Is it just me or is damage pretty out of control this season? Coming from a strictly RSS pov - both as heals and dps.
Even playing as arguably the best healer currently (rdru), it feels like damage is insane and matches are over so fast especially at 1800+ mmr when dps start to know how to actually do damage and use their full toolkit.
DPS are coming out of the gates with all cds bursting at over 200k dps together. Health pools ping pong back and forth and cds are blown left and right. With cds and full hots rolling I can pump out a bit over 100k hps solo, which means you straight up can’t heal through damage without your partners using defensive cds correctly. This is before damp starts to rapidly set in.
Obviously you can still tell good players vs bad players but a lot of the experience is just pveing harder than the other side and tossing instant ccs until you win. I think shuffle has always been like that but I think damage is pretty out of control this season due to tuning for a majority of specs.
It’s no wonder why no one wants to heal. I do it for fast q’s with limited play time and I’m a masochist who’s done it for years I guess lol.
Idk what your raiting is or skill level so I don’t want to assume anything but what I’ve seen is once you get to 1800-2k territory you have the rdruid meta where as long as they know their afk healing rotation then it is very damp.
At 1800 and under it is a bit more sporadic because damage is high and ppl dont know how to respond
Output is too high across-the-board, but the actual match duration is trending towards dampening because healing overmatches the damage. Feels pretty bad in general, but that could also be because there’s such a huge gap between the S tier specs and the rest. DHs/DKs/locks just statchecking every lobby they’re in is boring.
I mean I’ve been playing around that territory as an Rdruid and don’t really feel that. Even around that mmr it’s still the same stuff and every lobby is stier specs running at each other.
good luck not having a dh in your lobby lol even after the nerfs
I’ve played mostly Mistweaver, Preservation evoker and Resto druid, and I’ll be completely honest, I am not having fun as a resto druid (I know, I know, I’m a weirdo)
This is exactly the point I make every time - the game is now too fast, bloated nearly as much as MoP again but imbalanced because the un/prunings since WoD brought about smaller damage kits and more utility. Some classes just have answers for situations that others do not. It’s beyond just being able to counter, but survive. When one archetype is too OP, the others truly suffer. This is the crux of why we’re seeing “caster / melee meta” being thrown around so often, when there really are pretty strong options from both types. Usually, though, the one that outputs the most damage and has even slight mobility/utility advantages will crush everything else. Rets in 10.1.5 were “reworked” to have too much of all three, and were untouchable for a few weeks. The game just relies on FoTM swings every few weeks to keep the meta going, but its often just accidents carried over from PvE tuning designed for boss healthpools or raid mechanics. The result in PvP is ofc utter chaos, entire classes quitting for months and long queues because healers have a rough time.
I think everybody wants to have control over their characters. The CC nerfs were an attempt to fix this, but instead they promoted the PvE gameplay and reduced the skillset and thought that make WoW PvP unique. The problem has been damage to begin with. People don’t want to see damage toned down because they fear the game will be too slow, but it will probably be better for everyone. When the difference between having cooldowns used and not is a 400k oneshot and 120k sustain on 800k-1+mil healthpools, we’re way overboard. WoW doesn’t need to feel like another game. Casts should hit harder than instant abilities, classes should be rewarded for spending time on control, and healers should feel confident trying to do anything without being repeatedly micro-stunned and dying in 3 seconds.
You’re 100% correct in principle, but if the matches are too fast some classes might not have as much opportunity as others and just get shut down and/or get instagibbed if their enemies are half decent.
I don’t think anyone wants to see games drawn out too long either – so couldn’t we achieve something in the middle? A bit more time for skill line-ups to be used? I think the easiest fix is adding a PvP trinket set bonus that increases the defensive component from Versatility, or something along those lines, then tuning that to help control pacing more directly without having to necessarily butcher classes, or anoint them as FoTM-Godkings.
why? the last time there was a real problem like this was when garrosh 25hc needed to have more than 2,147,483,647 hp without actually having that much hp, and they fixed that 10 years ago anyway
It seems relevant in the context. Like, issues arising past a certain health threshold. As for Kovu saying we can’t balance around 1000k health pools I don’t really understand that because there doesn’t seem to be any inherent issue with that value.