also dont like warcry ban because it kills my furymanagement) will be cancelled because there will be enough dh that can kill every barb without any handicap.

But as i understood the rule-developer want to give all players some chance vs all classes for season 2. And so far we have not enough sorc at all. And not enough dh that can spend billions for their needed pvp equipment.

And i also think that the dh in general need to improve their tactics vs barb. Most dont use their problems. I think mystical is on the right way on that. Maybe just needs the right gear.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Euronymous on March 24, 2013, 17:55:00 pm
I want to point out that you can't infer that classes are balanced just because there is that one Monk or that one DH that kills you. He might as well just be a vastly superior player that wins despite a huge handicap or a much smaller margin for error. Who says you are as good of a WD/Barb as your opponent is a Monk/DH?
Maybe you are just not used to be challenged by that particular class because usually even good players can't overcome the imbalances?
Or maybe your opponent just happens to be the perfect counter to your char because of gear/build/playstyle and you don't have the gear/build/playstyle to counter that yet?

That being said, it's hard to determine the imbalances and even harder to find a more balanced solution with the limited options we have.

@Barb discussion
Yes dh vs barb is balanced without any rules!
But... at the moment many dh play in this leaque and so far no one of them can kill a 13 mio ehp barb until they gear up.
I read that "DH need to gear up argument" way too often from Barbs. Do yourself a favor and compare the max possible rolls and the rarity of rolls on DH gear with Barb gear. You will find out that it's a lot easier to reach the gear ceiling as a DH than as a Barb. Weapon slot: DH: Hundreds of near perfect Manticores on all servers - they are expansive but if you want them you can easily buy them - Barbs: use mostly midrange spears with an upside of usually a few hundred stats, weapon dps and/or crit damage.
This continues on most other slots, e.g. good legacy nats items usually miss 20 dex/vit at most whereas barbs often lack 100 stats here or 50 stats, 20 res there.
Add in the fact that Barbs scale extremely well with gear (especially vit) and it's not hard to see that a gap, if it exists now, can get a lot bigger when Barbs obtain more and more near perfect items.

I don't agree with the ban of a fury generator either, but a slight EHP nerf seems reasonable to me. My proposal still is "Warcry (no rune)", so it's just a 20% res nerf which is one of the easiest defensive stats to obtain on gear.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: N0F3aR on March 24, 2013, 18:04:02 pm
Executioner, if that happens, dh will have advantage over barbs. I already fight mystical and he won like 8-4( dont remember the right score rly). And we had like similar gear and i was using war cry. True, i didnt fight my best, but Mystical is hard to catch and he knows when to hit and how to move. I am asking the question - what i could do if next season i face dh like him, no matter worst,similar or better gear? What if there are 3-4 like him? Or most dh start playing like him? And i must tell that most of DH in 1st season have very good gear. At least top 50 DH had bilions gear( didnt check after 50th place). The right move here is for them to watch how Mystical plays. Also i want to see you how you play vs wizard with gear similar to yours - like example Kaio ( here i dont blame, just want to watch it) if you dotn have war cry and WotB.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: N0F3aR on March 24, 2013, 18:10:59 pm

I don't agree with the ban of a fury generator either, but a slight EHP nerf seems reasonable to me. My proposal still is "Warcry (no rune)", so it's just a 20% res nerf which is one of the easiest defensive stats to obtain on gear.

Pls, watch the video of Mystical and Devil, pls. The only thing that i could accept for banning is War Cry rune 20% bonus resist. But now you will tell - WHAT?? You have rune with more 20% armor. Yes i have, but is still not the same.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: IMP-Executioner on March 24, 2013, 18:37:49 pm
@ euronymous ... u understood me wrong i want barb to be nerfed in season 2 and i am a barb

@ nofear yes its damn difficult vs sorc without warcry kaio and sins sorc kill me 2-3 hit. But vimer kills em both so i lack on skill... my opinion:  i have to improve and test new tactics.

And if u dont win vs sorc and dh by using warcry u have wrong tactics, for example maybe u dont use warcry + defense cry. Or u are not good enough in playing hit and run. Last thing i´m also poor in but vimer definetely can do it very well so far.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Euronymous on March 24, 2013, 18:54:49 pm
Pls, watch the video of Mystical and Devil, pls. The only thing that i could accept for banning is War Cry rune 20% bonus resist. But now you will tell - WHAT?? You have rune with more 20% armor. Yes i have, but is still not the same.

I did, but it is not showing my proposed change. Both players already said that fury regen is very problematic without WC, but this would not be the case in a "rune only" ban.
Depending on the barbs EQ your proposal is roughly a 0%-2% EHP nerf due to diminishing returns. What's the point of this? Might as well ban no rune then.
Are you telling me that Barbs who were mostly 5-0'ing DHs before would have no chance to win anymore with a 10-15% EHP nerf?

@exe
I understand, just wanted to point out that you are wrong if you think DHs have more potential in pvp gear than Barbs.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: N0F3aR on March 24, 2013, 20:07:43 pm
I want to say this :
  DH improve their skill compared to before. Let say that barbs have reached some pvp potential while dh didnt. DH maybe just didnt know what to do against EHP barb. But this is changing. I practise with a lot of dh and most of them grow in skill and right build. Now they are reaching some pvp potential. Let me give some kind of example - before (lets says 1st season) barbs has (example) 50% reached pvp potential while dh has like 20%. Same goes for wizards. I really think that wizard can grow a lot of build and skill. Now barbs maybe growing their pvp potential, but dh do it faster. So soon like be 60/60%. Duel btw those clases is rly close. Just barb reached higher pvp potential earlier than dh due to streamers and maybe other reasons. Players that before i won 5-0 like np, now take me like 2-3 kills and its going harder and harder to defeat them. And im improving in that moment. Just they have what to learn. In the begining of pvp monk had good advantage against barbs - i was loosing like hell from skorn monks. But after some time i have reached pvp potential to fight vs monks. Think about pvp potential of the heroes and that potential will grow. War cry is needed for protection, since we have to reach and chase DH. And everytime is going harder ( cuz DH now run better than before)
Thx
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Forti on March 24, 2013, 22:00:05 pm
what have I to do, when barbs got a few milions ehp, full ehp geared, 150k hp etc etc. I can wear full my dps gear and skill setup, make like 250k unpaper buffed dps. and still I cant kill him cause he turn on "ignore pain". then I need wait for cd's (if I used it.. but I did cause he turned ignore pain on ;]). Their rent dont got cd.

I sugest ban ignore pain on barb vs. monk, or make ehp limit for both sides to be more balanced.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: ricebowl on March 24, 2013, 22:40:28 pm
Quote
I sugest ban ignore pain on barb vs. monk, or make ehp limit for both sides to be more balanced.

Please no.  Learn to play around ignore pain like the rest of the monks and you'll fare much better.  BvM is actually a very balanced matchup overall.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Forti on March 24, 2013, 23:01:13 pm
yes, it is. but u know, I was played against barb with a few milions of ehp. and it is not a "by skill" but "by gear".
I just thought that we can do somethink with it, like ehp limit, or simple hp limit. I can run a round for even 5 mins, but what sens it makes?  it is like barb vs. dh, both fully ehp.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: RoGH on March 24, 2013, 23:23:10 pm
There will be no dps or ehp limits, kthxbye.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: ricebowl on March 25, 2013, 00:44:56 am
yes, it is. but u know, I was played against barb with a few milions of ehp. and it is not a "by skill" but "by gear".
I just thought that we can do somethink with it, like ehp limit, or simple hp limit. I can run a round for even 5 mins, but what sens it makes?  it is like barb vs. dh, both fully ehp.

That's a problem with gear, not with inherent class balance.  Why should there be an EHP limit?  Why would you ever want to limit how good someone's gear can be?  Would you propose that if you had the best gear in the game?

Please think.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Forti on March 25, 2013, 01:18:59 am
I just got bad day ^_^  but probably u got right.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: N0F3aR on March 25, 2013, 12:17:55 pm
Forti, you are just undeargeared.( this is not offense) Take a look over monks like Sin, Tomas then speak about banning barbs skills. Also you think everything is gear but i will tell you that is not true. Gear and skills is like 50/50 or lets says is 60/40. Pls do not speak about banning skills, when you are medium paragon lvls and megium gear and facing some1 with a lil be higher stats.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Iria on March 27, 2013, 07:38:41 am
Thoughts so far about new rules (I have only played 4 matches as DH: vs Monk, Barb, and 2 WD):

Against Barbarian: I have fought one of the stronger Barbs in US (Tbone) and he died much faster without Warcry. The EHP nerf is ok but the problem is that it nerfs his fury generation too much. Perhaps we can compromise if there is a way to nerf only the EHP and not fury generation.

Against Monk: I fought against Wittster and the matches didn't go so well for him still. Perhaps if he used Mystic Ally I wouldn't have landed so many easy hits. Overall the matches lasted longer so that he had a chance to kill me (espcially once I am out of discipline).

Against WD: I noticed little difference here as their Gargantuan wasn't a large threat or annoyance before and I can tank Haunts. I played against Rooster and Edgart, both were average WD who had some decent gear.

I will keep you guys posted on more findings as I duel more.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: edgart on March 27, 2013, 10:24:09 am
hey I think the class balance are a lot better here than in 1.2.5

Two suggestions for the wd rules;

- all haunt runes should be banned vs wiz. I think banning all pets not needed but its possible for wd to go glass cannon and just snipe wiz with 2s sec haunt while staying out of range of storm armor.

- haunt can not be banned vs monk. wd vs monk is already in monk favor. wd has 0% chance to defeat a good monk without haunt. any monks having trouble vs wd is simply because they use wrong build/gear and have bad micro. Im not writing this to show off and I know a lot of monks dont want to accept this but it is the simple truth. Please contact player viri#1357 monk on america server to learn some monk vs wd skills.


i agree with chuck for wd vs monk, its hard without haunt . No chance
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: mirek on March 27, 2013, 10:34:15 am
i agree with chuck for wd vs monk, its hard without haunt . No chance

I've done some rounds yesterday with Tomas (and I hope we do some rounds today too). It was hard indeed, but it didn't seemed like "no chance".
Test league (which finaly starts on EU :)  ) will show

however - i met VimeR yesterday on public brawling and that was "no chance" duel :)
i've done nothing, and was DESTROYED :)
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: ik_mmm on March 27, 2013, 15:03:36 pm

Witch Doctor


-   In duels versus the “Barbarian” the skill “Hex” is not allowed.


Hi all . I think rule wd vs Barbarian isn't correct. Without skill "Hex" WD has no chance play vs Barbarian. You can don't agree with me  but it is true. I think my gear is not bad enough to pvp with barbarian .about 230 k dps with soj EHp around 800 k . But even that i cannot kill Barbarian with 200 k hp. First WD not enough mana to kill.( i have full set zumi with offhand) .Second they run around and very quick regen they hp. If lucky i have hex 2 time i can kill they. I have train with my friend (barbarian ~ 180 k hp) yesterday without hex. But is mission impossible . I have no chance to do with him.And his skill "hammer accident" kill me for 2 attack. Each hit ~ 80 k hp.May be some gosu wd can resolved this problem? For me i no chance :( to pvp with Barbarian without hex.
Sorry for bad English. If u want can contact me zzozz#2937 or my friend barbarian ShamanKing#2535.Nice to meet you all.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: IMP-Executioner on March 27, 2013, 17:25:41 pm
Thoughts so far about new rules (I have only played 4 matches as DH: vs Monk, Barb, and 2 WD):

Against Barbarian: I have fought one of the stronger Barbs in US (Tbone) and he died much faster without Warcry. The EHP nerf is ok but the problem is that it nerfs his fury generation too much. Perhaps we can compromise if there is a way to nerf only the EHP and not fury generation.

Against Monk: I fought against Wittster and the matches didn't go so well for him still. Perhaps if he used Mystic Ally I wouldn't have landed so many easy hits. Overall the matches lasted longer so that he had a chance to kill me (espcially once I am out of discipline).

Against WD: I noticed little difference here as their Gargantuan wasn't a large threat or annoyance before and I can tank Haunts. I played against Rooster and Edgart, both were average WD who had some decent gear.

I will keep you guys posted on more findings as I duel more.

@ barb vs dh:

iria you told us exact the things we always talk about ^^
1. perfect geared vita barb doesnt need any skill to kill "good" dhs without rules so far
2. if u are godlike geared dh with nearly perfekt skill and play that aggressive that the dh is the hunter and not the barb the dh will always win if barb has no warcry
3. for season 2 an ehp nerf for barbs seems okie until the dh improve and wont be needed further in next seasons
4. most barbs hate the "no warcry solution" because it kills the fury management
5. other solutions like " no 17 yard rune rend" and "no marathon sprint" are not wanted by the development team so far
6. nerf barb ehp without killing fury regen is the often discussed possible solution to ban any rune @ warcry but not the skill... but thats only -20% armor and no longer - 20% armor - 20% allresist but in my eyes same effect as using overpower crushing advanced
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: ximae on March 27, 2013, 18:32:37 pm
and when is the eu rules test league gona start might i ask?

wanting to see how wiz pans out vs other classes with the new restirctions.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Forti on March 27, 2013, 18:41:32 pm
29th 17 cet.  There is info about that.

Made by tapatalk

Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: ximae on March 27, 2013, 19:15:42 pm
k thx, didnt see the info was up
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Iria on March 29, 2013, 08:50:30 am
Faced a top Barb today, NIUBIHUO#1737, and he beat me 65-35 roughly with Warcry. I think the Warcry nerf should be fine but the bigger issue is when we can't agree on skills to use (the Juggernaut vs Impale - Impact dilemma). If we go by both players spec in secret, the duel is decided by a coin flip. So no more skill, just the match decided before it starts lol!
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: IMP-Executioner on March 29, 2013, 11:14:00 am
... juggernaut discussion

if that barb needs juggernaut on all cost  to kill the dh he is definetely not the top barb you are talking about
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Iria on March 29, 2013, 17:43:59 pm
He only needs Juggernaut if I use my Impale - Impact spec, in fact I have yet to see a Barb that can beat me consistently without using Juggernaut against that spec. Most Barbs I play against will try to counter-spec after losing a few rounds with Juggernaut, at which point I will go back to Chemical Burn, and then they go back to Relentless. I, however, won't perpetuate the cycle and just face them with Chemical Burn (which is at a slight disadvantage for me since they got to choose the spec last).

NIUBIHUO is a very good Barb, both in gear and in skill, among the very best I have faced. He even didn't use Threatening Shout which could have made it harder for me, but he did use Warcry.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: IMP-Executioner on March 29, 2013, 17:56:04 pm
i cant hear all that discussions any more ... really

i never met any of the US - dhs to test some... mystics vid vs devil is nice somehow but doesnt show anything for me.

In my eyes u never faced an anti dh-barb! All i see are the normal runner barbs that have no lifereg, no ehp no anti ranged build and play 1 hand. I play completely  different and if i am allowed to use warcry i would really like to see your face if u need 13 crit impales in a row to kill a barb that will onehit u with only 1 ancientspeer crit.

Warcry ban destroys that setup because i play completely without any fury regen. But better some handycap than 100% freeloot.

Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Iria on March 29, 2013, 19:05:10 pm
I mean no disrespect, but I haven't seen Barbs that require 13 of my crit impales in a row (perhaps during Ignore Pain, but I don't waste time fighting during that buff). I use 574k sheet dps (sharpshooter + steady aim) with about 1.6 attacks per second. On top of that I use Marked for Death and Stone of Jordan for an effective 835k dps (about 400-500k when sharpshooter is reset) which is enough to kill any Barb in my opinion.

I wonder if Mystical can comment on comparisons between EU and US Barbs, and if he can comment on some of the top ones I have faced (such as Tbone, Casino, and NIUBIHUO). Also, I would like some US Barbs to comment too!

Again, no disrespect, we are playing in different environments so the metagame is sure to be different!
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: IMP-Executioner on March 29, 2013, 21:32:41 pm

Okie i had the chance to fight Mystical 2-3 games today evening to test DH vs Barb.
And i want to give an overview about my thoughts.

