Can the 30% healing reduction please be removed from PVP. Who had the idea of reducing healing in a game mode this fast paced?
The damage reduction was being tested back in p2 with 20%/30% (Physical/Magic). That test lasted one weekend and was changed the following weekend, presumably because it was deemed weak. The second weekend 50% damage reduction was tested, and we saw immortal bears and healers capable of keeping a team alive until they ran out of mana. Obviously, that test was considered overkill. The following Tuesday, they decided to go back to 20%/30% (Physical/Magic) damage reduction and add on a 30% healing reduction. Where did that 30% heal reduction come from? Because it was strong when damage was reduced by 50%?
Since p2, burst damage and spread damage has increased tenfold; moreover, crowd control and mobility has increased.
Arms Warriors have 2 gap closers that stun, a kick, a grip and Mortal Strike. (They are DKs with mobility)
Prot Warriors have 2 gap closers that stun, a kick that blanket silences and a grip.
Ret Paladins can 100-0 any class in a hoj.
Hunters can spam viper sting forever with unlimited mana and spam CC from 30+ yards.
Shamans can interrupt every 5-6 seconds and dot 5 people with a single gcd.
Rogues can lock someone down for 20+ seconds and do some of the most insane burst to clothies I’ve ever seen.
Druids can Starfire for 4-6k and press starfall mowing down an entire team. They also have dots that can crit for 600+ per tic.
Warlocks can felguard stun you for 3 seconds, deathcoil you for another 3 seconds and fear you for 15+ seconds. They also have UA which will silence you for 5 seconds if dispelled.
Mages can poly you for 30+ seconds, blanket CS you for 4 seconds, deep freeze you for 5 seconds.
Priests can blackout stun you for 3 seconds (probably going to proc again), silence you for 5 seconds, fear you if close for 8 seconds.
Now, I understand some of the above utility/CC was available in classic, but it has become increasingly more powerful with how high damage output is. A 3 second stun can be enough to 100-0 some classes/specs. Where are the healer runes to help counteract this absurd damage/cc? Most healer runes are dispellable magic buffs that are instantly nullified when a priest or shaman is nearby.
If pvp is to succeed, healers need to not only be playable but enjoyable. In SODs current state, they are not. Can we at least try to remove or tone down the pvp healing reduction? This is honestly the worst healing has ever felt in WOW.