Tomorrow I bet we’ll see some
double melee made it to game 7 of the grandfinal?
Comp has a ww, itll do fine without maledicts!
how would you even know what going vs double caster or anything feels like ur only lvl 15
only if they had a enhance shaman that could randomly proc 30k stormstrikes 3x in a row followed by 30k heed my call procs followed by 50k sundering so sad
I am all for increasing the pace of the game. However with maledicts trinket and some classes already doing great damage I feel any increase in dps would exclude certain healers from being competitive. As an Hpal I have plenty trouble keeping teammates up while spamming my heals as it is now. Some damage from some comps is just not healable as it is. I feel the only players who are going to deep dampening are the really good players. As I just don’t see dampening at all in the lowly 1400 bracket where I belong. When damage is high and games are very fast most of the player base (pvp scrubs) get frustrated and don’t queue. I believe blizzard should implement a scaled/progressive dampening system base don rating. So for example they could start with a much higher dampening say at 1800 and increase at 2100 and so on.
That’s not a bad idea at all. By doing this the game would allow more mistakes being made @ lower brackets (where people is usually learning specs/arena mechanics) and force people to increase their skill cap to compete at higher mmrs…
The hard part would be to balance the dmg/healing coefficient to make it fair on both scenarios.
Most people saying increasing game pacing are also saying just buff other healers to Rdruid level and making damage much higher across the board
Also something to consider is Hpals CDs do become more valuable anyways ina faster paced meta than in a slower paced one because in a quick game you’re able to shove CDs and keep your team on the offensive till you run out of steam but if executed fine you win the game.
@Dillion
Does seem Hpals are built for quicker games for sure and I get that. The caliber of players you are playing with is in another universe. Somehow we need an environment that also can foster the lfg hero (me) so they can get to a higher level of play to increase the pool.
Let’s face it, Blizzard will attempt to balance PvP in as few steps as possible without touching PvE which means some things they may consider are:
- flat damage increases
- flat healing decreases
- 3’s now start at 20% dampening
Or they will just do the usual, and nerf what was over performing in the tournament.
Do you think healers mana use should just be increased greatly? This would force things like resets for drinks or just end games because of no mana.
It seems ridiculous after a long match a paladin really have to try and get below 90%.
A combination of both would probably work. Tune current outliers then give everyone X% PvP damage or something.
That honestly just comes down to pacing too though. Also we even saw games in AWC where Hpals (Rubcub) went oom before resto druids. Hpals can be mana efficient for sure but part of it anyways is just slower game pace as well. Also since they’re usually just a CD trading healer that sorta thing also happens.
But anyways if healers can just easily top people but also dps can kill quickly it does make playing a healer less miserable honestly eventhough it seems like it wouldn’t. 8.0 tbh had much higher participation even with tons of imbalance because eventually game pace was just pretty rapid so there’s not a ton of commitment required in games. Super slow games just make things so much more boring and you’ll feel like you have low impact as a healer in those situations anyways. Whereas in faster games a better healer can definitely shine.
I don’t PVP, but I started following the AWC last year, and really enjoy watching the games. The current state of dampening is just mindnumbing though. The point of something like the AWC is to bring in viewers, and hopefully new players. In previous cups, I’ve left the weekend thinking “Man, I should level a _____ and try PVPing for once” This weekend, looking at these matches, made me not want to set foot in the arena. To think that matches are taking 20+ minutes ALL THE TIME, that is a deterrent to people getting engaged in the PVP Scene, in my opinion. There was a similar cup before Blizzcon if I recall where everyone was using double PVE Tank trinkets, that was the same deep dampening. I can’t blame the teams for playing the way they played, they’d be at a disadvantage to do anything else. I don’t believe that PVP Should be balanced solely around these tournaments as the full access to gear/trinkets is not the state of the real game - but when you look at this tournament, it definitely needs some looks as to why the average dampening was like 50%? I hope to see things adjusted, and can’t wait until the next cup.
I was hoping for more PvP balance changes, but they had bigger concerns this week.
I don’t think blizzard knows what to do about it. They need to seriously change a ton of classes to make it better. Games should honestly last 3-5 mins Max, then mistakes can be punished more and improper usage of CDs will lead to you falling behind.