The aim was to test his EU-DH (mid-gear) vs Barb in complete anti dh-setup including Warcry.
1. if i go my setup its draw 100% because he has incredible perfect ehp-management but not enough dps to even scratch me
2. if i go +30% dps cry  and soj i lose ignore pain and ~15% of my ehp but its possible to get a real fight
3. we testet only 2 duels in this last setup but it showed me all i wanted to know:

- yes there is a big difference betwenn the d3cl dh so far and mystical´s gameplay
- if the dh knows some important rules the barb is not op against dh also with complete warcry + runes
- if the dh is top geared and knows how to play the barb will lose without warcry no matter what

Things that Mystical takes into account, our dh dont and that makes the difference:
1. he is analysing the barb-gameplay that is based on rend only so far
2. he is analysing how much dmg rend crits of the opponent do and is choosing the needed ehp
goal: always be able to take 3 rend crits without diing! take the rest of your gear to make as much dps as possible
- if u reach that - then the barb is no longer able to kill the dh until the next prep is rdy if he has good movement
3. to be able to sustain 3 rend crits of a barb he uses his defensive skills the moment he is hit critical to avoid 1-2 rend ticks; one crit is completely neglected by using preparation and the third is avoided by using a pot + 2 items with + 12k life/pot
4. if the dh can sustain the 3 rend crits his prep cooldown will be rdy fast enough and will reset the fight
5. the lifepool u choose is depending on the dps the barb can do

together with some nice movement and incredible aiming skills for impales this barb analyse is the key-difference

Until that fight i never met any dh that was able to take more than 2 rend crits by my 2 hand weapon.
Vimer is using the same things at barb vs barb and is choosing his gear to sustain 3 crit rends until ignore pain is rdy again. Its nearly the same strategie and the best u can do vs rend so far.

Maybe this helps the dh to understand what the us guys are talking about and why they tell us since weeks that the barb has not to be nerfed at all.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Iria on March 29, 2013, 21:48:43 pm
I'm not sure about the "Barb will lose without War Cry no matter what" statement, but it does seem unfavorable for sure (especially if they Barb isn't using Unforgiving). Next, I too use enough EHP to survive a few critical Rends, but it really hurts my discipline a lot since I am non-legacy. I usually don't have discipline problems unless I am playing sloppy and getting Rended too often or if the Barb is extra aggressive and forcing me to Vault excessively.

Mystical has several equipment options in US server. He can attain my EHP but less DPS than I with his tanky gear but he wins due to discipline management (neither of us can 1-shot the other), or he can attain almost my DPS but less EHP with his more offensive gear (he wouldn't use that against me though lol).

If I use my tanky gear and perfectionist with 70 max discipline (i.e. 110k HP, 700-800 all resist, 5k armor, 200k unbuffed dps), I don't think I can kill some Barbs (maybe like yourself) but I sure would be really annoying to kill! I prefer to duel in a manner where both sides have a chance to win, not where neither side can win.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: IMP-Executioner on March 30, 2013, 10:37:13 am
Yes Irea you are right at your last point!

And thats exactly the way to go at barb vs dh. If you are able to absorb 3 crit rend you force the barb to use more offensive gear + skills because he also wants the kill and no endless draw match.

After he starts using offensive gear we have the duels we want. Its the same if vimer and i play bvb. He forces a draw until i swich to dps gear. There he is a bit better in gameplay.

The problem so far @ eu-dh is that they dont force the draw ! They cant kill me but i am able to kill em with 2 rend crits. If they use mysticals tactic everything will change.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Lusitano on March 30, 2013, 15:14:22 pm
Were are the wiz rules?? wtf...

Hi everyone

I have tried a fight yesterday agains a wizard, and end up in a huge disadvantage , cuz this guys (wiz) before start putt them selfs on corner below so they can see our legs, and we can see them, they say go and automaticly i getting hitted with strom armor and i dont even know were he is.... the same for ice rain, before the match was on i was already slow...

This type os skills are like haunt, on WD , this should be banned speacialy storm armor since is auto attack.....if wd get nerfed wizards must too....
Hope you can make pvp become more challenging, becaus elike this is totally unbalanced...speacially agains wizards


thnks
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Yavyred on March 30, 2013, 15:19:55 pm
I agree with taking out dumb/automatic skills like storm armor out of the dueling equation!

As a barb i felt a big disadvantage giving extra +20%dmg to wizzards and demon hunters for free, since we cant use warcry..
Games that used to be easy victories became impossible nightmares ;p
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Lusitano on March 30, 2013, 15:25:02 pm
Ye ....Why wizards have no rules?? this is so ridiculous...
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: HoaKiem on March 30, 2013, 15:37:59 pm
storm armor should be banned when wiz vs DH, since skill companion is banned so the SA hit rate is 100%  to the DH, Im talking about same gear rank, not that wiz with normal gear about 100-200m but DH gear 2-5b, the point is to let most of players enjoy pvp, not top high end players.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Lusitano on March 30, 2013, 15:41:47 pm
Totally Agree.... Monks got nerf on lashing tail kick, witch is a ranged attack , and WIzards can you storm armor?

Is not legit nad is no longer fun, please look for a challenging pvp. have experinced 2 battlers with wiz , and what they do is camp , multiply the char and let storm armor do the rest...? is it supose to be fun or easy?

Down to stormarmor!!!

Thnks
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: kaio on March 30, 2013, 15:52:32 pm
Totally Agree.... Monks got nerf on lashing tail kick, witch is a ranged attack , and WIzards can you storm armor?

Is not legit nad is no longer fun, please look for a challenging pvp. have experinced 2 battlers with wiz , and what they do is camp , multiply the char and let storm armor do the rest...? is it supose to be fun or easy?

Down to stormarmor!!!

Thnks

Ahhah U looks like really pathetic  :D

Thx for the real useful advice me and athers dev team members we will think about it

Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Lusitano on March 30, 2013, 16:20:38 pm
Hi every one , look to the type of awser we get form rules developers xD

This dude is pissed of kuz stormarmor can get nerfed, just because he is a wiz , he dosent agree with the nerf, and makes joke on ppl?

Is this a serious web sitE? Or you let kids manage the rules? starting to dought of how serious this d3cl is ....

With admins like Kaio this is getting quite ridiculous....

Thnks god this dudes ARE = CRAP on Real D3 =) THNKS BLIZZ....
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: predsr on March 30, 2013, 17:01:23 pm
hes not an admin, and a 'rule developer' is someone who gives ideas/feedback for rules, we do not create them

Personaly from looking at your gear, I think your undergeared for pvp, as a DH i see wiz have 0 chance without storm armour.

From also looking at your past posts, it kinda seems like your a big kid, thats why your probably not getting serious answers :)

@HoaKiem, SA is 100% but its also dodgable, i think your probably undergeared also, its something you need to work towards
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Lusitano on March 30, 2013, 17:08:39 pm
Lol i see rule developers are all with High QI rofolol.

So if strom armor is 100 dodgable why u use it?

Is it because is auto attack werever the enemy is?

Thnks mr rules developer , but your awser is 100% helping your rule developer friend to dont look bad, but i got a video of howw your rules developers work on the matches, and your firend is a camper on bottom corner , saying go and hitting me when im not even on sight....you call that pvp?

I call that noobish and bad willing to loose , if you cant see beyond that ...than is not my prob,  Diablo is a fun game before you guys even show up, so for me this pvp badly organized is same has = crap....

Specially when i see the rules developers develop rules that can favor them....

I got 12 ppl on forum agree with me... just because to rules makers dont agree me, then good luck....but pvp against crapy and noob skill wiz is no more!

Just hope ppl recognize the type of ppl that is making rules xD
hehehehe
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: RoGH on March 30, 2013, 17:22:16 pm
Thats cool, but first of all i would ask you to write your posts without any rush and strong emotions, because not everyting is understandable.
Second of all, please stop using violent language, calling someone a faggot for example, is not what we will accept here.
Moving forward, i just want to say, that rules are developed by people playing every class, so your statement about rule developers favoring their classes is simple non sense.

Because your posts are very chaotic and bad mannered in some aspects, its really hard to figure out what is your point - what is wrong with the rules, what is your idea to make them better. I will be more than happy to reply on that. Thx and happy easter ;)
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: ximae on March 30, 2013, 17:40:37 pm
I do agree dh might be a bit over nerfed vs wiz in the lower gear levels coz if the wiz gears around having a strong storm armour the dh needs very high ehp to not get one shot with a crit. still i think dh could test gearing more ehp/dodge heavy and see how it flows, i volunteer for that  if anyone wants.

the problem is really a wiz has very few chances to hit a dh if he is not using it as most of the attacks have a slow travel time or pretty limited range in comparison to the dhs, so he is really vulnerable to just ssing and getting pounded on. He would have no chance vs dh withot sa. At higher gear levels where sa doesnt oneshot and gets dodged often it is a much more balanced matchup, specially if the dh plays it smart and really tries to not be in range of sa out of ss or abuse the terrain like walls etc.  For example predsr pawned me pretty hard as he knew what he was doing. What wouldnt be fair is to go back to how the mu was b4 where wiz had 0 chance as the dh could play very agressive with ss and just impale/fan of knives the wiz a couple times in a rush and it would be over.

anyways i think this still needs more testing.

Ps: if a monk is having problems with sa he is just not using the right skillset, hello mystic ally?
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Lusitano on March 30, 2013, 17:42:40 pm
First of all is lucky you can read my words, since im not english , and in my country english is no a need.

Second- emotions are high when your feeling that people are abussing theyr power, like your friend rule maker (wizard) he awser my comment on general , by sayng that my comment is funny...

Has  monk (undergeared has you say) i have the right to express my self and my opinion , and my opinion is that if WD LOST HAUNT Wizards should loose storm armor.....

Yes haunt is not dodgable , but that is not whta makes the skill being op, is the fact that you dont need to have the target on site to hit him....simple has that

Stormarmor is the same you dont need to see me to hit me, and this wiz that i battled with was taking advantage of that, by camping on the bottom corner were he can see my legs and i cant see him, to kill me with storm armor...

If you guys are loking for a consistent and challenging pvp , this needs to change, its unfair that from all the char´s the wiz keeps the storm armor and all the others get nerfed....

And dont come with dodge conversation, thats just excuzes, 1dodge in 20 attacks. and by the way im undergeared you say? perhaps you should see barbs with 180k hp getting 1hited....and dh´s with legacy set too

I dont feel undergeared since on pvp on diablo i been quite happy with my performance.

Things change when you guys lock the mobility by not allowing to go to island, whyen you nerf our range attacks against dh and wizards.

Has a monk , i feel disadvantage against wiz , speacially whne they play has campers, and say GO first waiting for me to say go and attack me on the same sec when i dont even know were he is...

Now if for you this sounds fair and sweet, then just ignore my words, and keep on doing a good jog on making this a fair and challenging match....

im here has a costumer, and in my planet costumer is always right!

check the pictures that your friend posted os the battle and check how camped he is on bottom....xD

You call that guy a rules developer? i call it need to win....even if its not fair...i left the combat cuz emidiatly i understood how unfair this is....and has you can SEE on foruns im not the only one complaining about storm armor, so stop making this has a direct war to me....

Thnks


Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Sojourn on March 30, 2013, 18:25:08 pm
I dueled with a barb in BvB league today and he said it is allowed to leave game and rejoin to refresh his WoTB. Is this true?
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Yavyred on March 30, 2013, 18:33:37 pm
ofc, else he would just not say go until the cooldown is rdy. like that he is only saving u time!
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Wittster on March 30, 2013, 19:03:55 pm
Good post Lusitano!

I'm glad you took the time to write a proper post with content and no pointless emotions. Now we can discuss how to fix these issues and that's the whole point of this test league, to identify problems and fix them. You'll have to remember that we only just started this whole pvp thing and we need everyone in the community to work together and make it better, no point in arguing over stupid things.

As I see it, you have two issues with current rules:
1) wizards camping in the bottom of the map have an unfair advantage
2) Storm Armor is overpowered

As for number 1, you might be right and we will test this further. If the rules developers agree, then we'll probably make a rule stating that no class can camp on the bottom edge of the map or something.
As for number 2, test league results will probably show if this is true or not, but things like using an Ally, only attacking when serenity and Near Death Experience are up or simply stacking mroe hp can definitely help you there.

Anyway, thanks for your feedback and we will look into these issues :)

Happy duelling!
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: HoaKiem on March 30, 2013, 22:42:46 pm
hes not an admin, and a 'rule developer' is someone who gives ideas/feedback for rules, we do not create them

Personaly from looking at your gear, I think your undergeared for pvp, as a DH i see wiz have 0 chance without storm armour.

From also looking at your past posts, it kinda seems like your a big kid, thats why your probably not getting serious answers :)

@HoaKiem, SA is 100% but its also dodgable, i think your probably undergeared also, its something you need to work towards
@pred: my gear is normal imo, not even medium high but cant say "under" not every1 can somehow got eq. like urs. agree I have to work on it but this game is not for few ppl with good gear. 90% players are with normal wore gears so think about it.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: zbayno on March 31, 2013, 00:36:31 am
I don't mind to play without Storm Armor, we have also different armor spells :) But i want to say about another thing: in my opinion the cemetary ground (left down corner) should be also banned. A lot of players I have played with just stand there and camping, waiting what will their opponent do. They are not wizards only, monks and dh as well. Beacuse of standing there they can see me earlier than I can see them. I remember PTR, when most of fights were on the middle, maybe near the fountain or the walls. Now most of players just camp on the cemetary. I do not want to insult anyone, but this kind of behaviour is just noobish.

PS. I was playing with xdudix (monk) last night and our fight was pretty even so you should test storm armor vs monks/dh longer. Maybe Lusitano's issue is connected with low gear? I do not really know his stats, just wondering.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: KNHO on March 31, 2013, 04:01:33 am
Give us the Boar vs wizzard back!
The battle scars nurf is enough  ;) ! About Storm armor, there i can agree a lil bit.
This automatic Robocop attack is 1-hitting targets, if not, it hurts a lot.
The problem with it is, that it has nothing to do with the player, it lives it´s own life.
I don´t know if a wizzard can kill someone without it, if not...you guys have to stack "Lightning resists", and a lot of HP vs a Wizzard.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: chucknorris#1885 on March 31, 2013, 04:15:15 am

1)  camping in the bottom of the map have an unfair advantage

this is called map control. understanding it is a huge advantage is the first step to not sucking at pvp. however it is completely fair as every class can take map control and every class gets the same benefit from it the main focus in your duel should be to obtain it and defend it at all costs. a noob will camp at the bottom to maintain map control however more experienced players will learn to cover the entire map while maintaining it.

Its just silly to suggest any thing like banning the bottom of the graveyard. there will simply be a new bottom of the map that has the most advantageous map control. and I assure you banning these kinds of things will simply drive away any skilled players from the league.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: zbayno on March 31, 2013, 10:01:20 am
Maybe for you it is understanding map. But atm the advantage from it is do big, that don't be surprised when both players wilk argue, who should start from the cemetary. For me it is just camping, like noobs playing CS:) see, that in D2 we did not have such an issue.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: RoGH on March 31, 2013, 10:16:27 am
Oh, we did, especially while playing ava, but not only. GA range was way bigger while standing lower on the map than the enemy, that was really cool map controling :)
And a solution with starting from certain spots is simple - player who have challenged is starting first round on left bottom corner, other player on right top corner. They switch places every round. Simple as that.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Forti on March 31, 2013, 12:26:57 pm
Rogh said everything about. Apple this on rulez please.  On this test league. And with that we Need news on home page with all rulez, some players dont even know that There are rulez.

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Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: ricebowl on March 31, 2013, 18:57:10 pm
Oh, we did, especially while playing ava, but not only. GA range was way bigger while standing lower on the map than the enemy, that was really cool map controling :)
And a solution with starting from certain spots is simple - player who have challenged is starting first round on left bottom corner, other player on right top corner. They switch places every round. Simple as that.

Great idea, I fully support this.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: kemo on April 01, 2013, 14:45:29 pm
Any barb give me any tips on how to beat a DH. Ive been working on my gear quite well. I'm doing well vs other classes ...well maybe not winning but giving them a run for there money and coming close to more wins. With out war cry i feel like i need a certain spec and gear set up. I cant quite figure whats the best way to go about it. Plz add me in game kemo#1479 if you have the time to help me out. I've started using a 4pc BT and prowlers with range mitigation. I have roughly 150k hp with 1000ar /10000armor. This is not a qq  post i just need some tips with my spec. I turtle and try to get a rend off when i can but if i get hit by one crit impale and have to use my pain its over. Figured with the rule change I might catch someones attention here. Thanks
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: jointit on April 01, 2013, 18:11:29 pm
Due to barb seemingly being OP still we are thinking about the following rulechanges

Barb vs DH
- No sprint

Barb vs wiz
- No rend
- No sprint

Barb vs monk
- no shield allowed

As we also see WD still being OP we think about this as a general rule
- No shield allowed
- No amulet or rings allowed, they must be left empty at all times.

Whats your thoughts about this date?
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Forti on April 01, 2013, 18:25:24 pm
I think the General rulez about making rulez by top Geared players for top Geared players arę a bit wrong. But There is no another solution. This is diablo and it has to be on this way.

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Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Iria on April 01, 2013, 18:49:31 pm
Due to barb seemingly being OP still we are thinking about the following rulechanges

Barb vs DH
- No sprint

Barb vs wiz
- No rend
- No sprint

Barb vs monk
- no shield allowed

As we also see WD still being OP we think about this as a general rule
- No shield allowed
- No amulet or rings allowed, they must be left empty at all times.

Whats your thoughts about this date?

