Dampening - Expired Concept

Dampening is an expired concept that was implemented because Blizzard didn’t think they could (cough was too lazy to) balance PVE and PVP separately.

They do that now, it’s time for dampening to go.

Edit:
I posted this lower down, but people seem to flame my idea without reading that post, so I will add it here.

Remove drinking from arena matches and make mage food the same as a health stone or even a mana gem in arena.

This will boil arena matches down to healer mana which is entirely more balanced than the current meta where damage reduction and immunities are impervious to dampening.

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My guy you play a mage, you should be the last person complaining about Blizzard’s ability to balance.

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I agree dampening feels bad, but I can’t think of an easy way to remove it without just causing more problems. Like, would they have to make it so healers are just far weaker? Cut the effectiveness of defensives? What about removing drinking in arenas?

I think it’s a tough problem that would require some well thought out solutions.

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I propose we replace dampening with a new mechanic called “rampening”.

Instead of heals being affected at all, damage done by all spells and attacks ramps up the longer the match goes on until there is a winner :slight_smile:

5head?

Blizzard would have to do math and pay attention.

They have gotten to comfortable with this toddler blanket that is dampening.

It is flawed, very flawed.

make dampening only affect healer/tank roles and never dps roles

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“I am so smart! S-M-R-T!”

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That is not what dampening is for.
It was put in place to end matches.

Let me give you a scenario that might change your mind…
Long time ago (before dampening) I was a resto druid doing 2s with a friend.
He DC before the gate opened and couldn’t get back on.
I had nothing to do while waiting, so I played the match solo.
It was another heal/dps. They couldn’t kill me. I was never going to kill them.
I sat in that match for 15 minutes just living until they left so they could play again.

Based on that, how do you think that would play out now?
How would solo shuffle work with this going on?

Rmp going up another tier with this one
:fire::fire::fire::100::speaking_head::speaking_head::speaking_head:

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Some people havent been involved in a 45 min 2s mirror and it shows

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Nothing like bring up 2’s from BC while playing an Rdruid. Man you really convinced me dampening is the greatest idea since sliced bread l.

do you have your seminars on any digital media I can purchase? Thanks bud, gday

I’d rather see something that affects healer mana instead, or even mana in general.

For starters we’d have to finally ban the use of water drinking in arenas (its counterproductive imo), then make it so mana cost on all healing spells ( for both healers and dps) increase by a % overtime. It keeps stacking until healers eventually run out of mana and cannot heal.

This change makes it where mana is far more relevant in general while simultaneously removing the dampening negative trait affecting classes with defensive absorbs/heals and shields.

This change alone will make rmp much weaker as it was one of the few comps that was barely affected by dampening, which this change fixes giving over comps better options for longer games on a more even playing field.

Basically hitting two birds with one stone.

so there is no difference? LMAO.

Infinite mobility mage and rmp is a expired concept. Remove them

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You can balance healers in arena pretty easily with mana consumption and removing drinks from the game and far better because mana is per healer basis whereas dampening effects all healers the same resulting in some types of healing being strong until specs are super buffed.

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fr this poster is really really really really not seeing the big picture lol

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Why wouldn’t the same thing happen again if dampening was removed?

I do actually like making mana a win condition, but at 0% dampening everyone would be immortal until then making it the only win condition… That doesn’t sound great tbh

its crazy you forgot we had classic tbc not that long ago and we are getting classic tbc v2 soon and it was also like this in Wotlk classic and OG wotlk from videos ive seen

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I disagree. Dampening was implemented as the most overall “fair” way to end games. It’s not perfect, but I think it’s overall the best solution with the fewest drawbacks.

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yeah I wasn’t being serious, just thought it sounded cool because rampening rhymed with dampening kekw.

I know more or less everyone hates dampening, but I’m kinda on Blizzard’s side with this one, in that I think it’s the best bang-for-their-buck solution [e.g., it’s easy to manipulate to adjust game length as desired, and it requires minimal or no additional resources].

I welcome the idea of removing drinking 100%, but I think the concept of balancing the game around healer mana is purely idealistic and would result in a lot more work for blizzard (or a lot more game imbalance for us to deal with).

E.g., best case scenario imo is that blizzard revamps things to balance around healer mana, 1-2 meta healers emerge, the rest hate losing games because of a dps race, ms, oom, we complain, healers reroll or quit, blizz (maybe) tries to rebalance healer mana efficiency, rinse and repeat probably never reaching a great balance [e.g., so ultimately, blizz wastes a lot of time/resources and we’re left with a system that is just as bad or perhaps marginally better than the one we have now].

Don’t get me wrong, I do think playing around mana efficiency would be ideal, especially with active abilities for mana regen, but at the end of the day from a business perspective, I don’t see the return for blizzard [e.g., I don’t think the game would be balanced any better than it is now, I don’t think subs or participation would go up, etc., so it would just be a lot of wasted time/resources]; [e.g., losing due to being oom sucks just as bad if not worse than losing due to high dampening imo].

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