Damage reduction should also be effected by dampening

Why is it that healing and shields are effected but not damage reduction? It gives specs like Discs with their 5000 damage reducing abilities an unfair advantage in shuffle where dampening ramps up super fast.

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Do you want 2 hour queue times? Because this is how you get 2 hour queue times

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If you quit playing Disc because they made the game more fair and balanced than that’s on you.

Its actually on you as your going to be the one sitting in queue as dps :dracthyr_blob_dance_animated:

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Did you just assume my role??? :rage: :rage: :rage:

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It’s not an absolutely terrible idea. Certain classes that rely on healing and shields for all their defensive capabilities are at a massive disadvantage the longer games last.

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It ccs the healer or it gets a loss again

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This is the big point where dampening, while treated like an equalizer, is a biased mechanic. In the past Mistweaver’s cocoon has dropped to having almost no value late game because of it. Fortunately we get 1 mill absorb now, so no matter what the dampen level, we get value out of it.

To be clear, I don’t know if having dampening effect damage reduction would be a great equalizer either though. Then there’s full immunes like pallies, do those become non full immunes, or because they’re removable by priests/warrs, do those stay?

Isn’t a very clear cut situation. Dampening was always meant as more of a bandage fix, and now it’s being treated as the lifeblood of arena, especially solo shuffle.

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Dampening also affects the offenses of classes differently, If its 50-60 % dampening right when the “big 2-3 min go” comes from classes (DK, boomy, enhance, dragon) , its almost always a win for those classes if they survive that long

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Dampening is a bandaid because blizzard can’t fix the problem in arena.

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It’s incredibly frustrating that what was intended as a temporary band-aid has become a fixture, especially considering how unfairly it neuters specs with healing-based defensives rather than immunities/damage reductions.

Feels like no one remembers when and why it was added in MoP. They didn’t yet have the tools to tune PvP and PvE separately, hence why it suddenly became such an issue at all (compounded by MoP onwards leaning hard into modifier-based gameplay with burst CDs rather than consistent damage).

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I’ll say this, there’s been several games so far this season where Pain Suppression/Cocoon where the only determinants in victory. I don’t subscribe that healing needs to be worse, though, as much as all healers should have something like a cocoon/pain suppression.

I think a large step towards player retention, and participation is letting people play what they want while limiting power gaps as much as possible. After that, if you fix mana where all healers are relatively equal you’d probably see more people playing them.

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I think there are definitely some healers that could use some love on the cooldown front. H pals for example, I feel like their full immune either shouldn’t be removable, or should have some honor talent that keeps up a 50% damage reduction or something. It’s just a matter where they’ve set themselves up for failure short of tuning two different brackets seperately from one another.

I definitely feel like they need to bring up other healers, at least in solo shuffle. Ideally they’d all be around the same level, but again it’s a matter of, they likely need seperate tuning between solo shuffle and 3’s, and they probly don’t want to deal with that.

Mana is an interesting thing. I mirrored a mistweaver and got absolutely dunked on going 0-6 in my last shuffle, not from being outplayed per say, just out specced due to ooming (which is I guess kinda being outplayed). I naturally yoinked his spec and started examining it. One of the talent options for mistweaver is a 3 min cd that throws out a bit of healing and a bit of an absorb and lasts 25 seconds… but has a 50% mana reduction to our primary heal enveloping mist, and that talent option alone likely costed me the game.

He also had a talent that has the potential to buff the healing / crit / haste massive via Sheilun’s, up to 40% healing / damage, 30% crit, or 20% haste + damage reduction for 30 seconds. Some of the swings in power / mana efficiency between talents are actually insane, to where your own classes spec can feel like a different beast entirely. I guess a key example of that is also fistweaving vs castweaving. I don’t know if those types of extremes are necessarily good for the experience or not.

Really glad I went 0-6 to that guy though, I’d have never eyed up the power of those talents otherwise.

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The better fix would be to just remove the ability to drink in arena. No dampening at all anymore, just mana management.

They would of course need to adjust healers regen rates and spell costs more often to make sure that all healers are using a similar amount of mana in arena, and that specs that have higher costs are compensated with better passive regen.

Awww, it will be okay. I promise.

That type of thing seems hard to balance. I don’t know if I prefer dampening having my heals inevitably landing for nothing / ooming progressively that way, or ooming and then just abruptly losing.

discs priests usually have less raw healing output than other healers because of their absorbs + damage reduction abilities, so dampening is not actually biased in favor of discs, it is the complete and total opposite

it can feel that way however if their team has the momentum/pressure advantage

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They have a lot of cooldowns to burn through for damage reduction. In 2’s, I noticed them being very favorable because the mana advantage that I’d normally have, wasn’t there because it starts at 30% dampening already. Means they’re able to use those cooldowns and absorbs to maintain the health of their team mates far better.

Solo shuffle it seems to break about even, though admittedly I was clowning on myself by using a non optimal spec previously. Actually I guess that non optimal spec was the same in 2’s. Nevermind me, I’m dumb. =P

Remove dampening and actually fix PvP/Class design.

Dampening should of never existed this long and wasn’t meant to be permanent.

Starting to wonder what talents you WERE running :dracthyr_lulmao: