PvP Damage Reduction Test #2 - May 3

Nah, I don’t like that a new direction about what’s good, what’s not, etc. can be decided on any given day, almost with complete randomness. You spend your time working on rotation, or farming items, etc. then all of the sudden a change takes place and all your efforts were for nothing. Wish SoD players luck, just not for me though.

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Throwinhands doesn’t know what peeling is for, since they claimed those who didn’t enjoy the past DR test can’t peel… when it is far more important without (previous) DR than with where PvE healbots could facetank.

As for this round of testing, it is in a better direction than before. PvE healbot dominated PvP just isn’t fun.

these numbers look a lot better. pvp healing needs to be fast paced to be fun.

I would have just done 15% without heal reduction and specifically nerf the problematic stuff like imp frenzied. This isn’t too far from that though.

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Interesting enough this is almost exactly what I suggested in my post haha.

Yea but what about classes that do magic damage and aren’t OP ? Mages for instance were almost unplayable last weekend because they literally couldn’t kill people before ooming; 30% DR is not far off from the 50% of last week.

Gonna probably be the case where mages are stuck playing chrono/CC support bot again. It sucks, I play a mage.

This is why I think the DR aura is a bad solution; it generates a bunch of additional problems because everything is already tuned without it. Its masquerades as a simple easy solution to overtuned damage but in reality it just creates a whole new set of issues. You can tell because they now have 4 separate modifiers for it; an HP buff, physical damage DR, magical damage DR, and a healing nerf aura.

At what point does this require more fine tuning and dev time than just actually fixing the problem classes ?

Instead of this they should be working on fixing the sources of the problem (Shadow, Shaman, Mutilate ect) instead of screwing with the entire PvP game mode and creating whole new sets of issues.

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Great changes, though I think the damage reduction should be increased a little, but we will see.

“A little too strong”? You pummeled it down into a snorefest.

Thank God I hit Blood Guard last reset.

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Why are the magic and physical DRs different?

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cause players dont have resists.

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Magic damage is easier to do since it’s typically at range and the most responsible for the “I got insta gibbed because i don’t know how to LOS” complaints.

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we dont need it, pvp feels fine without these changes, just keep increasing the health

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I’ve brought this up before, that 50% increased stamina would solve the burst problem without requiring a slew of adjustments or disproportionately benefitting some classes/specs over others. No response at all, and those who have been in-favor of high DR are almost always those playing classes/specs that benefitted highly.

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Ya, but you didn’t really analyze or pay attention to most of it.

From the posts in your last thread kind of demonstrated those that were in favor of the changes.

  1. “This is the first time I enjoyed PVP in SOD” >> I don’t PvP much
  2. “I enjoyed outhealing multiple attackers solo” >> being more powerful than others due to role not skill
  3. “It’s impossible to juke being globalled” >> I don’t know my class kit and have no battlefield awareness

There was a very small number of PVPer proponent posts that agreed with the damage nerf.

A majority of the players against this form of BLANKET NERF were actual classic PVPers

I read someone in the forums saying “most of the PVPers he talked to liked it”

I bet if Blizzard pulled up the game stats that’d be disproven. But I could be wrong because it’s from memory. Bliz would need to actually do a systematic analysis and not just make decisions off ppl who are whining the loudest.

I noticed a drop in # of concurrent matches during and after the nerf. If I had to guess about 40% drop.

I noticed queue times jump to 30min during peak game time.

That tells me overall the actual PVP SOD community hates your changes. So much so they stopped PVPing. You’re either not listening to the feedback or your not identifying the valuable feedback from the actual PVP community.

I really hope you guys look at the attendance data. It’s be a shame for you to dictate PVP off of PVE mains and extreme casual PVPers.

And as I said in the previous thread, I kind of expected you to keep going down this path so I didn’t renew my subscription today.

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Still attacking mana instead of class specific issues, ok whatever

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Not really because damage increases faster than stam/HP.

One can reach 5k health when geared correctly with the current buff as is, and gear looks to be returning back to the original curve compared with the insanity that was P1/2.

This is of course assuming the objective were to bring SoD PvP pacing in-line with Classic, which while bursty, allows for counterplay without engagements becoming drawn out.

or boomy mana

Why do you hate Affliction Warlocks? A blanket damage reduction is lazy and hurts under performing specializations.