PvP Discussion: Phase 6 - How to Balance the Game around BGs, not classes

You can never balance a game based off of third party potions, that is just bad game design.

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been the classic meta for over 2 decades my friend

It was changed to 2 mins in later expansions. Most likely because of what Sweetcreme was talking about, the amount of CC and duration became an issue with the game. Classes that can reapply CC for long durations is what made PvP horrible. If you remember MoP PvP experience, it was CC for 1 mins and your team dies. It was the most anti-PvP mode ever, next to Classic in regards to CC experience.

Who remembers Rogues that could kill you with grey weapons in Classic with their full combo and reset they had. SoD is just like Classic, just certain classes are now more OP than they were then. So since nothing has changed, the same problem in Classic is still in the game. To sit on a problem and act like it is just part of the game is why you are not a dev and a player.

This is 100% correct. Balancing the game around a required item is the same as balancing the game around having World Buffs. They saw that Warriors for example needed World Buffs to deal great damage, so they gave them a new ability that gives everyone a World Buff and it helped buff Warriors.

Every class has its counter

That was true in Classic, but not is SoD. You cannot counter paladins in Classic now. They used to have no burst and you could out live their dps. But that is no longer the case. You cannot run away from them either.

Druids basically PvP as Balance. So they kill everyone every 1.5 mins as they have full access to their burst every 1.5 mins.

Elemental Shamans had their burst nerfed heavily last nerf with the change to burn rune that Riptide can no longer proc Lava Burst for them.

Hunters are above average in PvP.

The most balance class ironically are priests.

I’m aware, but that should have definitely been a change they added into this version, since they took the time to change it to an all around CC break compared to the class specific options of only breaking certain CCs.

Yep, but his suggestions to fix it were terrible. The problem is a combination of wayyyy to high of damage right now, no shared DRs, and RNG cc durations that can last up to a minute, along with the 5 min cd on trinket instead of 2 minutes.

I wasn’t saying the problem should stay, I was saying that his specific fixes for said problem were stupid AF. He was suggesting a max of 2 second stuns, and like, 3 second ccs. Maybe he isn’t wrong in that regard with the current damage, but nerfing stuns for the sake of keeping ridiculous burst is hiding the ball a bit as to what’s actually wrong with PvP at the moment.

As a rogue I was a fast of the TBC method of DRs, but that favored my class pretty heavily, and I realize the more balanced method is probably the wotlk method where stuns all DR each other, especially with the way damage is currently.

as a paladin, i am fine with my bubble being taken away in bgs, however in return i would like my seals and wings to be unpurgable.

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Tbh, that should be the case either way. I think bubble should be a defensive cd only though, as in only able to heal during it, not attack, that’s the main issue currently with it.

Yes it should be changed to this for the Seasonal.

I think people got used to WotLK style CC DR and really that is how SoD should have taken. But they also made CC separated in PvP and PvE in WotLK I believe (could be wrong on the expansion). Example was Poly was 10 sec not 50 sec like it is now with a chance to break out of it.

But damage is one of the major issues in the game. Tanks are getting out of control too. Warrior tanks are dealing so much damage and taking so little and will only get worst as gear gets better. Others have having issues of Tanks dealing damage of a DPS but taking less damage.

So is the best option to reduce damage more? I think I like another option: increase our HP even higher to handle the burst. Then PvP becomes a DPS race instead of a Burst Race. Every class then benefits from this, but then again it makes tanks even worst.

The most obvious fix is how retail does it: Each ability does different damage in PvP. Yes it would cause more work for devs, which is why I suggested what I did at the start of this forum post, as it was the easy way out for the devs as we know they do not put a lot of resources into classic wow.

That was a BC change.

agreed on both fronts.

I think they need to add a full set of pvp gear, including off set, and have that reduce damage further. That stops tanks from getting the benefits of default damage reduction paired with tank gear. They could still use PvP gear + tank spec, but that doesn’t have as substantial effects normally.

Wouldn’t hurt, but the damage is so high that even then I still think you’d need more damage reduction.

Also causes an issue with consistency, but I think that consistency issue is more worth it than not as long as they’re just adjusting numbers.

Well I dont have to fight pallys, I guess I cant really comment on that, but I feel similar about Tank Shammys, tough to counter them, especially if there are 2-3 of them.

Hunters can def excel with grp support and rock people

The fact you defend CC so much in this just proves how unskilled you are to need that CC, and proves that you are a negative factor in the game. Players like you ruin the game for others. We need a massive CC rework. Anyone that disagrees with that lacks brain cells.

… bro what? You think people zugging at each other without CC is skillful? You play a rogue my dude, gonna need you to check in with reality.

Just need either the tbc changes to cc, or the wotlk changes to it. The biggest issue right now is that damage being so overtuned is making that control more oppressive at an exponential rate.

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You need to balance PvP first and then design raids second.

But WoW devs refuse to not simp for raiding at every possible opportunity so that’ll never happen.

Few more nerfs on shamans would be good. First time bgs in sod have felt “ok”.

what? zugging without counter play isnt skill based pvp. like 0 out 10 troll dude. try better

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sub room temp IQ post. Also the simple answer for retail is just to add resil back.

excellent, casein point, ele shaman for how much surviaiblity they have shouldnt be doing that much damage, but we dont want to hurt their pve dps, so increase their dps by 10% but remove all their survive but root totem.

problem solved

so just gut the shaman completely . totally will solve everything and no shaman will be able to complain cause they were op at some point.

I’m not saying shamans should or shouldn’t be nerfed, as I haven’t faced them since the last round of nerfs… but that said, if you go to the runes on a shaman and look at them, each rune does a million different things in one. I’ve tried out a lot of classes, and I can’t recall seeing a class where the runes were padded with so many different bonuses slotted into each rune.