Coming back after a year, checking on patch notes and what not I see FHR has changed. The patch notes said FHR has diminishing returns now. My question being, do you still want the 86 breakpoint for necros for PVP? Or did FHR become useless, or am I wanting less frames? For example on a necro should I still go for 86 (6 Frames). Or should I go 56 (7 frames). What has been the effect of the FHR change in your builds?
I am also curious what was changed and how it affects things
Yes and no.
FHR itself doesn’t have diminishing returns, it’s that they added a very poor immunity frame to dueling when hit by another player. Which really breaks the game and usefulness of FHR, where you can plan your attacks based on someone’s remaining life pool.
Anyways, to answer your question - yes on necro we still use 86. There is not a massive difference between 86 and 56 (because of the immunity frame). Druids have been going 63fhr to have a bigger boost in life.
Immunity frame acts as follows, ANY damage taken, literally 1 damage or 10,000 - you’re now placed into an immunity window for 10 or 11 frames. So pvp in this game at it’s core now is basically turn based system, trade hit for hit, since as soon as you hit me, im free to hit you. Game wasn’t designed to work this way, balance is quite messed up at the moment.
FHR is still useful because if you are put into FHR animation, you still want to recover faster, despite also being in the immunity frame.
The immunity frame is activated even when FHR is not.
TL;DR - entire pvp community hates the lack of stun for gameplay, especially teams.
Sounds like they could fix alll of this, the original bug, and the poorly implemented fix, by simply making the immunity frame activate ONLY when a hit is powerful enough to throw a character into hit recovery.
Would that satisfy the community? Or do they want it reverted back to original?
Thank you for the explanation.
No. The whiners are pvp trap sins who could spam mind blast to stunlock people. The changes made it to where that and leap spam are less effective now because of diminishing returns. They believe that because a bug existed where weapon swap cancelled hit recovery that that means their busted builds were fine because players needed skill to get out of stunlock. Now that any joe schmo can do it now theyre mad because the “skill aspect” of stunlocking is gone and the better players can stomp them again.
Of course now that traps were significantly buffed and they do much more damage now, theyre whining to get their stunlocks back so they can be the best pvp build in the game again.
What they could do is make being put into fhr from HP loss not subject to the diminishing returns or invincible fhr frames, which allows players who get big hits with skills that do damage to keep players in recovery and stop players that just spam mind blast.
you’re almost as bad as bravata lol
there was active, skillful counterplay to stun lock builds. they removed that (it had no pvm advantage whatsoever, presumably removed because it looked weird on the new graphics). any trapsins that steam rolled you as a result of that is blizzard’s fault. trapsin was not overpowered in LOD, and anyone with a functioning keyboard, monitor, two hands of which had at least 3 fingers each, and a brain capable of perceiving being hit with mind blast could counteract it easily.
there is no happy medium. anything that makes stunning healthy in pvp wont be added for the same reason they removed wsg (wahtever reason that may be). anything else will result in one of the extremes, stuns being either way too powerful or literally useless. people complained about it being too powerful so now its useless, and thats the way its gonna be from now on