My response is varied depending on the nature of this post:

If this is a real opinion, no sprint vs DH -> no catch DH EVER, no shield vs Monk -> Barbs already die quickly to Skorn Monk, and lastly, no amulet/rings for WD -> lol.

If this is an April fools joke, I didn't think EU participated in that tradition lol.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Kitikonti on April 01, 2013, 20:39:08 pm
Due to barb seemingly being OP still we are thinking about the following rulechanges

Barb vs DH
- No sprint

Barb vs wiz
- No rend
- No sprint

Barb vs monk
- no shield allowed

As we also see WD still being OP we think about this as a general rule
- No shield allowed
- No amulet or rings allowed, they must be left empty at all times.

Whats your thoughts about this date?

R u playing the same game?

Barb cant already catch legacy nats if he chooses so, unless u ban legacy im ok with that.

 Vs wiz whatever it is broken class in pvp. But if wiz is godly geared as kaio barb already has tough life with recent nerfs.

Vs monk i can be one shotted with 220k hp 10k armor and 800 res. And takeing off shield wont make skillful duel from this.

Barb is best class fo sho,  Mannercookie who test everything and is streaming helped this. Other classes dont have any good streamer as far i know and r clueless in pvp. Problem is classes have only 6 skills and 3 passives, if u take just 1 skill u can make from any class bitch becouse each is so important. And as far as i know u r balancing at top gear lvl? Is that right? Pick any barb and go vs for example Predsr (good skill + godly gear) and watch what happens. No war cry? No sprint? Pff. Most of other dhs r just clueless or are not quite there with gear so why u wanna balance becouse of them? Sry if i cryied too much, didnt wanted to look like this but its how it looks like from my testing.


Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Kitikonti on April 01, 2013, 21:20:09 pm
Ehh ok i admit it, i was totally gangbanged in april fools retards bangbus driven by jointit... Good job ^^. And btw Pred mby we can meet for little bj (for me ofc) becouse of my previous worsip post ^^ You was so kind to me...
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: IMP-Executioner on April 01, 2013, 22:08:43 pm
1. April - kkthx
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: jointit on April 01, 2013, 22:20:54 pm
The europvp folks are not easily fooled. Perhaps they´ll join me with my legion of robots against blizzard yes yes...
(http://3.bp.blogspot.com/-cgIpBgMCOa8/TcHoWFDZd6I/AAAAAAAAARQ/-Az_C3TXr8U/s1600/emperor.jpg)

except kitokonti ahahah, yo have a nice day guys at least I tried xD
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: tobi823 on April 01, 2013, 23:26:27 pm
Just fought vs HOLA
( http://www.youtube.com/watch?v=xT6ms7aWPOY&feature=youtu.be)
a barb with 210k life and i thought i had found a real nice setting that allowed me to fight him down slowly but everytime when i was ready to finish him my spirit was empty and he could heal with Inspiring Presence.
Some suggested barbs shouldnt be allowed to wield a shiel but i would prefer to ban Inspiring Presence,the heal barbs get is absurd.
What is your opinion?





 

Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Iria on April 01, 2013, 23:42:56 pm
Banning Inspiring Presence is perhaps too drastic. The issue I have is some Barbs simply have too much EHP so that I cannot kill them before I run out of resources at which point they regenerate! Lowering EHP is a better option than removing all their regeneration as I can kill any Barb without Inspiring Presence in less than 30 seconds. I really only fear the top of the top Barbs now since they have many billions in equipment that makes it very difficult to kill them safely (if at all).
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: verccety on April 02, 2013, 10:12:53 am
Due to barb seemingly being OP still we are thinking about the following rulechanges

Barb vs DH
- No sprint

Barb vs wiz
- No rend
- No sprint

Barb vs monk
- no shield allowed

As we also see WD still being OP we think about this as a general rule
- No shield allowed
- No amulet or rings allowed, they must be left empty at all times.

Whats your thoughts about this date?

Just forbid marathon rune, not the entire skill...
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Iria on April 02, 2013, 10:48:24 am
Also add, Barbs have to play without pants. And WD need to equip Hex - Angry Chicken and kill the target with that skill for it to count.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Forti on April 02, 2013, 11:38:57 am
we definitly need ban storm armor from wizzard. It is auto attack with huge range with imba damege.

or meyby... mystic ally is good way to win with it but it is really hard vs. good geared wizz. In my opinion ofc.. but meyby Im just unskilled. I won with wizz but it was really hard :)
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: kemo on April 02, 2013, 12:47:14 pm
I think its best to stick to class specific when dueling. There no way to balance it. just like in d2
 Barb vs Barb
Monk vs Monk
Wiz vs Wiz
and so on.. let some rng and skill take the win
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Forti on April 02, 2013, 12:54:24 pm
I done with this league.

how made rulez wd vs monk? They cant use haunt. So what? They still got many aoe dmg skill with I cant win.

I see the admins and top rulez dev. here got barb and wd, so how the fck u do rulez...? It's seek. I'm off.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Forti on April 02, 2013, 12:59:24 pm
you guys didnt even post this rulez on website - tell me why?
U dont got enough judges, http://forum.d3cl.com/index.php/topic,1550.0.html
rulez are still suck, and u asking why in test league are only 50 players.

I know this game is stupid, and it is blizzard fault, but you are trying make pvp rules only for top geared players = pay to win, nothink else. And dont talk about "it not our fault" cause it is. 90% players from first seazon were "ungeared" in u definition. You guys made league only for top players, and you will got only top players. Im not one of them, so I wont play it.

Thx, bye.


ps.
yes, it is not a feedback posts. You could say it is crying posts. But I played many duels here, and I got some thinking about that. Blizzard gave us suck, small map what is just non funny. This game is pay to win and it will be, but we need to think... rulez for top players are just not fair in my opinion.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: jointit on April 02, 2013, 13:23:33 pm
Hello Forti,

Im gonna adress this pay2win etc because its obviously needed to bring some clarity to what type of game diablo 3 is.

But first - try to keep this topic about the rule discussion, if you have other problems take them where they are relevant. The 1.26 rules are still in testing, and if you feel we dont have enough judges you can also see in the forum that we are looking for judges and add to that we are a new league so staff is still being built. Please have some understanding for this.

About the rules - Diablo is a game where building your character is an essential part. If you are undergeared you need to gear up - simple as that.

In diablo 3 you have to work for your equipment and not only that - you have to think while working and come up with a good counterbuild against your opponents. Again. building your character is an essential part of diablo and if you dont like that then maybe this game is not for you? I heard people saying that gear in diablo 3 is super expensive but I disagree. A full inventory of 40+ life skillers and swap with 15*3/5 run + ~30*3/18+ life was ALOT harder to come by in diablo 2 than decent pvp gear in d3. In d3 you can build a real good pvp char for around 4 billion gold which should be no problem getting. If you feel its pay2win Im sorry about your attitude but you´re wrong and having such a shitty attitude certainly wont help you changing your situation to the better. Again, this is an essential part of diablo 3, either deal with it or quit the game.

The rules have to be made based on the best players with the best gear, the rest of the players will have to spent time gearing up and spend time getting more skilled. This is again because diablo 3 is alot about building your character and rule development cannot base their rules on unfinished badly built characters, it would be completely retarded for us to do so.

So forti - dont give up. Invest time and effort in building your character right, talk to SIN about how he has built his monk vs WD and try to improve you own gear and pvp skills. It will be alot more fun for you.

The league is still in its first stages and we want to take things slow. We will reach balanced fun pvp, but not with hasty decisions based on inaccurate data. Have patience and understanding for this, and before screaming at rules and d3cl, take a look at your own character and see if you can improve it. Thats also the only way for the rule developers to get accurate information to work with so its win-win.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: IMP-Executioner on April 02, 2013, 13:33:23 pm
its too difficult forti :/  you can only try to balance max gear vs max gear ...

or what would be your solution?  how to manage?

50%/50% win ratios between 2 players 1 has 2 billion gear and another 0,1 billion gear? same for 20 billion vs 2 billion?

You can never ever balance ultragear vs average gear until u tell everybody to use specific cheap items. Diablo is somehow paytowin.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Forti on April 02, 2013, 13:36:47 pm
I wont giv up. I just dont want play in this test league because, in my opinion, barbs and wds are still powered versus monk. I know I need better gear, more ehp / damage and ofc, I need some more practise. But some rulez here are just so ridiculous.
We need to test it, ok. I wish I can do this too, but unfortunately I'm ungeared. So there is rulez "pay to win".
I just dont like it, so I wont play in this test league. Try to understand me.. the support of my arguments is the number of monks in rules dev and in top 10/30. this is not 1/5 (five classes).

I know you got right, I'm just upset, nothink else.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: N0F3aR on April 02, 2013, 15:39:44 pm
I saw here a post for more nerfing barbs (seems war cry and wotb is not enough). Posts like " ban inspiring pressence" or reduce barb's ehp are just madness. You guys rly should think about improve at 1st time your skill,build or gear. Or all of them.
And pls, STOP ASKING for NURFING BARBS, cuz this is totaly absurd. Yeah, ban ispiring pressence against Monks. OMG. The monk said that should definetly improve his gear and skill. And take a look over his opponents. If barb is both end game geared and skilled player, ofc you will not beat him with sss and 1hit from wave of light.
Also for all DH that cry non stop "Nurf barbs now even more, war cry is not enough" - go and watch Mystical's video against barb. His eu DH has medium-high gear (about 800 mil) so im sure most of you can allow that gold. He is killing with 140-150 k unbuff dps.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Wittster on April 02, 2013, 16:00:54 pm
I saw here a post for more nerfing barbs (seems war cry and wotb is not enough). Posts like " ban inspiring pressence" or reduce barb's ehp are just madness. You guys rly should think about improve at 1st time your skill,build or gear. Or all of them.
And pls, STOP ASKING for NURFING BARBS, cuz this is totaly absurd. Yeah, ban ispiring pressence against Monks. OMG. The monk said that should definetly improve his gear and skill. And take a look over his opponents. If barb is both end game geared and skilled player, ofc you will not beat him with sss and 1hit from wave of light.
Also for all DH that cry non stop "Nurf barbs now even more, war cry is not enough" - go and watch Mystical's video against barb. His eu DH has medium-high gear (about 800 mil) so im sure most of you can allow that gold. He is killing with 140-150 k unbuff dps.

You barbs are really good role-players, so angry all the time!
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: ximae on April 02, 2013, 16:10:57 pm
I do have one question about draw rounds: if u kill someone and then die like 3 secs later from a dot is it considered a draw round? or does it have to be simultaneous death to be considered draw round.

happened today to me and since i didnt have it clear and its just test league i let it slip and just went for th 10th round.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: predsr on April 02, 2013, 16:12:21 pm
I do have one question about draw rounds: if u kill someone and then die like 3 secs later from a dot is it considered a draw round? or does it have to be simultaneous death to be considered draw round.

happened today to me and since i didnt have it clear and its just test league i let it slip and just went for th 10th round.

Counts as 1-1
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: ximae on April 02, 2013, 16:30:29 pm
ok, its abit retarded as dots are very op already, but i guess it would be hard to judge them if its not through video capture otherwise.

but good to know.

btw happened another time next duel, well 2 in a row but one was a true draw in my eyes as we both gibbed ourselfes simultaneously.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Iria on April 02, 2013, 18:30:26 pm
I saw here a post for more nerfing barbs (seems war cry and wotb is not enough). Posts like " ban inspiring pressence" or reduce barb's ehp are just madness. You guys rly should think about improve at 1st time your skill,build or gear. Or all of them.
And pls, STOP ASKING for NURFING BARBS, cuz this is totaly absurd. Yeah, ban ispiring pressence against Monks. OMG. The monk said that should definetly improve his gear and skill. And take a look over his opponents. If barb is both end game geared and skilled player, ofc you will not beat him with sss and 1hit from wave of light.
Also for all DH that cry non stop "Nurf barbs now even more, war cry is not enough" - go and watch Mystical's video against barb. His eu DH has medium-high gear (about 800 mil) so im sure most of you can allow that gold. He is killing with 140-150 k unbuff dps.

As a non-legacy DH, I think the War Cry ban is enough. I have enough DPS that I can beat players like Zee without War Cry. The whole "Barbs need to play without pants" comment was a joke lol.

Edit: The Barb is Zee#1210 for those that are interested.

Edit 2: OMG I just saw Zee's shield, it is 1% block and 6 armor from being PERFECT.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: mannercookie on April 03, 2013, 01:53:12 am
Hello Guys,

Didn't read through 9 pages, but thought I'll chime in on the DH vs Barb rules.

Banning War Cry at optimized pvp setups will handi-cap the barb too much as it's much easier for a DH to reach the gear level required to take advantage of the match-up while the barbarian requires significant amount of time/resources spent into crafting.

If the barbarian outgears the DH, it levels the playing field since honestly the war-cry is barely a difference of 2-3 max hits in difference of the average hits threshold to kill.

The fury issue is not that big of a problem, it's the damage.

I don't really think anyone has seen what kind of damage a fully pvp optimized DH can do to a barb.

Cheers,
MannerCookie
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Iria on April 03, 2013, 06:56:37 am
I don't really think anyone has seen what kind of damage a fully pvp optimized DH can do to a barb.

What is the kind of damage can a pvp optimized DH do? I find that I cannot kill some Barbs even with my DPS (579k with sharpshooter and steady aim, plus an additional 12% from marked for death and 30% to elites, ~843k dps to elites). How much more DPS would I need against the very best of the best Barbs? And is it realistic to have that much DPS with no EHP?
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: mannercookie on April 03, 2013, 07:09:20 am
from my initial testing so far, an impale range of 22-30k with TS up on your is optimal vs barbs, anything less is just too hatred intense to burst through a barb.

so far I've reached up to 35k crits vs a 1k resist/11k armor + 4 piece bt barb running nerves.

a fully PVP optimized DH will do plenty of dps to a barb.

now the gear required for that setup I can't really discuss yet until I get all my pieces :)

Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Iria on April 03, 2013, 18:58:31 pm
Played a few official matches with Monks yesterday and I have some comments. First, I will agree both sides have chances of winning now and the match-up is more balanced in that respect. My only issue with this match-up is the game decides who wins more than the players!

For example, in a Barb vs DH fight, both players have almost guaranteed attacks: Rend will never miss when in range, and Barbarian's tend to not have crazy dodge rates. This allows players to win against each other by means of skill: for the DH, the goal is to not get hit with Rend; for the Barb, the goal is to not get caught in the open with skills on cooldown.

Now take the DH vs Monk fight: the likely reason Chemical Burn was banned was due to it's unavoidable DoT. If the Monks had an undodgable attack (other than the short-range Exploding Palm) then this wouldn't be an issue. However, now banning Chemical Burn evens the playing field in the sense that both players are relying on attacks that can be dodged.

From an expected damage point of view, Monk vs DH is rather balanced; however, the variance is HUGE. I have seen Seven Sided Strike kill me on the 2nd hit in my EHP gear, or do nothing at all (all 7 hits dodged)! And what determines the variance? The internal RNG (random number generator).

In my duels against strong Monks yesterday, this became clear. While again, I will say the duels are fair in terms of neither side dominating. The duels are rather frustrating because luck matters more than skill! I really hope someday there is an option to disable dodge for both sides of this match-up (also for DH vs DH and Monk vs Monk duels) or that Blizzard releases PVP gear with accuracy (to counteract evasion) as a modifier.

Thanks for reading my rant!

How are EU DH and Monks doing?

Edit: here is another classic example of my issue with the game. Consider Super Smash Bros. Brawl with the random tripping mechanic. Upon dashing, characters have something like a 1% chance to trip (2% for Luigi lol). While most can argue this doesn't cause balance issues since all characters have the same problem, the issue is that the game adds luck to the equation and skill starts to matter less. Now imagine Diablo 3 with 99% dodge rate and everyone's damage increased by 100000%, and no second chance abilities like Near Death Experience. Sure it would be "fair" but would it be fun?
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Forti on April 07, 2013, 10:52:12 am
So, how the test league? What about top 10 again? When it will end?

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Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Iria on April 09, 2013, 05:57:26 am
So how are the rules going? My issues are now with crazy DPS Wizards (although I haven't faced any in US league, I can speculate that without Companion NOR Battle Scars, I will die a lot lol).

Here are my DH related rule suggestions:

DH vs Barb: Slightly in favor of DH now unless the Barb is in the 30B+ gear range which can match my 10B DH.

DH vs Monk: Too random and luck reliant for both sides. Match is fair but less skill based than other matches.

DH vs WD: I have had no problems but the rules didn't change much in this match up, just no Gargantuans to deal with now. Match seems mostly fair from what I have seen. And also non-legacy DH does a bit better here.

DH vs Wizard: Limited dueling data, but I can suggest either: (1) allow DH to use Companion OR Battle Scars but not both, or (2) ban Storm Armor for Wizard. No one likes a skill-less skill lol.

