Guys, even with that damage reduction you will still lose in ab
also this test btw is much more acceptable than the last one, i have no words yet on the caster nerf, maybe because i am a shaman and i can run away but this is sus
all the melee happy now?
So why did casters get a larger damage reduction compared to melee?
You got hunters running around getting auto shot crits for 900 and multishot crits for 1200, rogues doing 1500 damage non-crit in two globals with mutilate, and Enhancement Shamans taking you from 100% to 25% in a couple seconds. Somehow the caster that has to stand still for several seconds casting a hard hitting spell and hoping not to get interrupted from silence and spell push-back was the problem?
These blanket damage reduction “experiments” are literally brain dead in design. Adjust individual specializations
…i dealt with it last time, this time its going to be an unsub until next phase devs out of touch completely stop blanket nerfing things lazy af im over SOD
You noobs never learn. BGs were never about HKs. Play the objectives. If you’re top in kills and damage. Chances are you’re the reason why the team lost.
Yep, bgs were never about HKs, but when you have lumber from stv and a daily turn in from ashenvale, you don’t need to win bgs anymore. So you just grind honor till r7. Welcome to capped ranks SoD meta.
Blizzard, in its infinite wisdom (or lack thereof), has effectively kneecapped healing in PvP. Many of us who have devoted ourselves to this crucial role are left scratching our heads and wondering: why? It seems they’ve nuked an already underrepresented role in PvP, making it near impossible to keep our comrades alive on the battlefield.
Shamans are mediocre at best. Paladins, on the other hand, are extremely powerful. They have comparable time-to-kill (TTK) and burst damage, along with two stuns, two bubbles (allowing them to continue attacking), Lay on Hands, full plate armor, and healing. A skilled paladin is nearly unstoppable.
It’s ridiculous that magical damage got reduced more than melee. This is a horrible fix and is not enough to balance the game. Now any class / spec / runes that are weak are EVEN WEAKER. Blizzard is silently destroying pvp and creativity with play styles with these damage reductions.
Their working theory was likely the increased spell reduction would bring SPriests, Ele Sham and Boomkins more in line when combined with the healing reduction. The reality was far different.
The combined changes kneecapped Demo, Ret and Enh survivability. SPriests didnt need the longevity when they look at you for 3 globals and you melt like a candle under a blowtorch. Warriors got double dipped against by the -20% phys via reduction in rage generated by damage dealt and damage taken. Melee hunters are somehow the dominant melee spec among melee specs because their biggest exploitable weakness was being squishy with high damage (prevent the damage, exploit the weakness) and now theyre tankier than a Warrior in DStance with a Shield on with their 2 button whackamole playstyle outdamaging anything they can close on and stay on. Fire Mages get double dipped against on Ignites as the initial crit is -30% and then the Ignite is -30% as well, hamstringing the lynchpin of the spec. Frost has mana issues due to the -30% making shatter combos feel like youre throwing plushie pokeballs.
The only class that ended up feeling okay was Rogues as both Envenom and Mutilate took hits and their damage is no longer such that Ambush Mutilate Tea Mutilate CB Envenom is a guaranteed kill on anyone that cant immune at the second Mutilate. The result of this is that 99.9% of rogues players think theyre weak now because people can actually fight back and they never had to learn how to defend themselves in an engagement that lasted longer than 7 seconds.
The healing reduction needs to go. The differing damage reductions need to go.
-35% across the board. 0% healing reduction. Rage generation increased (via Anger Management and a PvP combat flag) to compensate for the lost rage on Warriors.
I called exactly what would happen this weekend before the auras went live. Trust me. -35% damage, no -healing and no double dipping.
Please please please stop this. Unless you are looking to actually scale certain spells differently in pvp or pve, then please stop experimenting… Spending your entire mana bar as a caster to do 50% of someones hp feels horrible.
You all said you wouldn’t balance around pvp, and I do not think you should. Classic pvp needs something completely new and fresh in regards to pvp in order to balance around. Applying blanket changes like this make the game worse, people who liked it will stop playing, people who hated it and didnt play before may try it out or start becoming regular players in pvp. There is no perfect balancing in battlegrounds or world pvp that will always be good. So just leave it alone.
Until SOD gets a dedicated pvp balancing team and you go through and balance spells like retail does, tuning each ability specifically with pvp only changes. PVP will always be how it is.
Said it hundreds of times, but classic+ needs in game voting and polling to help make the experience amazing into something like OSRS. Even giving feedback on the forums feels meaningless.
I didn’t look hard enough but it looks like the Stam buff is gone and replaced by this? (Correct me if wrong)
I thought this damage reduction was on top of stam buff.
I haven’t enjoyed the change.
Healing is less impactful, people seem to die even faster than before, and I think this is a huge reason why. I don’t think healing should have been touched.
I think this testing phase also has much bigger disparity in power for certain classes.
My mage was having a hard time closing up kills with the 50% test phase, but there was at least time to CC, control fights and heal … now on my mage I feel really frustrated and useless.
My Disc Priest feels okay, but the healing nerf definitely feels unnecessary and un fun , which has in turned meant way less healers are queuing right now.
Which brings me to my Shadow Priest which feels even more overpowered than before which I thought would be impossible.
Personally I would revert to whatever you did last weekend with to 50% reduction and modify from there.
Am I crazy though or is the stam buff gone?
Either way this has been my least fave iteration of changes. Again I’d personally use the prior weekend as the basis for fine tuning PvP.
Thanks for trying to make some positive changes but I think this testing phase was a miss personally. .