Long games? 60% dampening comes super fast.
If there are long games it’s not because the healers, it’s because the dps just throwing CDs all willy nilly.
Sorry but playing healers ATM is a miserable job lol
What? Just because you like to warrior smash your face on every CD in the opener hoping the game ends so you can do it again, doesn’t mean everyone enjoys that lol, dampening is an ok mechanic but it should absolutely not “Ramp up 50% faster” lmfao, spoken like a true zug at this rate you’ll be getting 3 dps RSS because nobody will want to heal the hellscape you’ve created.
I believe this but why is it this way? Do you think healing needs a buff across the board?
Should dampening be removed or lowered?
Should MS effects be removed or toned down?
Is burst damage too high?
Why does healing feel bad to you?
That would be a good change, 50% + MS is more than enough to make healer OOM or not keep up with dam and end game relatively soon.
They’d have to nerf Rdru and Evokers because they have too much throughput and this change will only further nerf the other specs that are already behind and elevate RDru/Evoker even more
I’m down with them removing damp in 3s since damage is so high right now. But if they do this I’d like them start damp at 50% in 2s when a healer/dps team fights double dps. Then it starts ramping like it normally does.
Yea people could cheese double rogue in 2s, but every other double dps comp would benefit from this vs healer/dps. Then again no one cares about 2s so it’s not really worth talking about.
Except for the ones that require self-healing to stay alive
That’s every dps except maybe Mages. Rogues can get healing capped by Damp to soothing shadows and vial, Hunter has like zero self healing anyways, Warlock self healing should be affected. I think any % based healing should be affected by dampening when it comes to this.
Spriest shields/VT healing would also get affected by this if damp affected absorb shields as well.
in solo shuffle, as for the gameplay itself, its the cc’ing and the random globals that take 2/3 of a players health.
everything else is ok. im ok with running out of cds because i had to use them or misused them. im ok with players los’ing me (i can play around this).
the problem with the cc’s is that dps at my level dont watch for them. theres too much involved in trying to get a good position, while trying to heal, and watch for enemy cc casts. I’ll miss seeing a hex because my dps is about to die. I’ll find myself in a bad spot for chasing my los’ing dps. A rogue will catch me out trying to get los and disorient me, and my dps wont notice. healing for me seems to literally be avoid cc and keep people alive. i cant avoid them all without help.
so i’d propose all cc’s be put on the same dr for healers. if that isn’t doable, then give me an additional cc break with a short cd. idk, but this is my biggest gripe with healing.
the burst is ok for 90% of the time. the other 10% is just so dang high, theres literally no way to react. dps dont always use their defensives. i can get cc’d and by the time i trinket, they are dead from 100 to 0.
i propose they cap damage. period. no ability can hit for more than x. no matter how many modifiers are in play. maybe give every player a pvp buff that absorbs any damage over x. idk, its just annoying.
outside of those two gripes, healing solo shuffle leaves something to desire because its really just babysitting dps and hope they kill something. plus, my rating gains/losses are tied to my mmr to the other healer mmr. its pretty frustrating not getting rewarded rating gains all the time but then lose a ton.
Why would I go OOM without dampening. The mana regen that classes have built in are enough to sustain for 10 min if not more.
Its the dampening forcing you to spam big heals that ooms you