DH vs DH: Fair in all aspects when non-legacy duels non-legacy or legacy duels legacy. There is a problem with non-legacy vs legacy and simply telling the non-legacy DH to just buy legacy equip does not seem like a fair option. Forcing players to buy a limited quantity set to be successful in PVP is not a good way to spread to a larger fan-base and promote PVP to newer players. Some minor restrictions should be in place for the legacy DH; legacy DH with enough EHP to survive one hit from a non-legacy DH have an enormous advantage because the duel will last long enough to burn the non-legacy DH's discipline leading to a "shooting fish in a barrel" scenario. Perhaps banning Lingering Fog rune for legacy DH could be an option worth considering.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: KNHO on April 09, 2013, 09:02:24 am
DH vs Barb: Still the most skill and gear based fight for a DH. To kill good barbs a DH needs to play without any mistakes, don´t miss any impales, notice barbs cd´s (Pot, charge, ignore pain..) kite very good, get very good gear with 100+ k HP to survive 1-2 crit Rends, without loosing to much DPS. 350+ k with SS only is a MUST for a legacy DH. Very hard to achieve.
Legacy and Nonlegacy DH´s both got their pluses and minuses here. Mobility/less dmg vs Crazy Dmg and EHP

DH vs Monk: Balanced in my eyes! If someone says DH is much in favour, go and make some duels vs Sin.

DH vs WD: Nothing changed, DH´s still get DESTROYED. Me and Error fought a lot vs Euronymous. It was like 2:50 in his favour. The 2 times he died, was because of some Harakiri - Max dmg - Lucky crit gameplay by us.
1 Critical Haunt burns all my resources, the second one kills me. Then there is Fear, Spirit vessel, Spirit barrage, Dogs, Healthglobes..seems that WD is the big counterclass for a DH right now.

DH vs Wizard: Fought yesterday vs Ximae and Mokkal, had a lot of fun, coz it seems to be much more balanced now.
I am forced to stack resistances and +Healthglobe bonuses on my vs Wizzard gear since Battle scars is banned. Without that, Storm Armor would just let me eat shit :))

DH vs DH: Balanced in all ways. I get 1 shoted with direct Impale hits vs New Nats DH´s, no matter with 110 k hp or 70 k hp.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: N0F3aR on April 09, 2013, 16:31:49 pm
Hello,
After testing new rulz ( test league + a lot of other non official fights) here is my feedback.
  - Barb vs DH - I think no nerf is needed. DH improve their skill like everyday. So war cry is nesecary. To the DH that still think Barbs are op - you can guys watch Mystical's video. You will learn a lot.
  - Barb vs Wizard - Ok,against some Wizards its ok even without war cry and WotB. But against good wizards i face that problem : Wizard goes for mass disable with crit mass. I mean even his mirrors stun and frost me. + ray of frost slow me for 60% of my ms so even with Marathon I hardly move. Also he has like no cd since his passive crit mass. I tried different builds to counter this, but didnt found proper one. The solution was WotB (and it is). Blizzard gave to barbs a chance to survive such disable ( like in 95% of the time). So maybe allow WotB or ban crit mass should be ok. Or at least that images to not be able to stun and frost. Also its obvious that shout cannot replace war cry since Wizard remove it like np.
  - Barb vs WD - Same as against Wizards. Against decent WD is annoying - they use echo fury + horrify and its going insane. That double fear effect makes almost impossible to hurt him seriosly. Maybe allowing WotB here is good choice. Cuz i dont have any other skill that counter horrify and echo fury. And cc reduciton is not working.
  - Barb vs Monk - Balanced fight. You need to outplay the opponent.
! If you think i am wrong - pls explain me why and give me some contructive feedback. Example : Don't say - find a proper buld against wizards but tell what is this build. How i could counter 99% disable without using WotB. I am open for disccus and tryouts. N0F3aR#2714

Thx
Cheers
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: chucknorris#1885 on April 10, 2013, 05:58:34 am

  - Barb vs WD - Same as against Wizards. Against decent WD is annoying - they use echo fury + horrify and its going insane. That double fear effect makes almost impossible to hurt him seriosly. Maybe allowing WotB here is good choice. Cuz i dont have any other skill that counter horrify and echo fury. And cc reduciton is not working.

actually u have a very easy counter; juggernaut
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: MysticaL on April 10, 2013, 12:04:03 pm
Just to give you guys an update, I am testing my new US gear on PTR

Firstly, the EU WDs are very good, from my experience they are better than the US WDs, and I got completed owned to one that I dueled already (ivu). I need to figure out something against WD again.

HOWEVER, there is no EU barb that got a single KILL on me yet. This is about 30-40 rounds tested so far. Of course, this is WITH Warcry, and yes, even vs. Vimer. In my opinion, the matchup is currently imbalanced favoring DH.

I'm not sure what's an appropriate nerf for DH vs Barb yet, since Barbs need to improve their targetting skills & movement first, but probably better to keep it no rules for now ^^
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: N0F3aR on April 10, 2013, 12:47:58 pm

actually u have a very easy counter; juggernaut

It seems you never faced top wd like Blud,Ivu,Euro. Jugger wont help since you need that passive spot for defansive ability that gives you some protection. And jugger gives 20% cc reduction + heal chance,but i asure that this 15% heal is nothing against decent wd.And as already told,you need 100% cc reduction,no stacking like 50%.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Euronymous on April 10, 2013, 13:50:21 pm
Juggernaut isn't helping Barbs vs WD, it's either creating massive fury problems or costs a lot of EHP.

A new issue comes from a change (bugfix?!) of the fear mechanic on PTR. Instead of getting the insane speed boost when feared, Barbs are now feared away at their actual movement speed and thus taking a lot more hits.

I only dueled mannercookie on PTR (dueling seems really dead :/), but so far the only chance for Barbs is to go WotB+HotA. And even that isn't easy to pull off, you need an obscene amount of EHP to survive long enough to get a chance at WotB and then enough DPS to finish the WD in a small timeframe.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: chucknorris#1885 on April 10, 2013, 14:33:13 pm
its been a while since I played against barb with my 20% fear ef but I did find juggernaut very effective once barb gets to about 200k+ hp. basicaly was good enough that it forced me to switch to a dif weapon to get a kill.

if u really cant figure it out you could always ban ef. its just there are lots of wd that play vs barb without ef so you cant just introduce a general rule that will make ef mandatory for wd to compensate the handicap.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: devilek666 on April 10, 2013, 16:16:35 pm
So far there is no barb that can beat blud or Euro without WOTB in reasonable ratio..(ike more than 2x per 100 games)..

Even with wotb it's hard.

So far there is no barb that can kill mystical even with war cry. (haven't tried recently with my new gear, but I assume that without war cry it would be facepalm)

I guess this will be analized by people creating rules.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Forti on April 10, 2013, 16:26:13 pm
So WD still gonna be the Best pvp class?

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Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: RoGH on April 10, 2013, 16:50:01 pm
Well, maybe simply Mystical is very skilled? If there is only one person on both realms that is kicking all top barbs asses and the rest is in the barbs range, maybe he is just too good? In that case we cant nerf all the other dh's, because just one is superb.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Wittster on April 10, 2013, 17:17:43 pm
Sounds like we should un-ban warcry vs dh's right away and also un-ban wotb vs wd's?
I'd think it's important to apply the things learned in the test league and these first few days to a new rules set before we start the ptr league.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Euronymous on April 10, 2013, 17:28:21 pm
PTR league should just be "no rules" except for the general rules like "no item swapping". None of the other rules (from WD perspective) result in more balanced duels at this point, so it's better to start from scratch in my opinion. There are also two changes on PTR (fear mechanic (not confirmed if intentional), wiz tele) that affect most matches, especially for WD (echoing + horrify) and DH (Nat helm).
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Wittster on April 10, 2013, 17:33:59 pm
From Monk's perspective the Chemical Burn ban is definitely needed. Top dh's still beat top monks but atleast it's not a complete faceroll so that's a good rule I'd say. I'm not too sure about the Haunt ban vs monks though, I feel like monks have a pretty big advantage now, but then again I haven't duelled the top EU monks in a while. Looking forward to test against you guys on ptr.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Euronymous on April 10, 2013, 17:54:36 pm
Yes, Monk vs. DH is the sole clear mismatch I think at this point. Wizards have to be looked at again now with the new teleport mechanic.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Iria on April 10, 2013, 19:28:21 pm
I thought the War Cry ban was ok. Zee's Barb is so tanky, he just regenerates his HP faster than I can kill him and I have pretty good DPS. Maybe ban all runes for War Cry because the problem for me is not being able to kill Barbs beyond a certain EHP due to the life regen being proportional to their EHP (Inspiring Presence).
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Iria on April 10, 2013, 19:48:45 pm
Also, I am pushing again for a separate rule set for non-legacy DH. I think the class is drastically different depending on how discipline is restored. Some match ups favor non-legacy better (DH vs WD), other favor legacy better (DH vs DH). It seems wrong to bunch the two together when they operate differently and have different weaknesses.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: N0F3aR on April 10, 2013, 20:17:18 pm
Iria, could you pls stop asking for nurfing barbs. Its obvious that this is not nesecary move since no barb can beat Mystical even with war cry. I think the problem is not the barb and his EHP but you and your game play. This is not offend, i faced on  PTR a DH that could killed me with 2-3 impales (80-90k life gone per hit) - dh with new set. The fight was pretty close and i beat him cuz i outplayed him. So maybe you need to outplay the Barb, not asking for nurfs. War cry is needed with all his runes.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Iria on April 10, 2013, 21:45:41 pm
How does Mystical fare against higher EHP US barbs like MannerCookie and Zee?

If I am just doing the wrong strategy, then that is my fault and we can unban War Cry. But I would like to understand how to win against this match up without going legacy. I am sorry if I sounded rude but I felt I had no chance against Barbs which use Threatening Shout, War Cry, 180k+ HP, etc. Maybe ban Threatening Shout instead of War Cry? Do EU Barbs use Threatening Shout?
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Euronymous on April 10, 2013, 21:50:26 pm
PTR is bugged, the flat elite reduction in the chapel (30% for ranged, 35% for melee classes) apparently does not work. Can't do any testing there right now :(
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Iria on April 10, 2013, 22:10:18 pm
Oh wow, I hope they fix it soon!
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: KNHO on April 10, 2013, 22:12:48 pm
Stop taking Mystical everytime as a example, this starts to make me angry.
I doubt that he can win a match vs lets say.... Executioner if he goes with his Vitality gear and Warcry into the chapel. Me and Predsr tested it, just stood in front of him, and shot all hate into this guy, he wasn´t even close to die. The good Barbs, start to camp with life regeneration behind walls with marathon, relentless, wating for ignore pain up again and are insane hard to kill, even to hit. As mystical played vs Devil...Devil was very aggressive, went with dps gear/low HP, tested around a lot, and didn´t hide like a bitch when he was low. Thats why he lost in this video.
I don´t doubt that Mystical is a insange good player, 100% he is. Telling everytime the DH´s need learn to play!?. Why don´t the hell you learn to beat good DH´s without WC? Gear up! Think about tactics? Aren´t this the words of you barbs?

I tell you something for you Mystical fans, i pay 200 m to the DH who can beat Executioner in a best of 9, if he goes with his Vitality + Warcry setup. I can stack right now 800 k Ehp, with 140 k dps in with sharpshooter and stalemate for 24 h with every of you barbs. And then i tell you, no barb was able to kill me! Learn to play!...But there is a little thing to notice, i can´t kill them like this too.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: predsr on April 10, 2013, 22:22:23 pm
Check Euro's post
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: ximae on April 10, 2013, 23:11:49 pm
PTR is bugged, the flat elite reduction in the chapel (30% for ranged, 35% for melee classes) apparently does not work. Can't do any testing there right now :(

shit no wonder i was taking soo much damage from error today.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: MysticaL on April 11, 2013, 02:36:11 am
i pay 200 m to the DH who can beat Executioner in a best of 9, if he goes with his Vitality + Warcry setup. I can stack right now 800 k Ehp, with 140 k dps in with sharpshooter and stalemate for 24 h with every of you barbs. And then i tell you, no barb was able to kill me! Learn to play!...But there is a little thing to notice, i can´t kill them like this too.

I like this, a bounty reward on Executioner! lol, I will record my next PTR duel vs Executioner ;)

Should we do it now or after the PTR damage bug gets fixed?
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Iria on April 11, 2013, 03:22:08 am
You need to wait at least another 24 hours, Executioner copied his level 16 US barb instead when PTR went up lol.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: chucknorris#1885 on April 11, 2013, 07:33:20 am
Its obvious that this is not nesecary move since no barb can beat Mystical even with war cry. I think the problem is not the barb and his EHP but you and your game play.

When I suggested that haunt ban vs monk was not needed because very good monk viri has found a very effective counter against wd without handicap, every one seemed to suggest that my point was invalid because there was only one good player who was doing it much better than every one else... Is this situation any different?
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Wittster on April 11, 2013, 08:21:57 am
lol chuck, I feel like we've been here before, why don't you just tell us what the counter is that Viri uses instead of talking in riddles. Are you not telling it because it involves gear-swapping? If Viri does indeed counter haunt wd's effectively within d3cl rules, then we can take you seriously, but the way you're phrasing it, you're just not adding anything to the discussion, other than <me and viri are awesome>
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: chucknorris#1885 on April 11, 2013, 08:43:45 am
why dont you guys duel him in ptr. but I dont think he switches gear vs me.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Iria on April 11, 2013, 09:49:28 am
Fun duels Executioner, I fear your real gear once you are able to copy it to PTR lol.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: IMP-Executioner on April 11, 2013, 11:06:44 am
lol stop talking about bounty and such things....

i already made a long post after my fight vs mystical 4 weeks ago!

If i use my standard anti dh gear - 2 hand setup vs his low para midgear eu-dh its 100% draw no matter what!
Same will happen if i face his us dh and swich to 1 hand + shield because he could kell me easy in 2 hand mode.

Thats fact i dont need any more tries! - Problem is draw is no fun!

And problem is how o solve draw. EU-DH start stacking dps and get 2-hited by me. That was most of the Time the case. So in my eyes ban all warcry runes looked like the way to go.

As i faced mystical he didnt react like eu-dh. He stayed defensively geared always able to survive 3 rends. Forcing me to use dps gear- then it was "average fight" but will be 100% win for any ultrageared dh like his us-dh.

So knho what do u want to see if i fight again vs mystical.  10 min game - he kills me in 2-hand. I swich onehand+schield - 40 min draw game. I will use dps - i will loose. He will maybe go dps - i swich def and will kill him.

The barb nerf in my opinion was the best way to help the eu-dh to survive if they stack dps dps dps just to be able to land a killing blow by giving up all ehp. It should help the duels avoiding long discussions who has to stop tanking. Barb has to stay def anyway and if u want to force the dh to go full dps you should give him a reason.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: KNHO on April 11, 2013, 11:08:12 am
Fun duels Executioner, I fear your real gear once you are able to copy it to PTR lol.

You´ll have fun with 230 k HP + Warcry. This i can promise you!
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: KNHO on April 11, 2013, 11:23:13 am
So knho what do u want to see if i fight again vs mystical.  10 min game - he kills me in 2-hand. I swich onehand+schield - 40 min draw game. I will use dps-i loose. He will maybe go dps - i will kill him.

1. Like i allready wrote, i can also go 800+ k EHP, 140 k SS dmg...and stalemate for 45 min. <---Gz i survived vs a Barb
2. I can try to win the match and go for 400+ k Dmg, but then every little mistake i do, fucks me up.

Exe, the thing to show is that with WC it´s just not possible to kill good barbs. Is there anyone who can say that Predsr is bad geared, and a bad player??? He plays "very" close matches vs Hola, Vimer without WC. So the best DH in this test league played "very" close fights vs the best barbs. So what´s the matter with getting back Wc :) ?
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: MysticaL on April 11, 2013, 12:46:41 pm
wtf, seriously? This is becoming stupid, everyone is just talking & talking.

Please just show me, I don't care what gear anyone uses, whether it's 220k troll gear or 150k mass DPS gear. You make it sound like I've never dueled vs. a 220k HP barb before on the US server, and that I don't know how to play vs 220k HP barbs.

Also, I don't care about Pred's results and your testing. It's just talking... I'm getting bored of talking, so I think I want to win KNHO's gold now.

Get on PTR when you are ready.

