Miscellaneous suggestions for the rules of future tournaments...

The whole point is to make FCs easier to kill.

I'm just saying that your "the rogue will oneshot EFC at zero stacks regardless" is bullshit.

I never said anything in my original post about zero stacks. But mk. I doubt any guilds will want to use these rules (Besides TSN) Thats all I'm trying to say.
 
The rules do lean towards giving the superior advantage to quick cap style that TSN seemed to only use. I was really surprised at how few globals and death each team had. The bracket is quiet bursty, including heals, but the heals obviously have a cast time. I thought for sure with 5 dps on a target swapping you would global atleast a second or third swap. Running rogue does open tons of tons of strats and game plays. I think another problem as far as the 10 stack turtles were going was that there are no dispells, so any offensive pushes (even while the opposing team has 2-3 of their ppl dead) can be deflected so easily. Instead of not allowing tank classes, perhaps limit their gear so they are easier to down. Running a non-tank fc will probably just result in more ties. By using non-tank fc's u will probably be promoting even more defensive gameplay until the rogue /boomy and hunter offense will one shot efc. Each team would keep a group of ppl sitting back. I like to run melee's, again tho in this bracket with no dispells, that melee dps can just be sitting in fear / poly the whole game, or pulled way out of range of healers and die. People will always choose to play defensively over offensively as an instinct. I would love to see some ab's, but at the same time ab with no mounts can be kinda iffy. Overall, for the most competitive type games u may want to take a tourney to a diff lv bracket, like 29s or 39s where some of these turtle 10 stack problems may be resolved naturally.
 
piru dont fuck with these rule
 
Here's some more rules

1: No mouse turning
2: No midfield fighting
3: No jumping
4: No gnomes
5: No professions
6: No enchants
7: No druids
8: No 3 capping (makes enemy team feel bad)
9: No running for more than 15 seconds (have to walk for 5 sec minimum to run again)
10: Only FCs are allowed in the main flag room area. (Others must stay in the tunnel, midroom, balcony, or roof. this excludes when the game starts).
11: Rogues cannot cast ambush.

I feel like these changes would greatly enhance the competitive 19 twink scene.
 
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The rules do lean towards giving the superior advantage to quick cap style that TSN seemed to only use. I was really surprised at how few globals and death each team had. The bracket is quiet bursty, including heals, but the heals obviously have a cast time. I thought for sure with 5 dps on a target swapping you would global atleast a second or third swap. Running rogue does open tons of tons of strats and game plays. I think another problem as far as the 10 stack turtles were going was that there are no dispells, so any offensive pushes (even while the opposing team has 2-3 of their ppl dead) can be deflected so easily. Instead of not allowing tank classes, perhaps limit their gear so they are easier to down. Running a non-tank fc will probably just result in more ties. By using non-tank fc's u will probably be promoting even more defensive gameplay until the rogue /boomy and hunter offense will one shot efc. Each team would keep a group of ppl sitting back. I like to run melee's, again tho in this bracket with no dispells, that melee dps can just be sitting in fear / poly the whole game, or pulled way out of range of healers and die. People will always choose to play defensively over offensively as an instinct. I would love to see some ab's, but at the same time ab with no mounts can be kinda iffy. Overall, for the most competitive type games u may want to take a tourney to a diff lv bracket, like 29s or 39s where some of these turtle 10 stack problems may be resolved naturally.

not allowing tank specs is a clear nerf to turtling actually
 
not allowing tank specs is a clear nerf to turtling actually
Maybe. Depends on how people play it. When you realize your FC just got squishier, are you going to protect him more or less? Instinctively, when you realize "shit, my fc is going to take more damage at lower stacks", you are going to turtle around said squishy fc, until your rogue/hunter one-shot the efc.

