US Should double Boomkin be banned in Warsong?

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ban everything :D
 
I keep telling you all.
Have the organizer(s) make up premade teams. Each with premade gear sets that are exactly the same and EVERYONE will play this comp and gear. This is how the "problem" will be solved. 3 heals/7 dps done... Use the K.I.S.S. Method!
The "best" team will rise to the top. Not the one with the best gear, the best comp, the toys or what have you.
"Real" proffesionals play on an even playing field.
 
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I keep telling you all. Have people make two premade teams with premade gear sets and this is how the "problem" will be solved.
The "best" team will rise to the top. Not the one with the best gear, the best comp, the toys or what have you.
"Real" proffesionals play on an even playing field. Or at least they are supposed to.
You would be taking away a major aspect of twinking. Which is optmizing gear and comps, finding new ways to excel, and finding what suits you best.

It's kinda like saying every football (or soccer) team, has to play with the same lineup...
 
You would be taking away a major aspect of tinksing. Which is optmizing gear and comps, finding new ways to excel, and finding what suits you best.

It's kinda like saying every football (or soccer) team, has to play with the same lineup...

Each team does play with the same line up. The same equipment too!!!

By that same token then there should be no bans on consumables the on tw1nking at all yet there is...
Go figure???
 
The arguement that you can kick a Boomkin is invalid as no one in their right ducking mind is gonna position themselves far up enough to shear a ducking Boomkin. And no Boomkin is gonna go far up enough to get sheared.

The arguement that you want people to think outside the box is disgustingly bad.
If you have no stronger arguement than this then the arguements against double Boomkin will annihilate you.
great reasoning, bravo. i must say mvq, well done. You've effectively shown you're stupidity in one paragraph. As an average PuG Fc, I'm sure you're a mid-fight god, so whatever you say goes. Double boomkin must be unbeatable!
 
great reasoning, bravo. i must say mvq, well done. You've effectively shown you're stupidity in one paragraph. As an average PuG Fc, I'm sure you're a mid-fight god, so whatever you say goes. Double boomkin must be unbeatable!

Since you clearly disagree why don't you share why?
 
Each team does play with the same line up. The same equipment too!!!

By that same token then there should be no bans on consumables the on tw1nking at all yet there is...
Go figure???
No they don't. And no they don't.

And what does consumables have to do with any of this? I know you love Speed pots but that is pretty irrelevant in this thread
 
Each team does play with the same line up. The same equipment too!!!

By that same token then there should be no bans on consumables the on tw1nking at all yet there is...
Go figure???

i think what you are saying here is like every soccer team wears cleats so they all have the same equipment but what what you are suggesting would be like putting every player into the same cleat of the same size.

also competitive pvp has a mechanism to disable consumables so there are no consumables in competitive play.
 
By taking double boomy away it seems as if you are forcing people to run a Resto Druid FC.

I vote no.
 
Since you clearly disagree why don't you share why?
I'm not here to hold everyone's hand in how to counter double boomkin. I have my ideas, and I will share them with my team.
As for you're arguments as to why double boomkin should be banned (you argue that they can't be sheared and that pre-healing starsurge is irrelevant):
1) Sure sometimes you can't shear a boomkin. Fine. But that means that boomkin has only a limited number of targets to cast into. Essentially making it easier to pre-heal, bubble, pop cd's, w/e. Good teams aren't going to let boomkins abuse their range so easily.
2) You argue being able to predict who the surge is hitting is irrelevant. I chuckled. Like I said in point numero uno, pre-heal/bubble the surge, pop cd's, etc. Shit you could even dispel all the dots on that target too, meaning they take even less damage after the surge. As long as the target isn't getting one shot and is getting topped back off after the use of that cooldown, then pressure will start to go your way.
Also, I have experience against double boomkins in multiple premade settings.
You que pugs on an FC doing a mediocre job. Stop acting like you know anything about mid fight chemistry or the premade meta for that matter. You're as ignorant as ever, so this will be one and ONLY reply before you send some more hogwash my way with more ignorant as fuck posts.
The real strength of double boomkin, in my opinion, isn't even the starsurge. It's the spread pressure that they can do, as well as Starfire, which is really hard to predict who that's going to hit. Fortunately, they have to wait on a eclipse to make it relevant.
As for R-Druid vs Double Boomkin comps (everything else kept remotely the same):
I've healed against double boomkin. I've healed against HIA's boomkins in the finals, who know how to properly dish out the max damage a boomkin can do at 19. Sure, we got GY farmed. We were also down a player, sometimes multiple players, in mid, against horde racials. If you actually went and re-watched the UGGTW vs HIA vods, they also were pushed into GY. Double Boomkin comps suffer from not having a designated FC. Eventually, their numbers advantage runs out, when either the hunter has to FC before 6 stack, or one of the boomkins has to FC 6+. Because of the number advantage and the extra DPS, they have a certain amount of time to wipe mid, or it will be a cap for the team running a Resto Druid FC. Once the double boomkin team has to commit someone to FC'ing, the numbers are even again, and that's when the mid fight starts to be more about team synergy and less about the double boomkin. Sure, you can argue double boomkin is still at an advantage (one team has 2 hunters in mid, while the other has 2 boomkins), but that advantage isn't enough to ban double boomkin, as you CAN win mid. Eventually you will get rotted out, but if you effectively burst something down before that happens, YOUR team is in the advantage against double boomkin(flintlocke's Op). If the double boomkin team ever has to send their boomkin to get the flag, they are at a disadvantage against R-druid FC. It's all about the mid and objective pressure they can put out from the opening mid-fight.
THIS is why i say for team to think outside the box. No it's not a "disgustingly bad" argument. Teams need to view comps based on weaknesses and strengths. I've only talked about the R-druid vs Boomkin trade-off. There's many different comps one could run, comps that could, in theory, beat double boomkin in mid from the start.
 
No they don't. And no they don't.

And what does consumables have to do with any of this? I know you love Speed pots but that is pretty irrelevant in this thread

Yes they do...
Does not every team have to abide by the same uniform regulations in soccer? In Cricket? In NASCAR? In Indy car? In motoX?

In NASCAR virtually everything is the same except the teams. Now aren't analogies fun???
Carry on...
 
Yes they do...
Does not every team have to abide by the same uniform regulations in soccer? In Cricket? In NASCAR? In Indy car? In motoX?

In NASCAR virtually everything is the same except the teams. Now aren't analogies fun???
Carry on...
Look at the NWL final, were that played out between two teams with similar comps? No.
Look at the armories of the priests, MW's, boomies of GSC and SR, are they using the same gear? No.

Why the fuck are you talking about uniforms, that is the worst anology I have ever heard lmao.
 
Double boomy shouldn't be banned. A team with a good rogue and boomy and an objective mindset can easily beat double boomy if they avoid team fighting and setup gauntlets.
 
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