Going to sleep, will be online in 8 hours from now. I recommend that all the EU barbs POOL their gear together before dueling me when I wake up. Go

Edited: sorry for trash talk, I won't delete it but ignore this post >_>
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: RoGH on April 11, 2013, 12:53:42 pm
E-penis getting larger and larger
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: predsr on April 11, 2013, 13:08:51 pm
My results dont realy mean much tbh and i dont think mysticals do either(ptr results that is), need to do x100 more matches. 

testing on PTR is kinda pointless atm because of the DR bug, the hardest thing for me vs a good barb is breaking through his relentless phase, 35% MISSING dr IS huge during this phase, I dont think any barb can beat a good geared/skilled DH on PTR atm, only force a stalemate
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: mannercookie on April 11, 2013, 13:38:27 pm
I'm pretty sure even with taking 35% more damage, I will beat most DHs even on the broken PTR :)

TAKING CHALLENGERS :P
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: KNHO on April 11, 2013, 14:09:24 pm
I´m out of the rule discussion.
Good luck in future! Let WD vs DH as it is, it´s ok. Give Barb vs DH warcry back, and don´t forget to forbid vault!
Do what ever you want, i dont give a fuck anymore ;)

Mystical, i remember you said a short time ago DH vs WD is very balanced. <---Ok
Waiting for the Video after the DR bug is gone.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: N0F3aR on April 11, 2013, 15:03:38 pm
Forgive KHNO for his words, he is just too emotional player (a famous singer in real life). He care about the game and pvp, just sometimes has a problem with some barbs :) . But we all have a problems against diff classes, isnt it?
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Forti on April 11, 2013, 16:14:22 pm
That is right. I think we Just learn about pvp in d3. We Need more time for that.

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Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Iria on April 11, 2013, 18:50:18 pm
I'm pretty sure even with taking 35% more damage, I will beat most DHs even on the broken PTR :)

TAKING CHALLENGERS :P

I thought only the additional PVP DR was broken, so that Barbs and Monks still had their 30% base DR. Also, is Elite Damage Reduction working?
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Forti on April 11, 2013, 18:52:02 pm
Not working as i thinl

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Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Iria on April 11, 2013, 18:59:11 pm
Also, let's see if I can summarize Executioner's thoughts on the DH vs Barb matchup:

If DH goes defensive + Barb goes defensive = game is a draw.
If DH goes offensive + Barb goes defensive = Barb has advantage.
If DH goes defensive + Barb goes offensive = DH has advantage.
If DH goes offensive + Barb goes offensive = DH has slight advantage.

So from the DH perspective, a DH needs to go defensive to stalemate or win (or try offensive if Barb is also offensive). From the Barb's perspective, a Barb needs to go defensive to either win or stalemate (the Barb has little choice here as both offensive options can lead to bad situations). So with both sides choosing defensive, the best move is not to play! As for my personal style, I choose offensive (even if I lose) because I want the match to be decided, not draw!

After my duels with Executioner's US gear (not too great but useable), I have to agree that my DH wins when he was more offensive (2h weapon, battle cry, etc.) but was much closer when he was more defensive (shield, shouts etc).

Do you agree Executioner?
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: IMP-Executioner on April 11, 2013, 20:13:06 pm
yep good summary!

And u talked about the difference between all and mystical! He plays same way i try normally. Win or draw.
Not like most dh. They play same as you iria: kill or die.

In fact for the dh the mystical way is the following:
- analyse the opponents ehp, rend-crit damage and cooldowns
- knowing his own cooldowns
- use always as much ehp, +healpotgear, + play defensively if u ran out of an cooldown that u can survive 3 rend-crits until your next prep is ready
- rest in as much dps as possible

> ending in always the same: he wins or its draw. its just a good analyse how rend works - the dmg is so predictable
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Iria on April 11, 2013, 21:28:06 pm
Yeah, if I see a crit rend, I rush and hope that the Barb doesn't notice and rends me again to possibly overwrite with non-crit lol. While I agree Mystical's style is the more strategic winning style, I like my style better as it decides the match, I don't want to endlessly stalemate.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: MysticaL on April 11, 2013, 21:31:09 pm
E-penis getting larger and larger

It's not e-penis, when I say the truth no one believes me, I have to do stupid things like making videos and such every time I say something just to prove things, because to some people everything I say sounds ridiculous. Hopefully you understand that this is VERY frustrating

For example, 35% Dmg bug? OK, but I have 212k dps. Do you know there are DH out there who have +35% more dmg than me? A LOT of Legacy DH can have +35% more dmg than me. If you look at my US gear, you will see that it's actually not that expensive, I don't have "godlike" gear, actually almost everyone that I duel outgears me.

212k dps * 1.35 = 275k dps with legacy nats. For example, there is a DH ("Rike? Ryke?" I forgot) with 400-500k unbuffed DPS & Legacy... WTF? lol

I'll give you another example, I put in Pred's gear in a DPS calculator, I was able to change his DPS to 240k unbuffed with very small changes (vit --> dex gems, amulet: 120 dex --> 200, 79 CD --> 95, quiver 300/300 --> 330/330). This is already close to my current PTR damage (WITH the dmg bug)...

Now that we have PTR for testing, let's do an experiment.
1. Wait for the DMG bug to get fixed
2. All barbs in EU, pool their gear together to make some crazy superbarb
3. All DHs in EU, pool their gear together to make some crazy superDH
4. We duel, and we can stream/record the outcome??

Then after the results, I will tell Barbarians the same thing you always say to DH:
- Improve ur gear and skills lol
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: predsr on April 11, 2013, 21:55:50 pm
adding +35% dmg is not the same 35% DR, the calc are done diffrent i belive after because of armour/resis etc

Quote
212k dps * 1.35 = 275k dps with legacy nats. For example, there is a DH ("Rike? Ryke?" I forgot) with 400-500k unbuffed DPS & Legacy... WTF? lol

Got an armoury of this guy? Its probably because of IAS gear, it gives alot of false DPS shown in window/calcs

Ive also been told that elite dmg reduce does not work either(not tested myself), thats adding another ~20% dmg to our dmg

Its realy hard to get any concrete numbers because of all these bugs, instead of everyone raging just calm the fuck down and wait :)
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: ximae on April 12, 2013, 10:30:46 am
adding +35% dmg is not the same 35% DR, the calc are done diffrent i belive after because of armour/resis etc


Ive also been told that elite dmg reduce does not work either(not tested myself), thats adding another ~20% dmg to our dmg

yeah that 35% dr would only be a 35% sheet dr if u had 0 armour and 0 resists, ill show u some numbers. but it is actually reducing 35% of inoming damage.

If say a barb has 90% dr from gear (ar + armour) and u add in the 35% dr the total damage reduction is: (1-0.9) x (1- 0.35) =  0,065 or 93.5% dr

so if u get hit by 1m hp with 90% dr = 1000000 x 0.1 = you take 100k hp
if u get hir for 1m hp with 93.5% dr = 1000000 x 0.065 = you take 65k hp

as u see it is actually 35% less damage you are taking. and the same for elite reduce stacks (though these have diminishing returns whe u stack more than 1)
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: chucknorris#1885 on April 12, 2013, 10:49:05 am
and the same for elite reduce stacks (though these have diminishing returns whe u stack more than 1)
I think elite/melee/ranged reductions have increasing returns the more you stack do they not?
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: ximae on April 12, 2013, 11:19:06 am
no decreased, meaning if u stack 3 7 elite reduce items you dont get the 21% dr:

(1-0.07) x ( 1-0.07) x (1-0.07) = 0.804 which is 19.6% dr

with the previous barb: (1-0.9) x (1- 0.35) x (0.804) = 0.0523 or 94,77% dr

1m hp hit x 0.0523 = 52300 hp = 47.7% less dmg than the 90% dr barb. its not the 21+35 it seems it would be.

same goes for elite damage bonus the more pieces u stack the less effective the last one is.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: MysticaL on April 12, 2013, 11:24:32 am
no decreased, meaning if u stack 3 7 elite reduce items you dont get the 21% dr:

(1-0.07) x ( 1-0.07) x (1-0.07) = 0.804 which is 19.6% dr

with the previous barb: (1-0.9) x (1- 0.35) x (0.804) = 0.0523 or 94,77% dr

1m hp hit x 0.0523 = 52300 hp = 47.7% less dmg than the 90% dr barb. its not the 21+35 it seems it would be.

same goes for elite damage bonus the more pieces u stack the less effective the last one is.

are you sure about this? I think it's not true? I think each reduction has their own multiplier, so stacking 1 reduction is additive

e.g. -6% range, -21% elite = (0.94 * 0.79)

anyways sorry for the trash talking earlier, let's just wait for PTR to fix the bugs and test some stuff later >.>
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: ximae on April 12, 2013, 11:30:18 am
pretty much, they are multiplicative not additive. just go to d3up.com stack some elite reductions and see what value it is giving you.

in that case it could be: 0.94 x 0.804 = 0,7558 x ur current mit x ur pvp dr

basically the first dr you stack over ur general dr gets full benefit after that benefits start to diminish.

So accounting that we are getting either 30% or 35% dr just entering the chappel any extra dr we have on gear is already being less effective.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: chucknorris#1885 on April 12, 2013, 13:31:14 pm
d3up tells me I gain more ehp per 1% reduction the higher my reduction of that kind...
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: ximae on April 12, 2013, 13:58:28 pm
ye ofc, the higher the dr the more ehp is each hp worth.

 im not saying u wont gain dr stacking more of it, im saying the more u stack the less close it is to the 7% gain per piece.

btw to check what im saying: check in d3up -> defensive specifics, stack 3 elite reduction mods and check if it says 21% elite reduction or 19.56
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: chucknorris#1885 on April 12, 2013, 17:11:05 pm
pretty sure you are getting confused by semantics or the way they are labeling it.

for me
Missile Damage Reduction   6%
Melee Damage Reduction   31.01%
Elite Damage Reduction   13.51%
(yes these numbers are smaller than the sum of what I have on gear)

(however look at the ehp gains by stat
+1% Ranged Reduce    27,738.7
+1% Melee Reduce    37,799.96
+1% Elite Reduce    29,974.76

stacking more of one type makes every 1% OF THAT TYPE give more ehp. there are no diminishing returns in reality, only on the displayed %reduction.  also I believe blizz has even confirmed there are no diminishing returns on anything except dodge.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: N0F3aR on April 12, 2013, 17:37:54 pm
Hi,
Want to give Barb vs Wizard feedback:
  After fighting different wizzards (non official matchs - practise and tryouts) i could say that i found 1 decent who knows how to play against barb - shadow88#2663. He plays on d3cl test league and as we can see he beated all barbs. I myself couldnt find build to beat him without war cry/double stun and wotb. He is using some kind of heavvy disable. When i use war cry and double stun - the fight is balanced (no wotb). I mean i am not op against that build using war cry and double stun. The winner of the fight is the one who outplays the other player. We made like 1 hour + brawling and we were on close fight. Ratio wins is like 60/40% (55/45%) for me but in the moment i make mistake and i am dead. Maybe the same goes for him. We had like 5 min fight - that means we were on balanced duel.
  So as we can see, war cry and double stun build is nesecary against decent and experienced wizard, who knows the weakness of barbs and knows how to play against them. Didnt try Wotb. Once i have time, i will try Wotb without war cry/double stun against him and give more feedback.
Thx for the time.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Forti on April 12, 2013, 17:48:03 pm
Like i said. Wizzard are not weak class. There are Just no enough skilled players. Now, when teleport Got buff,  we Need think about Wizzard in another way.

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Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: ximae on April 12, 2013, 19:24:37 pm
pretty sure you are getting confused by semantics or the way they are labeling it.

for me
Missile Damage Reduction   6%
Melee Damage Reduction   31.01%
Elite Damage Reduction   13.51%
(yes these numbers are smaller than the sum of what I have on gear)

(however look at the ehp gains by stat
+1% Ranged Reduce    27,738.7
+1% Melee Reduce    37,799.96
+1% Elite Reduce    29,974.76

stacking more of one type makes every 1% OF THAT TYPE give more ehp. there are no diminishing returns in reality, only on the displayed %reduction.  also I believe blizz has even confirmed there are no diminishing returns on anything except dodge.

ur actually right!

ive been simulating more elite reduce into my gear and actually gaining 1k more ehp per next 1% added after each 7% increase.

so yeah i was getting mixed up with the shown elite reduce vs the total damage reduction. I just cant compare those extra drs to what ever gain u get on ur total dr. I knew there was no dimishing returns there, i just cant extrapolate one to the other, just do the math to calculate the total damage reduction.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: ximae on April 12, 2013, 19:35:06 pm
Hi,
Want to give Barb vs Wizard feedback:
  After fighting different wizzards (non official matchs - practise and tryouts) i could say that i found 1 decent who knows how to play against barb - shadow88#2663. He plays on d3cl test league and as we can see he beated all barbs. I myself couldnt find build to beat him without war cry/double stun and wotb. He is using some kind of heavvy disable. When i use war cry and double stun - the fight is balanced (no wotb). I mean i am not op against that build using war cry and double stun. The winner of the fight is the one who outplays the other player. We made like 1 hour + brawling and we were on close fight. Ratio wins is like 60/40% (55/45%) for me but in the moment i make mistake and i am dead. Maybe the same goes for him. We had like 5 min fight - that means we were on balanced duel.
  So as we can see, war cry and double stun build is nesecary against decent and experienced wizard, who knows the weakness of barbs and knows how to play against them. Didnt try Wotb. Once i have time, i will try Wotb without war cry/double stun against him and give more feedback.
Thx for the time.

i have to agree to a ceratin point, for me barbs is one of the easier matchups... once i optimized my build i was having such an easier time i think they might be a little over nerfed, as i can usally go through warcry no problem. would need to go against the top tank barbs to see if that ehp is too tough to break through though, but it seems pretty doable.  k still lost vs hola a few days ago but it was pretty even on the otherhand I beat KatMPB fairly easily on the last game i played on test league, and im seeing he sould be a pretty good barb if he is up in the playoffs.

doublestun is a different story though, i have loads more trouble if im getting constantly stunned a i cant dish the dps out to go through, needs a little while as we have to channel since we dont have any one hit massive dpsers.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: ximae on April 12, 2013, 19:45:01 pm
Like i said. Wizzard are not weak class. There are Just no enough skilled players. Now, when teleport Got buff,  we Need think about Wizzard in another way.

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well the new teleport mechanic is not going to be as game changing as u think, it is basically going to give us a bit better escape/chase machanism but still it has a big cooldown so once we have teleported we can get still chased down the same as were the slowest class. diff is now we wont get stuck on trees small walls and all that bullshit and get gibbed for it.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Euronymous on April 13, 2013, 03:40:07 am
http://us.battle.net/d3/en/forum/topic/8569858822
Bug will get fixed before 1.08 release. Good job with the vid myst!
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: MysticaL on April 13, 2013, 12:28:07 pm
I hope they ninja fix it during their next PTR maintenance, I really wanted to test out DH potential with "hax OP gear" that I'll never afford on live, lol
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: DaRkE on April 13, 2013, 21:59:56 pm
And I Ninja Copy my american monk level 1 to ptr :-)

shoot ^_^
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Euronymous on April 16, 2013, 09:17:21 am
Quote from: Wyatt Cheng
Good discussion!I should mention that PTR builds are snapshotted off our current "work in progress" and sometimes picks up some changes and not others. In this case, the Disintegrate change was picked up, but the Ray of Frost change was not. Ray of Frost got a comparable damage buff as well, which will be seen in the next PTR build (along with the Witch Doctor Firebats damage numbers)

Another buff for Wiz in store :)
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: VenX on April 18, 2013, 18:06:17 pm


the hardest thing for me vs a good barb is breaking through his relentless phase, 35% MISSING dr IS huge during this phase.

Agree with this, I tested with vimer for not to long ago and was about to make a big post about this with alot of math to bring to discussion, however my computer crashed and I lost all my research aswell. I might look in to it again, but I can say you need alot of dps to brake relentless. DH vs barb atm is a numbers game
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: ricebowl on April 19, 2013, 01:45:16 am
I know this is only on the PTR for now, but since they are not balancing around PvP, I don't see this following change being canceled:

Quote
Inspiring Presence The duration of your shouts is doubled. After using a shout you and all allies within 50 yards regenerate 4% of your maximum Life per second for 60 seconds. / Your shouts are: / *Battle Rage / *Threatening Shout / *War Cry

Inspiring presence just got DOUBLED.  Ban inc for league?
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: N0F3aR on April 19, 2013, 01:51:54 am
I know this is only on the PTR for now, but since they are not balancing around PvP, I don't see this following change being canceled:

Quote
Inspiring Presence The duration of your shouts is doubled. After using a shout you and all allies within 50 yards regenerate 4% of your maximum Life per second for 60 seconds. / Your shouts are: / *Battle Rage / *Threatening Shout / *War Cry

Inspiring presence just got DOUBLED.  Ban inc for league?

How do you know they blizzard is buffing Inspiring presence? And no, inspiring pressence is vital for barb on pvp. Actually barb cannot play without it. So banning inspiring pressence means all > barb.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: predsr on April 19, 2013, 01:52:12 am
Brooding You gain 2% of your maximum Life per second.  ;D

Yea, barbs gonna be crazy strong now
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: ricebowl on April 19, 2013, 02:14:20 am
I know this is only on the PTR for now, but since they are not balancing around PvP, I don't see this following change being canceled:

Quote
Inspiring Presence The duration of your shouts is doubled. After using a shout you and all allies within 50 yards regenerate 4% of your maximum Life per second for 60 seconds. / Your shouts are: / *Battle Rage / *Threatening Shout / *War Cry

Inspiring presence just got DOUBLED.  Ban inc for league?

