Conceptually a good idea; In practice the 25% buffer should be removed

We aren’t increasing the healing. For the second time.

In the scenario of people having more health due to inherently higher values of stamina from gear, healing does not increase. There is no then. Increase health. Thats it.

Yes.

Ok.

We’re still only doing one of those things. The health. To improve the the relationship between health, mana, and healing.

Healer gets it.

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I’d like to give a nod to those hard working druid FCs that know the jumps. You matter in WSG dogwater meta, too.

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Please stop parroting that pet damage isn’t affected by the aura, it’s not true. Pet dmg also does 25% less.

I’m not saying that means pet dmg is fine, btw, just saying people are parroting something that’s provably untrue and it’s not healthy for the discussion

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Got source?

MVP. Glad someone clarified. I mostly just LW so I wasn’t really sure but it didn’t sound right.

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You added:
“BUT” every healer will “feel” the difference as if this was a problem.

Try saying “and” or “in addition to”

The fact that you don’t realize you implied healing would be suffering is weird.

FYI first definition of “but”

a

: except for the fact

would have protested but that he was afraid

This makes no sense. Healing is flat, damage is flat.
We aren’t talking % based effects.

If you have 1000 health and do 150 damage, that is 15%.
If you have 1000 health and heal 150 health, that is 15%.

If you change those stats to 1500 health and the damage and healing remain at 150 health/damage they both become 10% of the total health pool.

Both are equally nerfed/buffed when health pools change.

Blockquote This makes no sense. Healing is flat, damage is flat.

Crowd control is flat
If you buff HP by 33% you nerf damage because crowd control no longer spans the entirety of a person’s hp bar.

If you give people more hp they stop dying in a HoJ stun
If you give people more hp they stop dying from a poly into pryo pom pyro
If you give people more hp they survive the counterspell/kick long enough to shield and penance themselves.

Now I’m not defending nerfs to classes that 1 shot you in SoD, I am merely stating that it will in fact change what is valuable in a pvp setting if the change is drastic enough.

More hp doesn’t hurt the healing meta, it hurts burst and classes that aren’t good at sustained damage or rely on ways of dealing damage that aren’t easy. Think of a rogue that opens up and doesn’t kill anyone, now in many ways he is a worse warrior unless he sacrifices cooldowns. It might end up that it would have just been better to have a warrior in his place.

Give everyone 10,000 hp at level 25 and now burst is absolutely meaningless and only classes that are top dmg in a raid will be worth bringing to a wsg because everyone has raidboss hp. (this is just for demonstration, don’t blow up over it)

Blockquote If you change those stats to 1500 health and the damage and healing remain at 150 health/damage they both become 10% of the total health pool.

What you think you are saying and what you are actually saying are not the same.
It’s true that 150 dmg or 150 healing is 15% of 1000 hp. Nobody disputes that, you don’t have to repeat it.

If you increase health to 2000 and that makes 150 damage/healing 7.5% of 2000 that doesn’t mean you suddenly are dealing less damage or less healing, you are still dealing 150 damage and healing for 150.

If you are running 150 feet inside a house or running 150 feet inside a stadium it is still just you running 150 feet.

Think of our health bars like a bank. Right now some classes are depositing so much money (damage) that the bank can’t hold it all. (dying inside of a stun)

If you double the capacity of the bank from 1000$ to 2000$ this means that in relation to the size of the bank you are depositing half as much money. You are claiming that because you can’t cause an overflow as fast as you used to that you are now half as rich.

The price of goods has not changed, 150$ a day is still buying you the same amount, but you feel less wealthy because to fully fill the bank it takes longer.

Giving people larger health pools would require more healing, it would also require more damage. Heals are already stronger than damage, if you buff heals from 150 to 300 because you are concerned with this irrelevant and abstract “% of health bar per heal per capita” figure then you aren’t looking at all the figures. You think you’re poorer because the bank has a larger capacity, even though goods are the same price.

