Add 20% more armor to all bosses

Glinda alt imo

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Perfect! Kill two birds with one stone. Nerf warriors in pve AND pvp! Genius!

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You’re still being a pillow princess.

No one asked to hear your fantasies.

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“The aspect of balancing by taking from one group to bring them down is something a feeble minded individual would think of. How about just boosting caster dps?”

Describe to me where the math is in that quote.

You come off as a spaz who rattles off info as fast as possible to try to prove to others you are in fact intelligent. The game is by design, egalitarian. Thats what the goal of the devs has been since inception, balanced.

You are being childish here. The talk was about balancing through raising others up, not nerfing from the top down. While this involves math practically, it does not ideologically.

Again a sad attempt at rattling off useless information to try and bully or convince others you have a point. Just empty words.

Describe to me how you boost casters in a MATH GAME without math, and then I will read the rest of your post sincerely.

That’s what I thought.

Pontificate for me my good chap, how does one “ideologically boost casters”?
Again, sounds like communist gobblediegouk.

I’m having fun with this one lol.

Just to add to that, I wonder why people usually look at the stats of a pair of pants and compare the numbers on it, which involves doing a lot of math. Why go through all that trouble when they could just look at the pants “ideologically”?

Just a sad attempt of deflecting with a strawman.

You are supposedly educated, but don’t know the difference between practicality and ideologically. That’s what happens when your mom home schools.

So many psychos in this thread “armor sunders arent mandatory”. People used weak auras to announce when 5x sunder was achieved and went to war if it wasnt under a couple seconds. The first thing expected of everyone is to apply the debuffs. Throwing away 15+% of your damage by calling armor sunders not mandatory is sick behavior.

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PvP is already a unbalanced mess in SOD and classic as a whole it wouldn’t really matter tbh

I’d rather they just implement the changes that are needed for casters to scale with their vanilla spells, rather than make the game less enjoyable for melee so they too can feel as bad to play as the worst caster specs do. They made very heavy handed changes to Enhance Shaman and Lock tanks, rets, ferals, and hunters, a few caster specs need changes of that caliber too.

Let Shadow and Affliction DoTs and channeled spells crit on NPCs, but not players. Fix caster mana efficiency so all the spells feel closer to how the rune spells do. Add a new mechanic to bad casters that make them scale like Fire mages do with Ignite. Improve spell power coefficients for Spriest and Afflic, again make it against NPCs but not players since DoTs are great in PVP already but totally underpowered in PVE. (Mindblast benefits from spell power about <44% as much as Fireball does, has a superfluous “high threat” mechanic, plus Spriests have like 7% crit total at lvl 60 with no crit given from talents, and its a wasted stat on 2 of their 3 vanilla abilities, plus the one that does crit has an 8 sec CD and no “Ruin” like crit dmg talent, let Spriests benefit from the stats they get on gear. Gear is almost entirely cosmetic on a Spriest compared to a Warrior, Rogue, or Mage.)

Also, don’t make us choose between Twisted Faith and Void Plague in the chest slot, while the glove and leg slots’ runes are totally underwhelming in comparison to everyone else.

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This is an interesting idea. I’m not good enough at math to know how this would pan out, and thus don’t have an opinion on it. But it’s at least a unique approach to the debate that’s worth a conversation, which unfortunately people seem uninterested in entertaining.

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the numbers aren’t important, its more about the idea
could be 20%
could be 50%
that would be up to the developers to see which numbers pan out best

Oh yeah I agree with that. I just meant more like how would this inadvertently impact other melee DPS like feral, or enhancement shaman. Or how it would impact melee tank threat compared to warlock. I don’t know, I’m not going to figure it out, but your reasoning makes sense at face value.

those are already mandatory. as is Curse of Recklessness.

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this is honestly silly.

bleeds ignore armor, which is where a huge portion of warrior/rogue dps is coming from.

so the complaints about warrior and rogue white hits being a large portion of our damage are actually a non issue then?

A better way to weaken physical damage dealers is to have a boss have an attack speed slow, a phase where he is near immune to physical damage, or constantly forces melee to have downtime in some form. The last one wouldn’t effect hunters as much, but it could force us to pull pet back.

Example abilities for gnomragan.

Shock pulse: every 30 seconds the boss shocks all nearby enemies for 10 seconds dealing 100 nature damage per pulse and making them take 100% more nature damage for 10 seconds stacking up to 10 times. (The boss still follows the tank at this time)

This would work as a mechanic that forces melee off the boss and a tank swap mechanic. By having the boss use a nature damage ability on the tank that does 1k damage shortly after this effect is over. So if you dont tank swap the main tank will take 10k nature damage. Shortly after shock pulse ends.

Another boss could have a adaptive shield generator. Reducing physical damage by 100% for until The side generator is destroyed. But makes the boss take 100% more magic damage for that time, going down by 10% per X amount of magic damage taken until it also reaches full immunity. 4 generator would spawn in the room for the shield and they are immune to ranged attacks but have very low hp (so even a caster can auto attack and kill it, but they have a temporary damage boost to the boss, so they want to hit the boss for a little longer.

Im willing to bet that mechanical spider boss on the platform with the lightning attacks is gonna be shockwaving us off that platform to our deaths with a knockback if we mess up some mechanic :smiley:

white hits are always going to be a large portion of melee / ranged damage. that is also a silly argument. the majority of the dps boost warriors / rogues have is from bleeds. if the problem was just ‘physical damage dealers’ then ferals and enh shaman would be top parsing dps specs, as well, which they are not.

your proposal hurts ALL physical damage dealers, of which there are more than just warriors/rogues. it is a silly proposal and is akin to using a hand grenade to kill a fly that landed on your meal.

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