News The Official Twink Cup 2018 Thread

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5 healer cap is a bit rediculious. You can say Resto Druids are not considered a healer but in fact they are, as they can be very effective in helping a team push mid when not holding flag. The healer limit can remain as 4, but Resto druid should qualify as a healing spec.

Additionally, this meta mirrors Cata damage and is very bursty. We all know there are some very powerful DPS specs right now that are a bit cancerous. I like the 2 class limit but it should be "2 class limit, no repeat specializations" ammendment. This would add diversity to matches and honestly be more fun than the current glass cannon team meta.
 
5 healer cap is a bit rediculious. You can say Resto Druids are not considered a healer but in fact they are, as they can be very effective in helping a team push mid when not holding flag. The healer limit can remain as 4, but Resto druid should qualify as a healing spec.

Additionally, this meta mirrors Cata damage and is very bursty. We all know there are some very powerful DPS specs right now that are a bit cancerous. I like the 2 class limit but it should be "2 class limit, no repeat specializations" ammendment. This would add diversity to matches and honestly be more fun than the current glass cannon team meta.
i can't tell if you're trolling or not
 
Always someone saying absolutely nothing of value. Thanks for being that someone?

It's mainly because Quack is used to the wargaming scene and know there are a few flaws in your statement according to meta and how games are usually played out.

If the resto druid is playing mid, without carrying the flag, there is still no guarantee that you will win mid. You might have more healing in mid, but the damage is close to equal on both sides, assuming the resto would throw a few dots when someone comes in range for just that little extra, you will be ahead by a small margin.

In this scenario, it basically comes down to who can land the best coordinated kills and snowball off that. It's simply not worth the risk to have resto druid in mid fight without a pick, because if you do get pushed back slightly, then that's a huuuuuuuuge mistake, because that opens up for the opposing team to go for a super easy cap, especially since you don't have pick, not to mention that simply having a pick without enemy team having a pick means that there is way more pressure, because the team that doesn't have pick now can't afford to fuck up in either mid or objectively since their FC is out of stealth in mid, else it simply results in a cap for the team that has pick.

It's basically more pressure to simply pick the flag for your team, connect with them in mid, and then start healing your team until stacks hit. It's much, much less risky, and even then, the druid still needs to keep track of people going wide, whether the rogue (if they have one) and/or boomkin is stealthed etc. because during those times you should be in bear (because it means that they are going for an opener), which means you won't be healing at those moments. Also, when stacks hit 4/5/6 (depending on how you feel it out) you basically sit bear all the time with a few exceptions (such as when rogue is dead / not in stealth - same for boomy, and you know for a fact that you won't get jumped). During this time where you sit bear, you obviously don't contribute to heals either.

If you heal in mid as resto druid without pick, you're putting all of your eggs in one basket. You then have to win mid, and in a very mid oriented meta, that's just way too risky, because it's not really a guaranteed win in mid.
 
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5 healer cap is a bit rediculious. You can say Resto Druids are not considered a healer but in fact they are, as they can be very effective in helping a team push mid when not holding flag. The healer limit can remain as 4, but Resto druid should qualify as a healing spec.

Additionally, this meta mirrors Cata damage and is very bursty. We all know there are some very powerful DPS specs right now that are a bit cancerous. I like the 2 class limit but it should be "2 class limit, no repeat specializations" ammendment. This would add diversity to matches and honestly be more fun than the current glass cannon team meta.
Don't agree with the first statement but the second is pretty much the problem I think. Having classes such as Boomkin (which is way too op at the moment) be played twice, is probably too much and too bursty, then having 2 arcane mages just pressing 2 buttons if 3 (arcane missiles on a target) is a bit op/not preferable.
You could argue the spec limitations on ALL characters, but for the two mentioned above and any other OP class, yes there should be spec limitations for those classes.
 
Don't agree with the first statement but the second is pretty much the problem I think. Having classes such as Boomkin (which is way too op at the moment) be played twice, is probably too much and too bursty,

you can look at it like this and jump to the conclusion that it'd be too op but you're also forgetting you're giving up a rdruid fc to run a 2 boomie comp, which allows the enemy team to run a 2 man defense (hunter/rogue, hunter/shaman) which will force your team to either have the boomkin fcing to only be able to pick safely with dash and trinket available or send a rshaman (with trinket available) to safely pick if the boomkin has no cds available.



then having 2 arcane mages just pressing 2 buttons if 3 (arcane missiles on a target) is a bit op/not preferable.
You could argue the spec limitations on ALL characters, but for the two mentioned above and any other OP class, yes there should be spec limitations for those classes.

it's easy to look at mages and say they're OP based on raw damage capabilities but in reality they're a pretty weak class in competitive games, their damage is too predictable and not nearly large enough to global someone like other classes, yes they're great at sustained damage but any real team with healers with awareness can easily outheal any pressure they provide, they only really shine with a rot comp or their abilities to push in on efcs at high stacks

another huge factor as to why mages are generally weak is the fact that their positioning can be severely punished due to their blink being on the same spell school as every other ability they cast which allows shamans to shear them and call for a swap onto them, most mages run a low hp build so they almost always die in that circumstance.

due to these reasons i dont see many teams willing to run 2, and every discussion on what the meta comp is only really includes 1 or none.
 