OT: everyone must have 2k health? Is this to reduce the burst in the bracket? if you want less burst, try out the f2p bracket? it would give you mounts for AB as well. idk lel

So basically every comp would look like:
3 healers
Feral kitty FC. (M)
Arms Warrior (M)
Ret Pally (M) (basically another healer)
Rogue
3 ranged dps of your choice
(Lock/Mage/Hunter/Ele)

All DPS with 2000+ hp...
Now the question is...
How the fuck is anything going to die?
YES, the FC is squishier. BUT...
-You are essentially running 4 healers as the ret will just be another heals
-You could essentially have 5 healers w/o breaking rules cuz ret pally offheals. And who is going to run enh > ret
-Healers receive no nerf at all
-No dps class stacking
-The DPS are going to have to enchant stamina > dps enchants to hit 2k health
So we just decreased the damage output of every dps, we increased the health of every dps, we increased the potential # of healers by forcing comps to run a melee that is really only good for hoj and offheals, and then we will be mad when no one dies and it is a turtle fest again until a flag carrier is randomly one-shot?
 
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Why not drop a healer off of the roster limit?
2 Healers
Feral kitty FC. (M)
Arms Warrior (M)
Ret Pally (M) (basically another healer)
Rogue
3 ranged dps of your choice
(Lock/Mage/Hunter/Ele)
You have 1 spot left.
You can't add a healer.
You can't add a tank spec.

-Teams must have same number of melee as they do ranged dps, rogues do not count as a melee
You can't add a melee.

-Teams must have same number of melee as they do ranged dps, rogues do not count as a melee
You can't add a ranged.
You must add a rogue, cuz
-Teams must have same number rogues do not count as a melee
So 2 heals and 2 rogues. Sounds like sap sap ambush is the new BTB secret mid strat with these rules
 
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Maybe. Depends on how people play it. When you realize your FC just got squishier, are you going to protect him more or less? Instinctively, when you realize "shit, my fc is going to take more damage at lower stacks", you are going to turtle around said squishy fc, until your rogue/hunter one-shot the efc.

OT: everyone must have 2k health? Is this to reduce the burst in the bracket? if you want less burst, try out the f2p bracket? it would give you mounts for AB as well. idk lel

So basically every comp would look like:
3 healers
Feral kitty FC. (M)
Arms Warrior (M)
Ret Pally (M) (basically another healer)
Rouge
3 ranged dps of your choice
(Lock/Mage/Hunter/Ele)

All DPS with 2000+ hp...
Now the question is...
How the fuck is anything going to die?
YES, the FC is squishier. BUT...
-You are essentially running 4 healers as the ret will just be another heals
-You could essentially have 5 healers w/o breaking rules cuz ret pally offheals. And who is going to run enh > ret
-Healers receive no nerf at all
-No dps class stacking
-The DPS are going to have to enchant stamina > dps enchants to hit 2k health
So we just decreased the damage output of every dps, we increased the health of every dps, we increased the potential # of healers by forcing comps to run a melee that is really only good for hoj and offheals, and then we will be mad when no one dies and it is a turtle fest again until a flag carrier is randomly one-shot?

rogue*
 
Maybe. Depends on how people play it. When you realize your FC just got squishier, are you going to protect him more or less? Instinctively, when you realize "shit, my fc is going to take more damage at lower stacks", you are going to turtle around said squishy fc, until your rogue/hunter one-shot the efc.

And when you realize "shit, my fc is not going to take a lot of damage until higher stacks", you are not going to turtle around said tanky fc until higher stacks have been reached simply because you don't need to. It's undoubtedly easier to turtle with a tankier FC than a squishier FC, and what you said didn't make any sense at all.
 
2 Healers
Feral kitty FC. (M)
Arms Warrior (M)
Ret Pally (M) (basically another healer)
Rogue
3 ranged dps of your choice
(Lock/Mage/Hunter/Ele)
You have 1 spot left.
You can't add a healer.
You can't add a tank spec.


You can't add a melee.


You can't add a ranged.
You must add a rogue, cuz
So 2 heals and 2 rogues. Sounds like sap sap ambush is the new BTB secret mid strat with these rules

i didn't mean drop a healer and use his proposed rules i meant drop a healer off of the current team comp rules and add a melee or a ranged
 

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