Why are we in shadowlands 2.0 version of burst damage?
Are you over compensating the for insane amount of micro CC? Insane way to stop damage? This isn’t fun to press 500bpm…
Why are we in shadowlands 2.0 version of burst damage?
Are you over compensating the for insane amount of micro CC? Insane way to stop damage? This isn’t fun to press 500bpm…
Shadowlands burst owned. They just needed to make retwarr and rm a bit less impossibly tanky.
Idk, people die during offensive CDs and live during defensive ones. If we didn’t have high burst damage/healing potential, or micro cc, how would anything die? Wouldn’t this just turn into RMX/dampening comp domination?
People want BFA pacing for some reason it’s so weird.
afk’ing in ghost wolf to grab a drink brb
Easier to feel you’re doing well when it’s not mathematically possible for anything to happen in the first 5 minutes of a game.
There was 2s games in BFA I had where we would message each other to start the game at 50% dampening and literally just stand in the starting gates and grab a drink/afk for the first 5min+ of the game since there was no point even playing it out until that point. Nothing was going to die, so why even bother going through the motions?
There’s definitely a happy medium possible, IMO currently both burst healing and damage are too high. People can die from 60%+ in less than 1 second, but also healers can top someone from 10% with one spell. Arena right now sometimes feels more like an FPS game rather than the strategic, momentum-based game that it should feel like.
I think either nerfing the PvP trinket main stat bonus, buffing the PvP trinket stamina bonus, and making dampening start higher are good solutions. Probably a combination of all 3.
And while they’re considering pacing in PvP, they should also look at making critical strike rating more viable to make gearing more interesting.
Bring back cc so we can tune damage accordingly
I mean this IS the answer, though.
We are here because it’s exactly what the community asked for.
Arena is a deathmatch mode, things NEED to die. Bfa taught us that there NEEDS to be burst, because if everything is scripted and predictable, nothing will die.
Shadowlands was a lot more fast-paced, which some liked and some disliked, but a constant complaint (partially because fire/sub/holy rmp had unavoidable instant ranged triple cross cc) was too much cc.
Cc got reduced, and as a result, theres way more pve damage. Since pve damage is high and burst is relevant, healers ALSO need to be giga strong to keep up with it, which is further compounded by less and shorter cc.
No one likes losing, but someone HAS to lose in arena.
Eh. This is scripted imo. They lined it all up before the expansion came out. We knew in the summer of 24 exactly what war within was going to be.
Yet everyone is so surprised 2 seasons later randomly.
Oh God please no. There is nothing more un-fun than not being able to play the game. There are still people complaining that current levels of cc are too high thanks to skills like cheap shot and cyclone, and skills like sleepwalk and repentance having their cooldowns removed.
Current burst levels are not even close to shadowlands levels. Idk what OP is complaining about, imo the level of burstiness has been at the sweet spot for the entirety of DF and TWW (Disclaimer, I didn’t play when Aug was released or when Ret was reworked, I took a short break but played seasons 1, 3 and 4 of DF)
This is coming from someone who plays lots of different specs btw, including melees, healers and casters.
Any time you play a wizard cleave or play against a wizard cleave, the games are already long af. Why do you want to make them even longer.
Ya some of you never got 100-0’d in a dr’d cheap through a prewall and it shows
Dying before stun ended with pre-wall in a shadowy duel/cheap shot to a rogue with flagellation/blades/PI from 90%+ hp was wild the first time it happened
I don’t think you understood my comment by no means does increasing cc mean games last longer
It does, however, allow for more skill expression to close out games
I don’t want to spend 10 years in cc vs mage lock or rmp but surely there is a midway point in between that and dying in a triple dr hoj bc dmg is so high
Winning by preventing your enemy from playing the game is not skill expression. Jungle cleave with a hpal can already cc chain a healer for 15-20 seconds off of an unavoidable instant cast hoj or maim, and they can do this every single time the DR resets. If you think the current levels of cc in the game are insufficient then you just aren’t using your kit optimally.
Lucky you can stop all of this by positioning correctly and playing well. Longer cc even if it just healer CC is always better for the game because cc puts you in positions that are unfavorable for the offender sometimes more then the defender eating it.
Then you can make healers actual swap targets and make everyone not only do high sustain but burst aswell allowing better players to make split decisions that are actual impactful while allowing positioning and awareness more apparent.
There is a very easy middle ground between shadowlands and BFA and it involves CCs and stuns being far longer duration.
Correct.
Too much sustainability in the game atm, but also too much pressure in the game at the moment. The medium is reducing both.
Also think a big factor that everyone dislikes rn is that the best specs int he game are just the most unfun ones to play against.
ill say it every day of the week
setup burst and cd trading > piss pve sustained dogwater twitchy gameplay
Shadowlands was Godlike. It was peak PvP. Everyone could kill equally and it was raw, quick matches. Just stop it already.