Blizzard's absolute avoidance of nerfing damage in SOD is harming the game

The obvious solution to so many issues in the game is just to nerf OP crap.

Blizzard knows people, like the ones who browse this forum, will absolutely WAIL if they nerf anything at all.

But those are the hard choices necessary to create a good product.

The game could use a flat output nerf across the board just as a first stroke.

Instead, in total avoidance of that obvious motion, they create these convoluted situational damage reductions like the aura they’re playing with in PVP.

So later on, when another damage type creeps into the clouds of damage, they have to adjust the PVP aura instead of just adjusting the offending class.

When will Blizzard grow a spine? I thought for a minute they had one when they banned GDKP (waste of time but it showed some spine nonetheless) but perhaps I was wrong.

Weakness all around.

3 Likes

They might as well nerf the runes since they give the bosses 1 trillion HP anyway. They’re basically manually scaling everything. It’s resulting in a boring product.

2 Likes

blizzard actually is nerfing the damage right now

but you see, it is massively easier to balance out the classes and then do a blanket damage nerf to everyone (which blizzard is doing right now, with blanket damage nerfs in PvP)

it is easier to do that, than to take classes 1 by 1 and then nerf their damage in certain ways, when if you think things are already pretty balanced, then you may as well just bring down everyones damage equally

and the reason warriors say are allowed to do such high PvE damage is because in PvE a entire raid stacks their buffs and powers into boosting a warriors damage, while in PvP a warrior feels equal in power to other classes. so i would say blizzard is trying to balance PvP, and the nature of the warrior class is a warrior balanced in PvP will always do turbo DPS in raids where everyone stacks their utility buffs into warriors

I don’t think the solution is a direct “nerf all damage” for every class because one or two over perform in pvp.

From what I see people complaining the most about for example - Shadow Priests, amazing in PvP but in a PvE sense, for example using healing as a metric, for a DPS they do amazing group healing. But then you look at their damage and it’s below some of the other tanks simply to how they scale.

What I would suggest they do rather than do PvP focused nerfs to classes that aren’t performing as well in their "intended role, I would suggest something similar to the overall “damage reduction aura” but rather than a blanket Magical/Physical tune it on a class by class basis, and then evaluate data from battlegrounds that weekend, if you see something over performing you can tune that particular classes “buff” rather than slapping a band aid over everyone.

For example you could do “Priests - 80% damage done, 110% damage taken, 80% healing done” and warriors you could do “95% damage done, 95% damage taken, 80% healing done”. While sure it would take some more dev time, people in SoD are invested in some PvP (especially when BiS pieces are often locked behind it). That would make everyone happy and once implemented their job at particular PvP tunings easier without having to go and individually change every skill with it’s own particular tuning.

SoD team is currently experiencing the same terror that Diablo 4 met when it’s live-patch nerfed the fun out of the game.

In D4 they made something super cool that was a lot of fun to play… then absolutely gutted every aspect of fun from existence in the blink of an eye… The entire game died, and negative PR made diablo 4 a barren wasteland to where a year later they’re having to promise to “fix the game!” next patch.

Corporate/management is afraid of the recreation of that negative PR on one of their few remaining flagship titles… So, no nerfs, only pseudo-buffs and pretending the problem will go away with gear/levels.

I.E. - Rogue tanks still can’t hold aoe threat. At all. Not even in 5mans. Why? A level 42 shaman can tank ZF while quite literally AFK coming back once every 5 minutes to put Rockbiter on while the group pulls mobs onto him to trigger lightning shield aoe threat… but I can’t hold agro on 3 mobs in Mara with 100% full CDs and attention?

1 Like

The Rogue tank situation is laughable and also embarrassing. I’m embarrassed that the devs decided to add roles and then can’t make them function mechanically.

Blizzard has been struggling for the past 5 years with figuring out how to make a FUN product and not just a product to be CONSUMED. I think mobile games might be more fun at this point. Mobile games have this confidence where they act like they know they will be consumed no matter what, so their main focus is a fun product. Blizzard is the opposite of this. They have no idea if anyone will consume what they put out, so they focus on getting people to bite on a lack luster product, rather than just having a fun product.

So grinding isn’t fun. There is a reason 90% of the games I play are single player things that don’t force you to grind. They present you a difficult task, you do the task finally, then you get the reward. The game doesn’t create an arbitrary time line for you when you can finally receive a reward, but WoW does.

Scaling isn’t fun. We’ve know this since BFA, how you powered down the higher your level went. Then they repeated it in Diablo 4.

1 Like

They should just do nerfs when they are necessary and not listen to the playerbase. Like they buffed feral to obscene levels in wotlk and then nerfed them back down in wotlk only to revert their nerf a day later because people cried. Just makes them look weak and now they’re at the point they’re too scared to nerf anyone. I agree if they just swung the nerf bat when necessary and then just ignored the reaction provided they didn’t completely ruin the class the game would be much better.

Either this or give up on trying to make everyone equal damage in the raid. Okay so Shadow is bottom DPS below the tank, okay, so add a rune that gives them utility that is so sought after they are brought because of it.

People’s obsession with doing damage in the raids is making the devs go psycho mode.

1 Like

There is not a chance blizzard is spending the resources to attempt to balance the classes. The best you will get is a blanket pvp nerf.

1 Like

no the obvious solution was the keep the 50% in and nerf mana regen in PVP

too many cata bugs to focus on sod rn

No the obvious solution is to nerf Shamans more

Be careful, the 4 sod white knights will smell this post and come defend m’lady!

But yes, sod feels like a hack job frankenpatch game

Part of that is because it’s running on the Era client. So additions have to be balanced around ‘not touching the core of the game’ (because it’ll translate over in Era).

The other part is they aren’t allowed to ‘make a new game’. Either because of ‘commands from Oh High’ or because they lack the team size to pull it off.

The devs spent too much time listening to mouthbreathers on the forums

They have to follow current lore, so, the shadowy figure which is obviously maladath or however you say her name who has been manipulating things for a very long time was probably approved for the questlines we have had. Everything else is about enhancing the lore of existing things a bit, but they have to be very minimalist with it because they are not allowed to change the lore at all.

Hard disagree.

Buff everyone.

A lot.

I want to mow down everything while half in the bag.

If I wanted a challenge I would go play Retail.

Nobody cares. Sod is for having fun and everything being very easy and accessible. Cry more.