Damage output in SOD is too high (PvP)

The thing about adding resil or a 30% damage nerf is it nullifies bursty classes.

Dying in like 3-4 seconds shouldnt happen. But also a rogue opening up on someone dropping thistle tea and Adrenaline rush getting them to 10% to get a Penance PoM back to full isnt going to encourage solo q for bursty classes. And we saw how well phase one worked for “just premade” as a response to casuals solo quing.

The best solution I have is to up the stamina 100%. People with burst will be able to make an impact on a fight and healers will be able to heal their targets. People wont die in under 10 seconds unless you have no gear or are getting focused. And battles will be long enough to keep skill involved while making smart healing neccessary instead of two priests with one of them drinking keeping up the whole raid

Maybe the answer is right in front of us? Runes are so easy to swap, what if they add some rune slots to our rings/trinkets that are all defensive-related and have flavor? That way they can be class-specific and have an extra layer of appropriate balance. They are easy to swap, unlike talents, and give more discovery. Yay!

I don’t know if it would be best to limit the runes to PvP or just f* it, do it live, because Discovery is a sandbox of fun anyway.

Here is a feeble attempt at some examples:
-Rune of Prismatic Cloaking: Mage-Ring / Castable in addition to other armors, damage received from spells increase your resistances to damage from that school by 5 (DoT ticks by 1). Melee attacks received increase your armor by 15. Each effect stacks up to 5 times your level. When the maximum stack of either is reached the cloak breaks and must be recast.

-Rune of Ethereal Phasing: Mage-Ring / When interrupted in combat, chance to refresh the cooldown of blink, make the next cast cost no mana, and grant invisibility for 4 seconds.

-Rune of Chronostitching: Mage-Trinket / Damage from enemies that would reduce your health below 0 instead reduces your health to 1, but is instead stored into a chronostitched mana barrier. The next spell you cast causes this barrier to explode, dividing the damage among yourself and all enemies and allies in a 5 yd radius.

-Rune of Rapid Retreat: Warrior-Ring / 5 Rage, Shout to command yourself and nearby allies 45% movement speed and reduce the chance they are hit by spells and attacks by 5% for 10 sec. Any damage you or your allies do remove this effect.

-Rune of the Shrugging Stoic: Warrior-Ring / Shrug off Damage over Time effects, reducing damage received by them by 50% for 15 sec. 45 second cooldown.

-Rune of the Persistent Gladiator: Warrior-Trinket / The threat of death energizes you. Automatically charge to the character who would deliver a killing blow to you and enter a bloodthirsty rage. You heal for 20% of your base health and become immune to all damage but can only use melee attacks and slam/shield slam until the rage ends. Lasts 10 seconds, 2 minute cooldown.

Cloak of Shadows for rogue would do the trick.

Survivability is great, offer some in these runes. However, I think what players truly crave is the ability to maneuver around death for a little longer.

Also, give mages Nether Tempest and let it bounce between both allies and enemies, when it hits an ally it heals, when it hits an enemy it does damage.

Break some norms and conventions, be creative, focus on group play and giving players ways to help each other. Here are more of my dumb suggestions inspired by the chaos and silliness I’ve felt during blood moon and BGs:

Rune of the Trail Salve: Hunter-Ring / Use your trap launcher ability to send aid to a friendly target, healing them for 15% of their base health and removing up to 3 poisons or diseases.

Rune of Thoughts and Prayers: Priest-Ring / Channel a prayer on your party for 2 seconds. If successful, affected members gain protection from interrupts and silence effects for 12 seconds and all damage received is reduced by 15%.

Rune of Tenacious Roar: Druid-Ring / Let out a roar in cat or bear form, rallying party members and reducing the duration of stuns and fears by 20% for 3 min.

Rune of Befuddling Poison: Rogue-Ring / Learn a new poison that can be applied in addition to other poisons or weapon modifications. Befuddling Poison reduces damage caused by spells and attacks by 5%, stacking up to 5 times.

Rune of Astral Projection: Shaman-Ring / When stunned, feared, or in terror, leave your body in the form of a spirit for the duration of the stun, fear, or terror. You may only cast healing spells in this form and they do 50% reduced healing.

Rune of the Unholy Darkness : Warlock-Ring / Sacrifice 20% of your base health to create a 30yd unholy aura that lasts 30 seconds. Within this aura, all holy spells become shadow, are affected by shadow resistance, and do 30% less damage and healing. Holy protection spells, shields, and barriers have a 50% reduced duration. All other ranged attacks and spells into and out of the aura do 15% less damage.

Rune of Disciplined Response: Ring-Priest / While stunned or interrupted you take 50% less damage. If you would die while stunned or locked out of spells you explode in radiant light, healing allies within 30 yards for 40% of their base health.

Rune of Elune’s Favored Star: Ring-Druid / Sacrifice 70% of the damage you deal for 1 minute to empower yourself with Elune’s Favor for 24 seconds. While empowered your nature healing becomes arcane, you cannot be feared or silenced, you are unable to shapeshift, and party members within 60 yards shimmer brightly, unable to be critically hit by spells and attacks.

Rune of the Chainweb: Hunter-Trinket / You coat your armor with sticky, protective spider silk as a means of survival. Melee attacks have a 5% chance to disarm the attacker. Each time you are critically hit with a physical attack the web strengthens, reducing your chance to be critically hit by 5%, stacking up to 5 times. This effect lasts 2 minutes. Fire spells that hit you have a 15% chance to remove this protection for 30 seconds until the silk repairs itself.

Rune of the Time Mirror: Mage-Trinket / Record your actions for 8 seconds. For up to 3 minutes afterwards you can create a mirror image of yourself that acts independently, has 400 health, and attempts to repeat those actions towards any nearby allies (if healing) or enemies (if damage or crowd control). The image can be CC’d or otherwise targeted the same as any player. If unable to perform the copied actions it will revert to standard unpredictable mage behavior.

Rune of Sacrificial Light: Paladiin-Ring / Divine Shield’s cooldown is reduced to 2 minutes, duration reduced to 12 seconds, the damage penalty is removed, but after it expires you martyr your life in blazing glory, healing all nearby allies to full.

Rune of Deepholm’s Influence: Shaman-Trinket / Enhances your grounding totem, allowing it to redirect 2 harmful spells every 10 seconds, encases it in a glimmering crystal barrier with 500 health. While the barrier lasts it increases the maximum health of party members by 500. When the barrier breaks the health is lost. Lasts 45 seconds.

Hybrid casters… Does that include Shamans?

Guess you’ll be bummed out by rais geR as a caster in phase 3 then. PvE had low stamina but high dps stats, PvP gear had the level of stamina you need to not get instantly deleted.

Heck, in phase 2 I already have to flip between irradiated in PvE and high armor in PvP.

Seems like a major boost to stamina stats is really the easiest and best fix all around without complicating things.

I don’t agree with you. Long fights mean healing is OP because you cant burst any thing which makes Warriors/Rogues/Priests op even more and casters dps will go OOM and cant kill anything.

I like the kill-or-be-killed play style better. Because every class has a chance and healers are not beyond broken. If they buffed survivability you will never die as healers will just keep you up easy and will be a melee game again.

Well DPS definitely needs stam buffs on gear.

Dual spec inc. Why would anyone pvp as a healer now?

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Yeah and it was followed by the loudest PvP crybaby fest to ever happen in this game. PvPers like to pretend they’re high skill competitors but the reality is they want to stomp people in crap gear and never face a challenge, normalizing gear took that away and caused a crypocalpse.