Farming v Containing

This won't kill bracket this will kill solo queuing which will improve bracket.

/cheers




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When was WoW your dictatorship? Some people prefer to solo queue instead of wait hours for other players on their server to log on. In fact, the option to solo queue is in the game, so why not?

Some people aren't on populated servers as well and can't dedicate the time to wait for others to log on or reroll on a premading server.

The bracket's activity would halt if solo queuing stopped entirely.
 
The purpose of farming is to gain honor, while containing is to prevent the other team from chances to win. However, when the players you contain die, your getting honor. I PERSONALLY would call this an indirect way of farming. It's like comparing the colour blue to a lighter shade of blue. Deep down, they are still the same thing BLUE. Also, many people have said this but, if you we're able to contain the other team, it's obvious that you have the upper hand and can easily beat the opposing team being scattered around.

Treat players the way you want to be treated

Just my two cents :)
 
Jesus, I think I posted in the wrong thread.

Nevertheless, everything I've said here applies to F2Ps as well. You know that 5.4 is going to see a huge power increase of level 24s?

How many F2Ps do you think are going to stick around?

I imagine most 20s will still stick around but there will probably be a lot more /afk at the start of games. I'd be more concerned about faction balance and how it'll affect queue times.
 
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Just curious, what is the alternative that wont increase their chance to win. Are you guys suggesting a handicap?

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I'd be more concerned about faction balance and how it'll affect queue times.

Hordes 3:1 P2P ratio compared to ally is finally gonna bite them in their ass imo. With P2Ps going full god mode in 5.4 it means all the P2Ps are gonna come out that went into hiding when scaling was applied which will raise the horde population queuing and lower the ally population queuing which in turn will probably give ally the instant-near instant queues and horde will see the 5+ minute queues which may then make some hordes reroll ally since they have shorter qs... It's just a circle lol but common sense says my scenario will take place but we can only wait and see :eek:
 
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I imagine most 20s will still stick around but there will probably be a lot more /afk at the start of games. I'd be more concerned about faction balance and how it'll affect queue times.

F2Ps have always been the majority of players in the 20-24 bracket. The bracket itself became popular after certain OP classes received nerfs in Cata and less powerful classes received buffs. To put it simply, specs and classes which have been underplayed in recent years have seen a boom in Cata and MoP, and now make up the majority of the classes played @ level 20. The addition of BG scaling also helped this happen by giving level 20s the ability to compete against level 24s.

Currently, there are only a few classes/specs which have a distinct advantage by going to level 24:

- Spriests (gain Power Word: Fortitude, Mind Blast, Shadow Orbs, and Devouring Plague)
- WW Monks (gain Fortifying Brew, Touch of Karma, and Legacy of the Emperor)
- Any Spec Mage (gains Ice Lance, Inferno Blast, Arcane Missiles, and Fingers of Frost)
- Any Spec Warrior (gains Pummel)

Everyone else either gains nothing between level 20-24 or only non game changing abilities. The gains of Spriests and Mages coincide with the fact you don't see very many people playing those classes/specs @ level 20. They literally don't get their crucial abilities until they level past 20. You don't see F2P monks (for obvious reasons), but you do see a fair amount of warriors @ 20. Pummel tends to be less important to Prot warriors because they can just hit you for 800 shield slams.

In 5.4, with the down scaling and sudden availability of end game enchants, you will see every class become more powerful just by being level 24 (or P2P). Rogues/monks/shamans/druids gaining the ability to use Mongoose will set them apart from their level 20 counterparts. Elemental Force will be a very viable alternative to mongoose for players who want more front end damage. Warriors and paladins won't see a huge increase in power @ 24 because they can already use Crusader, which will still provide the highest benefit when compared to higher level enchants.

Hunters will gain access to high level scopes @ 24, X-Ray scope giving 150 AP on proc. Hunters are also getting each of their main abilities buffed.

Casters and healers will be getting intellect/spell power proc enchantments, giving them an occasional boost to their primary throughput source.

All classes will be getting access to leg armor kits and shoulder enchants. Players who applied helm enchants to BoAs prior to MoP will have those as well. Secondary stat enchantments (haste, crit, expertise) will also become available to P2P players, giving them the ability to further customize how their toons perform.

All told, anyone playing a level 20-24 P2P character will see a 15-25% power level increase just because of 5.4 changes. Some classes and specs will benefit more than others. The bottom line is the disparity between P2Ps and F2Ps will be greater than ever, and there will never have been a better time to roll a P2P in this bracket.

If F2Ps stick around, it's because you either don't know any better, or you are some sort of a masochist. I don't foresee there being much competition between F2Ps and P2Ps, in 5.4.
 
Breaking the farm...
If they know what they are doing, they will be taking insignias. If they don't know move to the back of the GY. When you die you can corpse run up top. There will probably be farmers up top. Healers and dps up top probably means you die again. You might get lucky and be able to kill a dps that is top side farming out of range of heals. Then you can fall back to your FR to defend, try to heal your guys from up top or if you're a speedy class go for their flag.

I'd rather see team mates /afk than ghosting around (or stealthing around) waiting for it to be over. Replacement players zone into the FR out of the farm and different people might be able to pull off an upset. I love turning the game from getting farmed into a win (when it happens.)

If they are taking insignias and supported by multiple healers, practice your tunnel/fence/wall jumps as a ghost.
 
i was told thread problematic. now it is for your definitions of farming v containing
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imo farming is being past path, not letting them mount up and regroup. time no factor. you can get carried away containing just move back

games are about enjoyment so people with problem bout this^ are silly imo

containing from behind path can be fun, game is for fun

i like this post because i thought sarcasm :p Shft apparently didn't think same way xD

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actually makes sense

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Couldn't have said it better. People that don't understand the difference between farming and containing, here is the door --> [ ] go 24.

It has nothing to do with how long the game lasts, it's about allowing people to ress and decide to jump down and fight an OP team or stay on the hill in peace.
 

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