How do you know they blizzard is buffing Inspiring presence? And no, inspiring pressence is vital for barb on pvp. Actually barb cannot play without it. So banning inspiring pressence means all > barb.

My bad for not linking the source, it's datamined info from a future 1.08 build that hasn't made it to PTR yet:

http://www.diablofans.com/topic/92258-datamined-ptr-108-class-changes/
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: ricebowl on April 19, 2013, 02:21:12 am
It just blows my mind.  In just 12 seconds, a barb will regenerate almost half of his HP.  In 25 seconds, a barb will regenerate 100% of his max HP with inspiring presence.  This is WITHOUT any regeneration gear or skills.

With enough gear, I just don't see how you can lose with this amount of regen.  At 150k hp, a barb will regenerate 6,000 hp per second from this passive. 
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: chucknorris#1885 on April 19, 2013, 05:09:52 am
ya barbs and dh both just got insane. if any one has played a good shield tank dh imo this is by far the strongest dh build and just got a massive buff.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Iria on April 19, 2013, 07:13:13 am
The game just got stupid. PVP is going to be all stalemates with Brooding, Aid Station, Inspiring Presence, Blood Ritual. I will now just go all troll shield DH vs Barbs and just force them to draw until rules exist to make the duels fun again.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: MoKKaL on April 19, 2013, 07:45:14 am
i was happy to finally get some damage buffs (from a wizz pov).
and now ... yea ... the damage buff is negated by an huge amount of opponents lreg :D

ah well ... we will see, how that plays out in the end.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Iria on April 19, 2013, 08:17:51 am
Tested vs Zee. First of all, the PTR damage has been FIXED! Second of all, due to the patch, Barbs are now immortal. I will hereby be resigning from d3cl UNLESS some rules are put in place to ensure possible victory. PTR league w/o restrictions can go suck it, even the War Cry ban is not enough anymore lol.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: ximae on April 19, 2013, 08:56:55 am
i was happy to finally get some damage buffs (from a wizz pov).
and now ... yea ... the damage buff is negated by an huge amount of opponents lreg :D

ah well ... we will see, how that plays out in the end.

yeah great...... and they still keep wizz regen like before a fixed number instead of % of life like other classes..... i suppose were not supposed to heal ourselves... but hey we got 300l/sec more!! :(
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: KNHO on April 19, 2013, 09:07:49 am
Tested vs Zee. First of all, the PTR damage has been FIXED! Second of all, due to the patch, Barbs are now immortal. I will hereby be resigning from d3cl UNLESS some rules are put in place to ensure possible victory. PTR league w/o restrictions can go suck it, even the War Cry ban is not enough anymore lol.

That´s what i allready told a month ago :) I just don´t waste my time playing vs barb duels in the upcoming season.
I don´t accept duels vs them, because i got better things to do then to stalemate for 30 mins every round. Don´t care about the walkovers.

There is still a bigger problem then Barb for DH´s....the godlike WD class.
No matter how good the DH´s is geared, good player or not, it´s no diffrence. If a WD doesn´t play brain afk, watching TV while dueling ,and drinking beer..there is no chance for DH.
For those who say´s "Use your brain, and learn to counter WD", --->> FUCK YOU!!!  ::) Make a DH and go vs Euronymous for a 0:200 score. This is another matchup that i will ignore.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: RoGH on April 19, 2013, 11:24:57 am
Damn blizz, we need to figure out something, *^>#<\}$~#>.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: N0F3aR on April 19, 2013, 17:29:09 pm
I am barb,but even i think buffing Inspiring pressence will hurt the brawling.
So, as PvP community we should make a huge post and explain to blizzard that buffing life regen is madness and will destroy brawling. Life regen is not nesecary for pve (especially softcore) and its obviously enough for hardcore, so the only playce where is important is brawling and its already pretty enough.

So the admins of this league would be good to make a huge post on the forums about this and we (the players) will support it.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Mr.Mag on April 19, 2013, 17:42:18 pm
you're right. we have to do sth before 1.08 official release but i'm afraid blizz wont do anything. pvm is much more important ;/
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: link1313 on April 19, 2013, 18:53:15 pm
4% is blizzard serious?

Is there a barbs against this change thread yet?

D3cl admins you can't ban this skill either, its pretty much a must have for pvp.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Forti on April 19, 2013, 19:08:42 pm
If it wont be change, and we cant ban it, Then we Need Ehp cap,  kr Just hp.  IT make totally non sens to fighter against. But manta for Monk looks Also nice.

Wysyłane z mojego LG-P940 za pomocą Tapatalk 2

Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: link1313 on April 19, 2013, 19:43:08 pm
Exactly ^^

Starting to limit gear choices is a dangerous path to go down but it would need to be done if it really is 4%.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: devilek666 on April 19, 2013, 19:50:25 pm
Did any barb fight with fixed PTR vs Mystical and with new changes?
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: KNHO on April 19, 2013, 20:14:07 pm
Did any barb fight with fixed PTR vs Mystical and with new changes?

I tell you like Nostradamus, there´s no need to test this. It´s just stalemating for hours.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Iria on April 19, 2013, 21:36:42 pm
Did any barb fight with fixed PTR vs Mystical and with new changes?

I won't even bother dueling on PTR with the ridiculous life regen buffs. I can't kill Barbs anymore once they pass a certain amount of EHP. I tested with Zee and we both agree it is stupid. I was able to take my 9k dps Barb and straight tank (melee range) Zee's 300-400k dps unbuffed DH with Threatening Shout, War Cry, Revenge, Furious Charge - Dreadnaught, etc. And he never got me to Relentless range after about 1 minute of smacking each other lol.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: ricebowl on April 19, 2013, 22:45:42 pm
There's 2 options if you want PvP to prevail:

1.  Ban inspiring presence.  This will nerf barbs hard across the board vs. every class.

2.  Don't ban inspiring presence and instead impose an HP limit or EHP limit of some sort.  This means restricting gear.  This is basically unfeasible due to the huge backlash by wealthy players and will be extremely difficult to enforce since the limits will be arbitrary.  You're basically punishing people for having good gear which is counter-intuitive.

Or, of course, leave it alone and watch everyone but barbs quit playing.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Iria on April 19, 2013, 23:22:04 pm
Too bad that all options suck:

Option 1 = See above, but Barbs will lose against all ranged classes.
Option 2 = See above, but is way too difficult to impose and verify.
Option 3 = Ban all other defensive passives, ban all defensive skills except 1 shout, but Barbs will complain.
Option 4 = Ban Barbs from main league and make Barb-only league lol.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: N0F3aR on April 20, 2013, 02:07:10 am
Inspiring pressence is vital and nesecary for barb on pvp. Actually barb cannot face decent opponent without that passive. But 4% is too much, 2 % is the best choise (no inspiring pressence means barbs lose against good enemy). d3cl is pvp community so i am sure if all admins create 1 good forum post and the players support that will be heard. As i see they buff double all life regen resourse - the want to make lr usefull for pve, but we all know lr is not needed  for pve - there matter only dps with ls/loh with some resist and its ok.
Actually i am not sure if Blizzard knows what Diablo3 pvp looks like - how life could have a barb and etc. So maybe tell them and show them. Here we have experience from brawling, experience that i dont think the Blizzard's developers have.
So i advice head - admins of that league to make a post on the forums and we will support it.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: ricebowl on April 20, 2013, 04:44:10 am
Instead of hoping for a miracle that the developers will implement PvP restrictions in brawling, why don't we come up with our own solutions?  They don't care about PvP at this point.  It's foolish to think otherwise. 

You have to deal with this issue by yourself.  You cannot rely on the developers for this.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: ricebowl on April 20, 2013, 04:51:26 am
The only thing I can think of is only allowing inspiring presence OR ignore pain.  Yeah barbs will clamor that they need both to blah blah blah but you seriously can't have both and expect a healthy competitive environment.  This is the best solution I've thought of so far.  It's harsh, but something drastic needs to be done.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: DarkRaven on April 20, 2013, 08:08:00 am
Hi, I'm a barb :)

Realistically, life reg vs monks doesn't play such an important role, it's all about the burst damage of monks, like u probably saw manner on ptr, good monks still kill him.

Top wd like blud or euronymous I bet will still beat consistently any barb, especially with the new bats damage, which is insane.

Barb v barb is much easier to tank 3 crit rends and the future will be stun hota and maybe rend too.

The DH and wiz are the real problem.

Good wiz are able to disable barbs for an extended period of time and RoF buff with warcry banned might be enough to negate the life reg buff. I'm thinking maybe banning ignore pain too or instead or warcry, but testing is needed vs the new RoF.
 I know that nofear complained about Shadow88 finding a great build vs barbs, but I had no problems vs him, using warcry, so the wc ban is needed.

Vs dh is more tricky, wc ban already nerfs fury regen too much and legacy Nat can stalemate forever if they can't kill.

Overall when nerfing barb ehp I suggest banning passives like relentless and nerves of steel maybe also superstition and tough as nails vs certain classes, not fury generating skills which actually leads to more stalemates.

I'm sure that a solution can be found, but it should be extensively tested by the top players with close to optimal gear. not top gear vs average gear like in a lot of the league games... which can be misleading.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: devilek666 on April 20, 2013, 09:34:04 am
Good post.. I suggest the same..Do testing first, cause life regen is one thing, high burst like monks or WD's do it's completly another issue whee life regen doesn't matter that much...
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Forti on April 20, 2013, 09:47:57 am
Doesn't matter hp regen Vs Monk? Rly? :)  Monk Got cd on most skills, 20 sec on serenity, 30 sec on sss. IT is enough time for Barb to regen more that all hp with Monk cant do this. Yes,  it is not nessecary lol.

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Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: predsr on April 20, 2013, 10:29:50 am
need some barbs to hit me up on the ptr predsr#2228
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: DarkRaven on April 20, 2013, 11:48:43 am
barb regen to full in 30sec anyway, check manner ptr vids vs mafia, life reg helps but monks win by bursting from 100% to 0 very fast, life reg buff is not that game breaking vs monks

I tested vs wiz mokkal on ptr a few rounds, RoF buff is pretty big, I had to go just charge rend run, anything more aggro, like bash was pretty risky, without warcry.

the very top players from each class have to go on ptr, test and give feedback, until than is just useless theory crafting
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Forti on April 20, 2013, 12:12:06 pm
Monk Vs Barb. If Monk wont kill Barb on first combo Then he have to run run run until cd and.. If he make one mistake he will Just die. Barb can do much more mistakes in my opinion. But.. What can i know about :)

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Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: DarkRaven on April 20, 2013, 12:40:31 pm
if mystical's average eu legacy dh defeated devil without warcry, with 180k dps, maybe predsr can do it too with 240k legacy, even with the life reg buff.

vimer or devil should try predsr on ptr and test various bans for ehp skills until it's balanced at that gear level.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: predsr on April 20, 2013, 13:16:02 pm
Not done much testing at all on ptr, just a few number crunchers

new IP buff, takes alot longer to grind them down to relentless phase, and this is where the problems start.  The bleed effect from impale is negated by the regen, you need like 4+ crit hits (in a row 1 sec apart) to be able to get them down and this was from when they was standing still

Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: DarkRaven on April 20, 2013, 13:33:44 pm
were they using war cry ? maybe banning relentless vs dh would balance it, nerves is a good alternative but the health drop is more linear and if u can slowly grind them down you will eventually kill them... or u make some mistakes and they kill u.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: IMP-Executioner on April 20, 2013, 13:59:26 pm
well i´m looking for some ime at all the changes that blizzard is bringing to us according pvp...

at first it was a thought but it gets clearer and clearer with each buff/nerf

1. game is very balanced @ high gear lvl but ends in draw matches by any direction exept both use glascannon
2. they changed many things according to group dynamic and make more and more survival balances to handle the evil dps the classes can do.

Summary:

Looks like they focus on a 2 vs 2 supportet and ratet leaque series fuck on all 1 on 1 and try to balance for a 2 vs 2 dynamic system. Dont know if u ever played 2 vs 2 but if i look back at our 2 vs 2 tests i can somehow understand the balance changes of the last 4 patches.

For example most cutting edge thing is the new barb gives group a 4% lifereg/sec buff!
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: N0F3aR on April 21, 2013, 22:13:33 pm
Staff member, when you will post on diablo3.com' forums about the stupidity of buffing life regen?
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: kaio on April 21, 2013, 22:22:13 pm
It's really sad the fact that blizzard is really doing nothing to help us...
It's hard to balance something that seems impossible to balance now...
Really sad...
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: N0F3aR on April 21, 2013, 23:27:10 pm
As i told, post on the forums - this is big pvp community, admins posts, we support.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: N0F3aR on April 22, 2013, 01:52:35 am
No answers, seems asleep blizzard - dead pvp. The one good thing in that game died.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Mr.Mag on April 22, 2013, 13:28:01 pm
i had no time last days. try to post today
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Mr.Mag on April 23, 2013, 08:02:14 am
http://eu.battle.net/d3/en/forum/topic/7339045161

http://us.battle.net/d3/en/forum/topic/8704690467
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: KNHO on April 23, 2013, 08:43:50 am
http://eu.battle.net/d3/en/forum/topic/7339045161

could anyone post this on us ptr feedback section? i have 'A required field is incomplete' :D

Done!
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Mr.Mag on April 23, 2013, 08:47:11 am
finally worked out http://us.battle.net/d3/en/forum/topic/8704690467
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Mr.Mag on April 23, 2013, 08:48:16 am
@KNHO -> "There are large communities like 3dcl.com, "
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: KNHO on April 23, 2013, 08:58:07 am
@KNHO -> "There are large communities like 3dcl.com, "

You must have copyied and changed this Mr.Mag! I wrote d3cl.com!  ::) ::) ::)
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Mr.Mag on April 23, 2013, 09:11:27 am
for sure =]
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Rudy on April 23, 2013, 19:46:20 pm
d3 is dead, for sure
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Iria on April 24, 2013, 02:02:43 am
Blue post confirmed Inspiring Presence going back to 2%.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Mr.Mag on April 24, 2013, 07:23:56 am
yeah :)
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: DarkRaven on April 24, 2013, 08:55:49 am
and we thought they don't care :P

now how about barb vs wiz with the new RoF ?

with CM and very long chain stuns wizzards will melt barbs in seconds... not only that no ehp nerf is needed but I think wotb should be allowed or allow only one stun for wiz.

already rend is almost useless as they get to reduce cd on mirror a lot and they negate all crit rends.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Mr.Mag on April 24, 2013, 10:50:36 am
we're going to run ptr league just after inspiring presence will be fixed
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Shadow88 on April 24, 2013, 11:17:16 am
wiz vs barb has to be tested by top-tier geared players!
the rof dmg buff is nice for wizards, but i do not think its a gameturner. (its 65% on top, compare that to wd's bats buff) Actually i think it has been needed to make the wiz more competable.

have you calculated the numbers btw? just assuming about 350k dps (including soj and cooldblooded) results in about 1 mio edps (350* 2.8rof). so i melt about 1 mio ehp / sec. not calculating reg and ignore pain or anything else and i have to have a clear perma shooting (which is not realistic). this is a long time and its not possible to burst a barb down in a single stun phase.

frost nova stuns about 2 sec and wof stuns about 1 sec, both have 12 sec cooldown. i cannot perma stun you with that, even CM reduces the cooldown of both spells not fast enough. Its very crit-luck dependant btw. What can possibly perma stun you for a short duration is a good timing of using mirrors.

mirrors have a cooldown of 15 sec btw and yet i have never managed to reset their cooldown during a single stun phase.
they dont make rend useless btw. if I get crit rended and do not have mirrors rdy im dead. simple as that. no room for any mistakes. can you say that about maybe failing ip once?
wiz has to go for insane dps to be able to even touch a barb so we have very low ehp.

it took some time for a wiz build to come up that is able to counter barbs. since then wiz was just bantha fodder for barbs. how about barbs now take some time to think of a counter again? ;)

here my suggestions for wiz vs barb:
allow all skills but wotb. test it and see if it is balanced.

if you allow wotb the only build we have vs barbs is completly useless. and due to our low ehp we die from one single crit hit!

Best Regards
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: DarkRaven on April 24, 2013, 12:25:51 pm
I agree that top players must test this on ptr, probably wotb allowed is too much.

 U don't need to fully reset the cd of mirror in one stun, u just need to deny crit rends, which are half the rends, at best

3 stuns in a row are doable and can kill a barb with good ehp, with the new RoF, especially with top dps,  ~300k with soj.

I tested with mokkal on live yesterday, with tankier setup I had 204k hp, 1000all res buffed, 12k armor buffed, 1000dex for 30% dodge, -9% vs cold from ic boots, 32 block, -14 to elites, -6 to ranged ... And relentless.