you can look at it like this and jump to the conclusion that it'd be too op but you're also forgetting you're giving up a rdruid fc to run a 2 boomie comp, which allows the enemy team to run a 2 man defense (hunter/rogue, hunter/shaman) which will force your team to either have the boomkin fcing to only be able to pick safely with dash and trinket available or send a rshaman (with trinket available) to safely pick if the boomkin has no cds available.
While I agree with the second argument you made, I cannot say the same for the first. Yes, you would play Rogue, and all that, but experience in the bracket has shown that IF the team is dominant in mid(which would be the case with double boomy), the game takes a toll, and turns into a favor for the team utilizing this.
Lets take an example to enforce what I just said.
You run double boomy mid, and utilize it at its finest(as the top notch teams in the bracket have shown), basically you push the enemy team to their graveyard then go for pick, in this moment when they're disoriented, you send a boomy up with a healer to escort, then you exit their base, flag is on the druid. You stay there, build stacks, kill efc then cap. And If it doesn't work exactly like this, if both teams play close to perfection, the team utilizing a balance druid *would under any circumstance* have the advantage.

That is my POV on it, I'm not that much informed and up to date with the current bracket, its pace, etc, but I've been told that Boomkin now stands as the Top OP class in the bracket (I may be wrong, if I am I'd like you to point out).
 
While I agree with the second argument you made, I cannot say the same for the first. Yes, you would play Rogue, and all that, but experience in the bracket has shown that IF the team is dominant in mid(which would be the case with double boomy), the game takes a toll, and turns into a favor for the team utilizing this.
Lets take an example to enforce what I just said.
You run double boomy mid, and utilize it at its finest(as the top notch teams in the bracket have shown), basically you push the enemy team to their graveyard then go for pick, in this moment when they're disoriented, you send a boomy up with a healer to escort, then you exit their base, flag is on the druid. You stay there, build stacks, kill efc then cap. And If it doesn't work exactly like this, if both teams play close to perfection, the team utilizing a balance druid *would under any circumstance* have the advantage.

That is my POV on it, I'm not that much informed and up to date with the current bracket, its pace, etc, but I've been told that Boomkin now stands as the Top OP class in the bracket (I may be wrong, if I am I'd like you to point out).

Well Boomy has been like the top class every xpac since mop but most games I've seen there has only been one to allow for the resto or guardian.
 
While I agree with the second argument you made, I cannot say the same for the first. Yes, you would play Rogue, and all that, but experience in the bracket has shown that IF the team is dominant in mid(which would be the case with double boomy), the game takes a toll, and turns into a favor for the team utilizing this.
Lets take an example to enforce what I just said.
You run double boomy mid, and utilize it at its finest(as the top notch teams in the bracket have shown), basically you push the enemy team to their graveyard then go for pick, in this moment when they're disoriented, you send a boomy up with a healer to escort, then you exit their base, flag is on the druid. You stay there, build stacks, kill efc then cap. And If it doesn't work exactly like this, if both teams play close to perfection, the team utilizing a balance druid *would under any circumstance* have the advantage.

That is my POV on it, I'm not that much informed and up to date with the current bracket, its pace, etc, but I've been told that Boomkin now stands as the Top OP class in the bracket (I may be wrong, if I am I'd like you to point out).

Teams that are unable to play objectively to counter a mid oriented X2 boomkin team deserve the loss.

Rules shouldn't be balanced because people think there's only 1 way to play 19 wsg
 
Teams that are unable to play objectively to counter a mid oriented X2 boomkin team deserve the loss.

Rules shouldn't be balanced because people think there's only 1 way to play 19 wsg
What Counter? DoT rot and store starsurges for focused burst, and double AoE down a team for pressure. You going to wind shear every wrath they cast?

Double Boomkin is way overpowered (when organized). Rules should be ammended with a 2 class/1 spec limit. It would allow more interesting comps and more variety. The majority of teams going to compete are almost identical minus 1 healer change to Holy Pal.

Would love to see how drastically comps would change with a 2 class/1 specialization limit. Far better than some long, drawn out mid mirror.
 
What Counter? DoT rot and store starsurges for focused burst, and double AoE down a team for pressure. You going to wind shear every wrath they cast?

Double Boomkin is way overpowered (when organized). Rules should be ammended with a 2 class/1 spec limit. It would allow more interesting comps and more variety. The majority of teams going to compete are almost identical minus 1 healer change to Holy Pal.

Would love to see how drastically comps would change with a 2 class/1 specialization limit. Far better than some long, drawn out mid mirror.
?
you can look at it like this and jump to the conclusion that it'd be too op but you're also forgetting you're giving up a rdruid fc to run a 2 boomie comp, which allows the enemy team to run a 2 man defense (hunter/rogue, hunter/shaman) which will force your team to either have the boomkin fcing to only be able to pick safely with dash and trinket available or send a rshaman (with trinket available) to safely pick


Would love to see how drastically comps would change with a 2 class/1 specialization limit. Far better than some long, drawn out mid mirror.

Nowhere in the rules does it say you need to mirror comp the other team.

You should try to keep up to date with recent Wargames. There's been a lot of comp variety being shown from the more promising team(s)
 
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Teams that are unable to play objectively to counter a mid oriented X2 boomkin team deserve the loss.

Rules shouldn't be balanced because people think there's only 1 way to play 19 wsg
As I said I'm not that up to date with the current patch and how objective comps perform, but I believe that that a mid oriented comp with double boomie would destroy the other team. We all know mid control is essential.
 
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