That begs a question and the answer is you won’t always have a full hp bar if your capacity is increased but the rate of healing stays the same, but that is completely fair because your HP is an abstraction of resources in and resources out and that missing HP should represent a resource your enemy spent that you have yet to replenish with your own resources.

Blockquote Both are equally nerfed/buffed when health pools change.

Not even close to true, in some expacs they used to hold casters hostage in RBG instead of killing them by harassing them so they couldn’t drink or recover and the time wasted was possible because mana was such an inferior resource. That was possible because in vanilla a mage with 800 mana could do 5k damage but in whatever trashpac that RGB was from you needed 4 defensive cooldowns, a trinket, and 2 dps cooldowns to kill someone with your rotation.

Or… hear me out. Reduce healing in bg’s by 25% and pet damage by 25% as well. Rather dumb idea, I know.

It’s very easy to test. In duels my lightning breath consistently hits in the 160s.

In wsg it’s consistently 130s or lower. ~130 is 80% of ~160

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Pets are so overpowered we didn’t realize the dmg nerf was working on them, it just isn’t enough.

Man, god forbid classes can’t press a single button and kill someone right?

Honestly the argument of “it allows counterplay instead of letting me oneshot with no skill” is just really poor.

The rest of your post is not really worth dissecting. That’s the whole point of the 25% reduction and the whole point that health increase is a similar option (without the necessity of a dozen tuning pegs). The entire point is to reduce that “overflow” as you call it.

It’s not 25% damage reduction so numbers are smaller, it’s 25% less damage so damage isn’t ridiculously high compared to survivability/health pools.

So I’ll run out of mana even sooner now I guess

If you read the rest of my post you would know I wasn’t trying to defend or advocate for nerfs, but you had to go lizard brain instead.

25% dmg reduction isn’t the same as 25% increased hp, stay bad and mad.

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Perhaps if you had a point to make you shouldn’t have started with “wagh I can’t one shot people in a single CC without counterplay”

If you’re going write an essay, you better start off with something that incentives people to read the rest of it.

That first statement told me all I needed to know.
If that was not the case for the rest of your comment then I’m sorry, but you just didn’t sell it well enough for anything more than a quick glance, and that’s on you, not me.

Blockquote Perhaps if you had a point to make you shouldn’t have started with

Yes, you’re the victim of not wanting to read a post before making a judgement.
The only thing worse than a snob is a stupid snob who didn’t earn their snobbery. I think you read it and got embarrassed for understanding math so little. DURR HP BIGGER THAT MEANS HEALZ R SMALLER DURRR. Blowing all your defensive cooldowns here.

Blockquote That first statement told me all I needed to know.

The true mark of intelligence. It’s ironic that you lack so much self awareness you think I did too while naming those “single button kills.” Most biased players on the forums try to obfuscate and lie about those things happening.

we’re strong for the first time in three years, let us have this :joy:

The -25% damage nerf is 100% fine you guys. Solo queuing 6 times in a row into full premades is fine. The damage nerf is fine, running into a 7 druid 3 priest premade where no one dies on either team and they win because they can kill a flag carrier is fine. You guys just need to get good! Stop enjoying the game and instead spam /4 for three hours to get a premade together.

I think this is never going to end. I think that for the existence of the game people have been complaining about imbalance in the pvp and that doing nothing is the vest course of action. Remove the barrier. Balance everything off of raiding damage and let thr pvpers figure out the most busted meta from that. This is the way the game is played. Thats my 2 cents.

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Reducing healing would be a bad idea. This punishes the other healers, like Rshaman. There is only one outlier for healing and its priest’s POM/Penance spells. Remove those and healing is fine.

Healing on my resto shaman is already rough, all these new rune abilities drastically outpace base healing spells like lesser healing wave and Healing wave. Hell, put a hunter pet on my Rshaman and I may as well not even be playing the game. With all the spell pushback from quick attacking pets the healing casts get so far pushed back you cant keep anyone alive.