rated PVP is hard balanced around 3v3, but they also do outlier tuning for unrated PVP.
and if you want to play 3v3 so much, go play 3v3.
rated PVP is hard balanced around 3v3, but they also do outlier tuning for unrated PVP.
and if you want to play 3v3 so much, go play 3v3.
still you are missing the point lol, there is los in everything even in PVE imagine if big tree stumps or rocks fell down for you to go behind to block an AOE spell from a boss, in the world you see, i should be able to get hit behind it?
yes and you are missing the point, that tree doesnât LoS because the point is to give ranged an advantage in this area of the map, you didnât know that and died and are super upset about it.
you are really assuming a lot here, and missing the point as to what LOS IS and you have a major lack of experience so please stop assuming and saying off the wall stuff because it makes no sense or logic as to why that part of the map has no los.
uh no, you can watch any video on pvp map design in any game and the processes for it. they redesigned WSG with the tree stump not LoSing intentionally.
and now they need to change it back if they did, its toxic and bad for gameplay period.
it has never been an LoS.
cool so it should be an LOS, lol you are talking in circles just take the L and move on, it needs to be LOS just like every other BG, Twin peaks is a great example.
so, why is it you are incapable of learning how to play around something that has been in the oldest BG in wow since vanilla? something every other BGer had to learn? talk about entitlement, you think the map should be changed for you, instead of you changing for the map.
no the map should be changed to bring it up to date for modern gaming, its goofy and if you canât see that you seem to be stuck in the old ways, its not about me at all and even if it did benefit me hitting through pillars it wouldnât make any sense to me, it would almost feel like a bugged map to any person who just started playing or can hit through it, it is just not good game design.
no, you are just mad you couldnât pillar hump in the middle of the map like its some arena match. âmodern gamingâ blah blah, you donât even see the ranged vs melee zones in the actual game design but want to talk about game design like you are some expert.
i just use logic and logic dictates shooting through walls is not good gameplay, they could add other things to fix a so called ranged vs melee zone lol pretty sure its the only map with no LOS in the middle of it which is just wild. like i said TWIN PEAKS is a good example.
twin peaks is a larger map iirc.
also, twin peaks is a different map than WSG.
And you can be attacked through mountains. Numerous times Iâm up on a cliff and see the attacks shooting through the rock.
Time to turn all these objects into âpillarsâ like in arena.
Ranged spec favoritism isnt what you think it is. It is actually helping your healer and you. Lots of areas of ground and other objects can be shot through with a fireball or arrow, but also heals can be casted through it. If offensive abilities were to more realistically fail to function through more visual los points, so should heals to compensate. Then healers would complain their casts are failing when they finish after Blizzard intentionally gave them spec/class/and embellishment features to aid their casts reaching their target through inturupt/stun immunities.
I know it can suck sometimes to be melee. Now imagine playing a melee with 0 instant mobility, no MS, no self healing when it does damage, SUPER low self healing when it uses GCDs to self heal, and defensives that are dispelled or stolen exceptionally often and apply Forbearance. It could be far worse for you.
You have ascended to trollhood?
Not today, but thanks for checking.
I dunno. I think it is reasonable for people to expect that they canât be shot through a freekin mountain.
arena exploitive deleted play tickle tag running around los for 10 minutes until dampening kicks in so they can burst.
you can keep that in arenas thanks but no thanks.
by the same logic invisible walls that prevent movement should just randomly exist, because using your eyes to assume environment game mechanics is not a thing for giga chad big brains.
Its hilarious how fenceposts in the open world still mess with warrior charge time and you can extend your kite on a warrior by just hopping over them, yet bgs are stuck with archaic design of open fields with minimal los / objects to utilize. If anything bgs should have more pillars and rocks (which negate ground targeted aoe unless it is on the rock itself). The whole point of having more is so it creates more variety in where you choose to fight, with absolutely no los it basically turns into âare you stupid enough to fight a wiz cleave near the invisible stump?â oh, you want to fight near the house? Nah the invisible stump in the middle of the map is the most efficient ground for pickup groups so lets just settle on that