I only had about 50k dps but he only had 50k life...he had no problem to burst through this even with the current RoF.

I did a little better with 4 piece Bt and only 170k hp but it was still pretty one sided for him... until I went to skorn hota and manage to 2 shot him a couple of times.

It's just an example of how metagame evolves and banning skills without A LOT of testing is not right.

With Bt set, buffed, vs elites I have around 11mil ehp with dodge, more with block but it depends on the average value of RoF ticks, against higher atk speed wizzards block should be better, but those wiz also reset with CM faster.

Assuming 300k base dps plus 30%soj (kaio has 330), dps with cold blooded should be around 400-450k

2.8 RoF is base but u get 3.6 with snow blast so around 1.5m per sec sounds pretty good to me.

Ofc in real combat there are more variables and testing has to be done.

Allowing wotb seems too much but allowing only one stun from wiz, and from barb (like current rules) is worth testing.



Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Shadow88 on April 24, 2013, 13:10:38 pm
I know that nofear complained about Shadow88 finding a great build vs barbs, but I had no problems vs him, using warcry, so the wc ban is needed.

[...]
I only had about 50k dps but he only had 50k life...he had no problem to burst through this even with the current RoF.

I did a little better with 4 piece Bt and only 170k hp but it was still pretty one sided for him...

so you are saying the whole matchup completely changed within 4 days? i really doubt that! we can test as soon as we both are online again, but if you reconsider our last matches you have to admit that it took a really long amount of time during combat for me to take you down. and everytime i made a mistake i was dead!
if you allow all stuns for barbs, this is a very huge effect. as you know wiz can break a stun or a crit rend with mirrors, but only once. after that 15 sec cooldown. so imagine you stun me - i have to break to not get hit - you rend. this is a very simple example where any wiz would loose a massive amount of life without the ability to do anything against it.

Quote
Assuming 300k base dps plus 30%soj (kaio has 330), dps with cold blooded should be around 400-450k

thats a little high but ok. its all about how you decide to gear. everyone can go for insane dps (~500k unbuffed). but as we all know ehp typically suffers then. at the moment i have about 650k ehp vs barbs and it feels like being dead within one mistake. the setup of kaio you are proposing all the time features 400k ehp...

Quote
With Bt set, buffed, vs elites I have around 11mil ehp with dodge, more with block
so lets say without ignore pain but with reg, rng, etc... it takes about 10 seconds? and thats like super fast? and now consider ignore pain? and the fact that i never can shoot 10 seconds in a row without getting into trouble?

Quote
2.8 RoF is base but u get 3.6 with snow blast
you get 3.6 after 1.5 seconds shooting without pause. thats a huge difference. also you need different gear to sustain that beam. i have tested it and did not like it very much actually.

if we allow barbs to use a skills apart from wotb this makes the matchup favouring barbs in my opinion, but not that strong so you everyone can overcome differencies with a good play. and thats the thing which is most desirable.

Well thats a lot of theory crafting! better test it i think. :)
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: DarkRaven on April 24, 2013, 13:48:05 pm
I know shadow, I got a little butthurt that wizards are owning me now :P, I think I took it a little too personal :)
 
in the end skills used and style of play can make a matchup completely different.

I went from 9/10 vs u and mokkal to about 2/10 vs mokkal yesterday ( using same skills )... with hota was more balanced, but still that's with the current RoF.

I think that a lot has to do with players communicating new builds and provide feedback. A lot of skill bans where due to the fact that most players didn't use the best builds...  what seemed like class imbalance may have been just using wrong builds.


I remember a thread here where chucknorris said that wd vs monk ( I think ) is not imbalanced because X player found a way to kill him... but he didn't want to say what.

People developing new builds keep them to themselves and people being destroyed by new builds are afraid to explain what happened because others will do it to them :)

The same happened to me with some monks, like lusitano for ex, at first I had about 90% win rate, but after we talked about some gear and skill changes, he now kills me around 70% of time, and he still can do better I think.

Just using tr with blue bells and maybe also palm makes a huge difference from using normal bells, with no tr and no palm.

The advantages of barbs are ms - negated by tr, regen - negated by huge burst from blue bells and maybe palm... also I use superstition vs monks for more ehp and fury gain but against blue bells the fury gain is low and I can't spam sprint... if I use unforgiving I drop ehp and get killed a lot faster.

Many players don't yet understand how various skills can radically alter a matchup from one side to the other. PvP is still young and banning some skills before all players know all possible builds may be too early.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: DaRkE on April 24, 2013, 19:09:32 pm
 8)
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: MoKKaL on April 24, 2013, 19:11:54 pm
The Hota/skorn setup against wizz was pretty funny though - and IMO a nice MU!
Any mistake from the other side can turn the match really quick, which promotes the player-skill.

And yes ... i like the idea of just banning wotb against wizz.
Maybe new builds evolve - which just can be appriciated in the long term.

Mirror MU's are fun too - Calamity ftw ^^

Imo i still have ZERO chances against top WD's and Monks.

And against DH's ... i really dont know :(
Long time ago i played against a DH.
So ... all the top gear/skilled DH out there - add me for tests!
--> mokkal#2362

Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: ximae on April 24, 2013, 19:22:49 pm
yeah testing ftw!

dueling has seemed pretty dead lately so hard to find people online to practice!

btw mokkal wheen i log in later tonight il tell u something i have in mind vs hota XD.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: devilek666 on April 26, 2013, 11:05:42 am
So atm each class got buff without Barb..Now WD is even more OP cause it has same life regenaration as barb + shit loads of cc, 2nd life and even more dps..lol 8)
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Euronymous on April 26, 2013, 15:09:30 pm
Looking for Wizards and DHs to test new rules vs. WD. I'm on PTR now Euronymous#2637 (checking every 15mins or so).
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: KNHO on April 26, 2013, 15:38:50 pm
Looking for Wizards and DHs to test new rules vs. WD. I'm on PTR now Euronymous#2637 (checking every 15mins or so).

What new rules?  :o
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Euronymous on April 26, 2013, 15:50:10 pm
New rules that are yet to be decided ;)
Old rules didn't really balance the match-ups, especially vs. Wiz and with the changes to life regen and some skills new rules are required.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: predsr on April 26, 2013, 16:02:33 pm
Euro ill be home in 2 hrs or so
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: KNHO on April 26, 2013, 16:24:35 pm
I´ll be there from 22:00 to 3:00 for everything you like to do with me (online kk)  ;D
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: N0F3aR on April 26, 2013, 19:58:56 pm
Ok, Barb wont get buff of Life regen, but WD will get buff of his life regen - 2%. + he got amazing dps buff (euro toke me 100k life with 1 spell, hell yeah). Actually its stupid all classes get buffs but barbs not. Also is stupid WD to has equal life regen as barb. That is no real - some kind of vodoo sorcer has the same life regen as furiest mele warrior. Yeah its game, but wd could reach the same life and life regen as barb - this is just stupid. The strongest part of the barbs is that they could outsurvive the enemy, now that is impossible. I think we need to make another petition regarding pvp with some balancing ideas. I mean not "nurf wd" or "buff barbs" but telling to blizzard what pvp needs to be balanced. There are a lot of skills/runes that are not used on pve that could be reworked and usefull on pvp. For example - barb's Ignor pain has 3 runes, that i have never used ( just it wasnt nesecary)

So, any ideas for balancing barb vs wd? Also i think that WotB should be allowed against monks, wizards and wd. Wizards got very good buff of their RoF + their build = barb needs wotb. Against wd - i still cannot understand how i could beat decend wd without wotb while he is using double fear effect ( skill + ef). Monks - most of them already dont use tempest rush but go with some heavvy 1 shoot build - sss,wave of light + palm. For 150k-200k skorn monk, palm crits for 5-6k life per tick (9 sec) and that goes like 45-50 k life gone from a crit palm. SSS + wave of light + dmg aura make the picture harder.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: DarkRaven on April 26, 2013, 20:27:01 pm
I guess a lot of wd nerfs are required, at least for barb vs wd.

Even with the no hex no wotb rule, top wds had no problem vs barbs.
Maybe allow only one cc spell and the ban of firebats seems pretty needed.

If wd uses firebats instead of barrage there will be a lot more stalemates. Barbs will be too afraid to engage without ignore pain and wds will not have the range to catch a sprinting barb.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Forti on April 26, 2013, 20:38:36 pm
They have screw everything in this game...

WD vs barb is not only one problem. wd vs. rest class is a problem too. 2 lifes, huge imba dmg buff, life regen like a tanky.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: KNHO on April 27, 2013, 00:19:34 am
Seems that d3 pvp is about to die, every hour more and more.
Im going to sell all my gear.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: chucknorris#1885 on April 28, 2013, 05:12:55 am
Perhaps the league should consider changing its dueling format. I think currently you allow many health and cd resests after duel. this is great benefit to wd with having sv available at every round and not having to use regen gear giving extra advantage to dps builds such as what is most effective vs barbs.

I have always used "no leaving the arena for any reason untill 10 deaths" style and must say it allows for very fun and intense fights without all the waiting around. I play some of the eu players and they leave after every kill, it does give wd a big advantage over other classes and is a lot slower. also the no leaving arena style promots much more agressive fights as when you die and your opponent is at low hp you try to respawn and chace thier ass down asap. this would automatically give big edge to barbs vs wd because of thier mobility advantage.

I will say that my style plays much better with allowing both gear and skill swap within the arena, but I think with wotb ban vs wd there is no problems arising from gear swap only more reward for higher apm players.

hope you consider this.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Euronymous on April 28, 2013, 13:25:40 pm
I'm pretty sure most players want to kill their opponent at full strength and be at their full strength when they start a round.
I don't get any satisfaction out of killing my opponent at low health, with their key abilities on cooldown and/or spawning right next to them.
The time that it takes to heal in town or rejoin the game is negligible in comparison to the duration of your average round. The rejoining is indeed an advantage for skills like Spirit Vessel or Wrath of the Berserker, but without the rejoining it will just lead to a) costing more time because players wait for their CDs to reset before saying go or b) in your weird dueling format, players switching to full tank/full regen until their CDs are reset.

I also see little benefit in gear and skill swapping. It's just an excuse for having bad, one-dimensional gear or is used to correct your mistakes when you realize that you started the round with wrong gear and/or skills.
Your style plays better for you now because most of your opponents don't gear and skill swap. This is a competitive environment and season 1 showed what happens if both players start swapping.
Duels are already too long and often stalematish right now. This would prolong the duels even further because players will run away and reset with regen, HP bonus and tank gear every time they are in danger. It would obviously shift powers a lot, favoring the player with higher mobility.
Even with no WotB, wanna know how Barb vs. WD would play out?
Barb runs in defensive gear for 20s, attacks with 2h in his 7s of Ignore Pain. WD does the opposite, when Barb pops Ignore Pain the WD switches to full defensive and then goes to full offense when Ignore Pain runs out.
Again, I fail to see the benefit of this, it's just annoying. Most players don't want that but are forced to swap if their opponent swaps.

Cheers,
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: chucknorris#1885 on April 28, 2013, 15:27:43 pm
Well in the few thousand duels I have done in the format I discribe I can tell you my experience which is quite the opposite of what you describe.

- full tank switch only occurs in duels with wotb barbs. it is not needed or advantages in any other duel as switching creates quite a bit of vulnerability.

- duels are much less likely to stale mate as players are able to add dps on the fly. as soon as one player realizes they have insuficinet dps the kill their oppenent they add dps one slot at a time.

-switching to full tank after killing your opponent is not effective as you will lack the dps to threaten your opponent and they will simply pick away at you preventing you from regening.

- several class match ups are more ballanced and less favoring wd as glass cannon is more punished and sv is not op.

- there is no costing more time as it is the rule that you must respawn imminently after death and after dying it is in the person who died to chace down their opponent asap. All matches are in fact much faster paced and more action packed.

-gear and skill swapping comes with quite a strong vulnerbility it takes quite a lot of skill to knw when to do it and how to do it quickly. Imo it is not used to compensate for one dimensional gear but instead adds another layer of stratagy and skill to a duel.

I hope you dont dissmiss this simply because you are sure " sure most players want to kill their opponent at full strength and be at their full strength when they start a round." or because it would make your own personal play style and gearing choice less effective. From what I saw I think this format will put quite a natural handicap on the eu wd play style and create a more ballanced and exciting league.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: devilek666 on April 28, 2013, 15:42:04 pm
I personally agree with Euro here..give us a break chuck.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Shadow88 on April 28, 2013, 16:05:35 pm
if you rejoin at the wrong place you are screwed. not in all matchups but in some. eating some dps before you had the chance to cast buffs and die because of that sucks. or think of rejoining in a blizzard rain during some a wiz vs wiz. happens alot in pubs and thats no fun at all. also killing an opponent who is at low hp/cds form the start does not feel very skilled imo.

play pubs if you have fun in this kind of fighting or invite like-minded people into privates but this forum should be about real duelling.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: DarkRaven on April 28, 2013, 16:20:11 pm
I'm a barb, but this style of play actually gives a big advantage to barbs as they are the ones with high regen and enough ms to run and reset after they get a kill... also legacy DHs have this advantage

basically the player with more mobility will be able to reset even when low.

this may balance wd vs barb where wd has the advantage and barb is more mobile but in other matchups can be pretty silly.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Iria on April 30, 2013, 02:16:13 am
So what rules will be used for the PTR 1v1 league?
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Forti on April 30, 2013, 09:25:05 am
Ptr will be on for at least one week more. I thinking the wont fix barb hp regen.

By tapatalk

Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Mr.Mag on April 30, 2013, 10:35:40 am
Iria it's possible that ptr league wont even start :/ first we have to wait for fix, then rules will be published :)
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: MoKKaL on April 30, 2013, 10:59:26 am
waiting for a fix for .... the 4% lreg for barbs?
its a test league - just start it :P

imo WD's are 100times more a pain in the ass than a barb with 2%lreg more than he should have :P
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: DarkRaven on April 30, 2013, 11:33:24 am
after I played with you mokkal, I tested with ximae, I think he had ~215k with soj.

I used threatening instead of battle rage, it was pretty one sided with the 4% life reg.

I tested with more tanky gear and he couldn't get me bellow 80% hp, just standing still poping pots and ignore pain, the damage wasn't enough to overcome life reg with mitigation ( 40% dodge, 32 block, 900 ar, 12k arm, 35% vs elites which is actually 30% because it's multiplicative not additive, 5% vs range)
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: ximae on April 30, 2013, 12:12:05 pm
yeah my higher ias setup was pretty hard counterd by his mit/dodge/block. when i switched litany to host i actually had like 235k dps with 1.39 to elites (soj 30 + 5 occulus + 4 wailing host) and couldnt get through o_0.

its funny coz with litany i had had very even match vs vimer a few days back.... talk to darkraven if u want to know how to counter rof, coz man mine usually melts and it was doing crap dmg vs him.

btw just made some adjustments i want to test with u... hopefully the damn int+cc nats ring gets in time before servers snapshot and i can copy over. i just sold my previous one for more than i bought the new one, gold find random vs pot bonus XD, and cant test till the damn ah gives it to me. new setup i want to try is with skorn + enough ias and cc to make the build viable (1.4 aps 52 cc) with pretty high dodge, 600+ dex. abit lower screen dps but with skorns massive cd the hidden 7% cc  to rof should be huge...

btw u should test with shadow too as he has a similar setup to mine in regards of higher aps + occulus setup
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: DarkRaven on April 30, 2013, 14:37:38 pm
From what I've seen a lot of barbs greatly undervalue dodge, like it's not "real" ehp.

The only matchup were is not yet needed is vs other barbs, where rend is only atk.

All barbs get 30-34 block shields whereas 2% more dodge does so much more than 2% more block.... and dex even up to 1000 is a very good way to tank up.

Dodge also can prevent stuns and prevent stuff triggered on crit, like CM, whereas block can't.

Warcry dodge is a very good rune, impunity only is better vs dot damage like rend or some skorn exploding palm or haunts but even vs those classes I prefer dodge.

Ofc u need to have high ar on gear to balance not using impunity.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: link1313 on May 01, 2013, 03:59:16 am
From what I've seen a lot of barbs greatly undervalue dodge, like it's not "real" ehp.

The only matchup were is not yet needed is vs other barbs, where rend is only atk.

All barbs get 30-34 block shields whereas 2% more dodge does so much more than 2% more block.... and dex even up to 1000 is a very good way to tank up.

Dodge also can prevent stuns and prevent stuff triggered on crit, like CM, whereas block can't.

Warcry dodge is a very good rune, impunity only is better vs dot damage like rend or some skorn exploding palm or haunts but even vs those classes I prefer dodge.

