How does this help anything
The problem is it doesn’t BRING you to 7% hp, just stops your hp bar going down to 7% if you get hit with something big. If you take multiple small hits, or one big hit that takes you to 2% and then several small hits or dots after, the 85% reduction is essentially useless because you have 5k hp.
I’d prefer cauterize, because it is more reliable. Gives you a speed increase AND brings your hp UP to 35%. The damage can be healed - you’d have to get healed after cheat death procs too, and you start lower.
Cuz it was fun making friends in PvP. Fun to have a select group of people that you play with and win and lose with. This game is so anti social now. Everything is all about isolation now and not working together, not spamming trade chat to look for people and talking to people as you do. Its all about hitting a button, doing an arena as part of a queue or bg or with a group finder group that requires little to no communication and you dont end up making any friends doing it.
Dont even have to ask people how to grind for gold, dont have to go into a raid or dungeon group to do lots of runs to get gold now, dont have to worry about spamming trade now trying to sell anything in the Ah or in trade chat…you just buy wow token and dont have to talk to anyone to do it.
You see? Thats why Blizzard HATES Classic because Classic is what WoW was, what it used to be and what it should still be. At least we have a community in it. But Blizz keeps putting retail features into Classic that were not there the first time around.
This is still allowed.
Alright if Cheat Death has to go so does Reincarnation, Lay Of Hands, Spirit of Redemption, Soulstone and Etc.
Yea but I want to be locked into my teams again towards end of season.
Blizz calls this Classic, yet they removed the arena teams. All that has caused is people to now buy boosts way more. Before when you bought a boost, it could get your entire team into trouble, but now… it wont, only one person does and they don’t have any teamates to report them when they go from 0 CR to 2200 in a single night now. or they end up inflating the bracket now to where the legit players have to play harder to beat the solo carries so now you are seeing people with well over 3.9k rating in 3s right now. Even getting to near 3k was near impossible in original Wrath.
Just blackmail your partners.
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You’re not one who buys carries, nor would you ever need to. But many now do and they get away with it.
Sadly Blizzard doesn’t care about that, Matter of fact they subliminally promote it with the use of WoW Tokens.
Talented feign death, but that actually takes skill to use to mitigate INC damage.
You’re right, But it’s in regards of any effect that grants a preventing/resurrecting after said death or granting actions for a few moments after said death.
Generally, any passive effect regardless of class that behaves like cheat death does is bad (IMO).
Anyone remember paladin autobubble. ![]()
Yeah, it was a pain in the rear in PvP, Alas they leave that kind of stuff in PvP with no hind-sight in mind.
funny enough aug has one too. both toxic gameplay.
Yeah! Again no hind-sight in mind.
I wouldn’t mind if all the auto death prevention were disabled in pvp. If they are dead set on keeping these then they should be a 6 min cd move where you have to actively press it and it lasts 2 seconds. If you die in those 2 seconds then your death is prevented.
The aug one lacks any damage reduction to it, and the heal is lowered by dampening, so its completely possible to just get killed straight through.
You can die through rogue cheat death too. Sometimes it just bugs out and doesn’t work at all.
Doesn’t change the fact that cheat death mechanics are dumb. I’d much rather play elusiveness, but ever since it got nerfed going into DF it’s been pretty trash, and outlaw is too energy starved to press feint anyways.
Sure, if you’re capable of pushing 300k damage through after already pushing enough damage to kill someone.
inb4 “but battle, 7% of max health isn’t 300k”
no but 7% of max health on top of 85% damage reduction is roughly 300k effective health.