Ofc u need to have high ar on gear to balance not using impunity.

yup dodge is very underrated. i don't undervalue it i even preferred it for some slots where it can roll really high like boots/gloves (100str/200dex/100vit blackthornes boots are possible , 200str/200dex/80 all res ik gloves are possible)

interesting idea with shield. although 200 str /150 dex / 150 vit stormshields are hard to find as there are always monks / dhs looking for those. i prefer the 350 str / 150 vit stormshield another underrated and better option than the 200 str / 200 vit or 200 str / 10 crit stormshield
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: ximae on May 01, 2013, 14:00:23 pm
From what I've seen a lot of barbs greatly undervalue dodge, like it's not "real" ehp.

The only matchup were is not yet needed is vs other barbs, where rend is only atk.

All barbs get 30-34 block shields whereas 2% more dodge does so much more than 2% more block.... and dex even up to 1000 is a very good way to tank up.

Dodge also can prevent stuns and prevent stuff triggered on crit, like CM, whereas block can't.

Warcry dodge is a very good rune, impunity only is better vs dot damage like rend or some skorn exploding palm or haunts but even vs those classes I prefer dodge.

Ofc u need to have high ar on gear to balance not using impunity.

yeah i was hoping it took barbs a while to figure out that dodge is pretty damn good vs rof as u can dodge ticks so it is a massive dr. Not only does it also prevent cm procs but if ur setup to sustain high aps via apoc its also cutting ur ap returns to be able to sustain the channel longer.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Iria on May 01, 2013, 21:25:41 pm
After some careful thought and some testing, I have deduced why I lose to the top WDs on US server. The only WDs able to beat me consistently use a full Blackthorne's set and are very tanky. I have yet to see a WD beat me WITHOUT using the Blackthorne set. This is something to consider for future rules. I understand the rules for class balance are intended for skills/passives only, but banning Blackthorne's 4 piece set or at least setting a cap on Elite Damage Reduction (EDR) could be a possible solution.

I think since the game is trending more and more towards defense, at a certain point duels will last incredibly long (or never end in some cases). By capping defensive options, I think we will keep the game fresh and fun. Of course, this is my opinion and my suggestions do not need to be implemented, this is just for constructive discussion. Also, GGs to all the WDs that helped me learn this fact lol.

TL;DR We can consider putting a cap on elite damage reduction (say -14%?) and other % reductions to not overly favor defensive play to the point of stalemates being the future of PVP.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: chucknorris#1885 on May 01, 2013, 22:03:34 pm
I dont use 4 piece bt. and only 7%e-reduction... gear ban wont make a difference. allowing gear switch will eliminate stalemates.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: KNHO on May 01, 2013, 22:23:20 pm
Iria, reading your post i just ask myself a question, how big must be the skill difference between you, and the good EU Dh´s?
Seems that it´s like Jupiter vs Moon. No EU DH doesn´t even has a little chance vs WD´s like Euronymous, Blud.
Try them on PTR, give us some movie´s to see how you handle them. Looking forward to it.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Iria on May 01, 2013, 22:37:23 pm
One main issue with gear switching is that it promotes the style of play where a player will burst in DPS gear and defensive abilities, and then swap to a full tank set to wait for abilities and resource to recharge. Also, this style of play will promote cheaters using gear swap macros to swap almost instantly with a single button. Lastly, I feel some classes benefit from gear swapping more than others providing another factor which may adjust balance again.

@KNHO I am almost certain those top WDs will beat me but if they don't use enough EHP I might have a solid chance at killing them sometimes. With enough EHP, I feel like the battle is really like "how long can I survive and how long until I am out of discipline and hatred"? Also, usually against high EHP WDs I run out of my resources when they still have a lot of their HP left, still have Spirit Vessel, and some of their pets. At that point I simply lose because mana regenerates so much faster than discipline and there is no where to hide from haunt's 25 yard unavoidable target area radius.

@Chuck you are right, the elite reduction might not be the problem but total EHP is. DH have limited offensive options which are severely hindered by pets and require careful aim. Every shot needs to count and even then, if the WD's EHP is too high, that still might not be enough lol.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: chucknorris#1885 on May 02, 2013, 03:12:45 am
well I can say I have run into a select few dh (only 2 players) who have used a much more effective strat/build vs tank wd than I have seen you or the majority of dh use. I have not had a chance to see how the class changes of 1.08 effect this though so cant comment yet, but it was effective enough to force me out of my normal tank gear/build in current patch.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Iria on May 02, 2013, 03:28:52 am
Could you elaborate? I am still practicing with sticky traps and working on the best order of skills to use in an encounter (similar to build order in SC2 lol).
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: chucknorris#1885 on May 02, 2013, 05:23:29 am
we can talk about it after the two tournaments this weekend.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: ximae on May 02, 2013, 10:29:19 am
d3 tourneys? elaborate plz.

edit: nvm i think i found em just need to find the streams for the weekend now :D
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: N0F3aR on May 02, 2013, 18:08:12 pm
Tournaments? Could some1 link them?
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: MysticaL on May 03, 2013, 08:50:02 am
@tournament: google --> viciouscattle forum
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Iria on May 07, 2013, 20:54:58 pm
So now that we see WD OP, any ideas on what to do now that they got BUFFED in 1.0.8? We DH didn't really get buffed, sure we can stalemate more with Brooding and Sentry and Rapid Fire got a boost but is still generally weak since we have to stand still to use it. Barbarians didn't get anything new for PVP (aside from slower Fear run speed). Monks got nothing new for PVP. Wizards got some nice damage improvements but still will have issues against the other classes. I think Barb vs Wizard just became balanced (with no WotB) but WD is still godly lol.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: ximae on May 07, 2013, 21:30:37 pm
yeah wd is imba. need to tone em down some more.

Agree that the problem with them specially arises when they are tanky as even with shield they still deal a fuckload of damage. if theyre not as tanky at least u can kill them as fast as they kill u.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Euronymous on May 08, 2013, 01:30:51 am
Firebats would have to be banned in all match-ups. It's unfortunate that they buffed it since it is really fun to use and requires some skill in contrast to Haunt and Spirit Barrage.
That single ban should be enough vs. Barb/Monk/DH.

Wiz is so weak defensively that just one out of Spirit Barrage/Haunt/Firebats/Leaping Spiders is enough to rape them with little effort.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Iria on May 08, 2013, 07:33:47 am
I'm ok with you keeping Fire Bats instead of Haunt lol.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: KNHO on May 08, 2013, 08:15:22 am
I'm ok with you keeping Fire Bats instead of Haunt lol.

100%
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: DarkRaven on May 08, 2013, 08:49:33 am
euronymous, are u saying that vs barb only bats ban is needed? without the hex-wotb ban?

i know u are pretty much at the top gear level for wd, did u test some possible rules with top barbs like vimer or devil?

i remember we talked a while ago and even with the no hex-no wotb rule u said it was something like 30-2 vs devil, which i would say he is about similar top gear level to you.

I always say let the top players test various setups and bans until they reach a 50-50 balance or 60-40 or at least 70-30, but i think that for the top level wd vs barb is a long way from that.

if u, or blud, have more recent testing sessions with devil, vimer or similarly geared barbs where they manage to do something, please let us know :)
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Euronymous on May 08, 2013, 11:43:04 am
Yes, just no Firebats vs. Barbs, no other rules in that match-up.
Only time Barbs managed to do anything vs. me is with WotB. I don't think there is a way around it unless you want to ban Echoing Fury.
The "no hex, no wotb" rule was invented because a lot of players (mostly barbs) were complaining that playing with wotb is annoying. It looked good on paper but didn't work out too well apparently.
It was 55-45 for WDs in the 302 duels in the first d3cl season with "no rules" btw.. That is as balanced as you will get in the current game. You have to take it for what it is right now until Blizzard starts to care about PvP.

@Iria
Haven't tried it, it could work too. Find yourself some WDs and try it out ;)
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: DarkRaven on May 08, 2013, 12:12:45 pm
I think that the balance from season 1 had something to do with gear swapping.

if barbs run for 2 minutes with tank gear than swap to full dps skorn in wotb plus ip maybe they can kill in a couple of shots, cause more is pretty hard to get and the fury cost of wotb+sprint+hotas is too big.

also I think the gear changed a lot from then.

in your recent games vs top barbs, with wotb and no gear swap, what was roughly their win ratio? if it was at least 30% than it should be ok
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: chucknorris#1885 on May 08, 2013, 12:45:56 pm
We DH didn't really get buffed, sure we can stalemate more with Brooding and Sentry and Rapid Fire got a boost but is still generally weak since we have to stand still to use it.

I think you are vastly underestimating the buffs dh got. did you even test them?
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Euronymous on May 08, 2013, 12:59:12 pm
I think that the balance from season 1 had something to do with gear swapping.

if barbs run for 2 minutes with tank gear than swap to full dps skorn in wotb plus ip maybe they can kill in a couple of shots, cause more is pretty hard to get and the fury cost of wotb+sprint+hotas is too big.

also I think the gear changed a lot from then.

in your recent games vs top barbs, with wotb and no gear swap, what was roughly their win ratio? if it was at least 30% than it should be ok

30%+ should be possible, it's definitely not as hopeless as the non-wotb matches. It's not even set in stone that WDs have the advantage against a properly geared and skilled wotb barb.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: ximae on May 09, 2013, 13:54:50 pm
and what about wd vs wiz then... what do u propose? coz i feel pretty hopeless in that match up
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Euronymous on May 09, 2013, 20:50:35 pm
and what about wd vs wiz then... what do u propose? coz i feel pretty hopeless in that match up

That's my current proposal. I also think that DH needs to be toned down a bit offensively (e.g. no offensive passives like sharpshooter) vs. Wiz but that's not my field. It's really easy for DHs to get in a huge guaranteed crit of fan/impale while Wiz can only hope for a random crit of the measly 130% storm armor.

-   In duels versus the “Wizard” can use only one of the skills “Corpse Spiders” with rune “Leaping Spiders”, “Firebats”, “Haunt” and “Spirit Barrage”.
-   In duels versus the “Wizard” is not allowed to use the skill “Horrify”.
-   In duels versus the “Wizard” is not allowed to use the passive skill “Blood Ritual”.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Iria on May 09, 2013, 21:03:35 pm
I'm ok with removing Sharpshooter if we can keep our Boar and Preparation - Battle Scars (or at least one).
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: DarkRaven on May 09, 2013, 21:32:53 pm
is wiz vs wd so much worse than barb vs wd, so that you want to ban all those skills but only bats vs barb? ( a lot of those bans should be tested vs barbs too until at least top barbs have a shot at winning some rounds vs top wds)

also wizzes vs barbs has just become favorable to wiz, if they gear smart and know how to play.

it's funny that the wiz uses a heavy stun build but we are not allowed to use our only cc breaker... I know wotb would shift it towards barbs ( although with wormhole I bet wizzards could run just fine ) but maybe only allowing nova or wave stun should be considered.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Euronymous on May 09, 2013, 23:34:25 pm
@Iria
Like I said, it's not really my field. But from what I have experienced and read DH vs. Wiz is extremely one-sided. They have no dots, no hard-hitting spell that could randomly one-hit a decent DH like Wave of Light or Spirit Barrage could and almost no help from defensive skills.
I don't think just banning some regen skills is gonna balance this. Right now you can just jump on them and kill in a few crits.

@Dark
The difference is like day and night. Use low dps pve gear on your barb vs. WD if you want to see how Wiz feel. Dead in a second without being able to even scratch the WD :D

I agree it's a bit lame to play vs. a heavy cc build with no cc breaker. You can just sit there and watch and hope that you get out before you die.
WotB is just way too overpowered, I don't see how a Barb could ever lose with it. All you have to do is force Wiz into using their teleport and then go berserker. And even if the Wiz somehow manages to never use teleport, ~15s to catch a Wiz after his teleport in this tiny arena is more than enough.

I don't think it's proven yet that the match-up is favorable for Wiz at the highest level and until then I think it's better to have some ranked duels and see how it goes. I find it a bit harsh to nerf the class that was beaten up for months in advance, let's give them there moment to shine ;)


Btw. in case you haven't noticed, rule dev activity is really low right now. Me personally, I won't even be playing in 1.08 and probably won't play again until Blizz starts giving a shit about PvP. The other devs have a similar mindset or so it seems at least since I haven't seen any activity from most of them in weeks if not months.
There will probably be the need to hire some new rule devs soon. Keep in mind no matter what we did or the remaining/new devs will do, our possibilites are extremely limited and thus rules will always favor a certain class or build.

Let's just get d3cl running again and have some fun ;)
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: link1313 on May 10, 2013, 00:09:47 am
when is season 2 starting?
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: DarkRaven on May 10, 2013, 07:02:11 am
I was wondering how did the check procedure at the beginning of a game worked up so far?

I think there are some situations where a player can use X skill to counter Y skill from the other, or some other piece of gear.

Are the players gearing and changing skills out of inspect range and are not allowed to change anything once they approach each other?

"After each player wrote 'OK' neither player are allowed to change skills or items."

So I can change skills while in inspect range but before he says ok?

also between rounds, if a player changes a skill and the other sees it and wants to counter it, how is this solved?

For ex if monk uses palm with fire rune I want to use superstition, but if he uses other rune I prefer other passive. Or if I use rend vs wiz he would like to have mirror, if I use hota he may prefer other skills... but if I see no mirror I want rend again :) isn't this endless ?

yup, let's get it going, I'm sure rules can be tweaked if there are obvious class imbalances ( like if a top player loses to all players from another class)
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Mnich on May 11, 2013, 15:51:42 pm
Mend something in duels Monk vs Wd ( terrible duel )

haunt baned
horrify rune Frightening Aspect  baned

Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: TheBGAnt on May 13, 2013, 22:04:20 pm
Hmm ok am I missing something or not? If I am missing something I apologies for my next words! I have played vs. 3 barbs already. All of them were using War Cry (I am DH)… Was War Cry Banned or not?! The second barb changed an item without telling me. The third barb changed rune for a skill without telling me. All 3 barbs ignore basic starting rules. Why barbs ignore rules? Lilith is offline in the game for like 10 days so I am writing here. What is going on?! I am not happy I can tell you that…
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: VimeR on May 13, 2013, 22:12:13 pm
In duels versus the “Demon Hunter” the skill “War cry” is only allowed to use with “no rune”.

also players can change skills/items between duels
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: TheBGAnt on May 13, 2013, 22:17:11 pm
They can only if they say so if not its abuse :)

-   In duels versus the “Demon Hunter” and the “Wizard” the skill “War cry” is not allowed to be used.

That is the rule.

In duels versus the “Demon Hunter” the skill “War cry” is only allowed to use with “no rune”.

That I had to look for. Why is not in this topic on page 1 i don't know.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: VimeR on May 13, 2013, 22:19:25 pm
http://forum.d3cl.com/index.php/topic,1649.0.html
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: TheBGAnt on May 13, 2013, 22:25:37 pm
Yep that's what I sad. Those rules must be here on page 1 also. At the moment "In duels versus the “Demon Hunter” and the “Wizard” the skill “War cry” is not allowed to be used." and "In duels versus the “Demon Hunter” the skill “War cry” is only allowed to use with “no rune”." are correct.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: ximae on May 13, 2013, 22:31:03 pm
Barbarian

-   In duels versus the “Monk” and “Wizard” is not allowed to use the skill “Wrath of the Berserker”.
-   In duels versus the “Demon Hunter” the skill “War cry” is only allowed to use with “no rune”.
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: TheBGAnt on May 13, 2013, 22:40:27 pm
Barbarian

-   In duels versus the “Monk” and “Wizard” is not allowed to use the skill “Wrath of the Berserker”.
-   In duels versus the “Demon Hunter” the skill “War cry” is only allowed to use with “no rune”.

Barbarian

-   The Barbarian cannot use the skill “Wrath of the Berserker” versus the Monk, Wizard  and the Witch-Doctor.
-   In duels versus the “Demon Hunter” and the “Wizard” the skill “War cry” is not allowed to be used.
-   In duels versus the “Wizard” the Barbarian can choose one, but not more of the following skills: “Ground Stomp”, “Leap” with rune “Death from Above”, “Charge” with rune “Bull Rush”, “Bash” with rune “Clobber” or “Weapon Throw” with rune “Throwing Hammer”.

And why do we continue? The point here is someone change the rules on page 1. It is as simple as that :) And that someone also can delete the spam after my first comment. Really is my English that bad that no one understood me from the first time? Or this topic should be closed and open a new one...
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: ximae on May 13, 2013, 22:51:51 pm
coz this would be rules v 1.2.7 as there have been plenty changes.

the new rules are in the first post of the home page, www.d3cl.com , there is  a link there

Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: link1313 on May 14, 2013, 06:04:32 am
-   Duels are played with best of 9.
-   Maximum duel time is 45 minutes starting from the first ‘go’ from both sides.

does this mean maximum allowed MATCH time is 45 minutes or 6.75 hours?
Title: Re: Ruleversion 1.2.6 [Open Discussion]
Post by: Mr.Mag on May 14, 2013, 08:04:27 am
Plz continue in http://forum.d3cl.com/index.php/board,134.0.html

45 for the whole match