PvP runes for world PvP

Why not make some PvP runes that increase health by a percentage( to encourage getting stamina on gear)

They could slot in the PvP trinket or maybe the cloak or pvp ring.

How about just a 3 piece Rune bonus. If you have 3 Runes on you get 50% more stamina.

Players are gonna need it once we start blowing TBC damage away. Next phase at level 40 players will do Vanilla 60 naxx damage.

Let people die in a few hits. It’s not that big a deal. No one wants to fight til they are OOM for which melee DPS will then have the greatest advantage.

The stamina budget in TBC was doubled on gear. Does that translate into 25% more stamina? I guess it depended on how they spent the budget.

Everyone will be 1 shot. Healers can’t heal anyone when they are 1 shot. That’s not gonna be playable. Whoever attacks first 1 shots.

I don’t get how we are going to do TBC damage but be stuck in Vanilla Health Pools. That isn’t going to work. The Dps will be 1-2 expansions ahead. It’s coming and a solution needs to be done.

Well since in SOD we will do more damage than in TBC I’d say something needs to be done. We will need stamina and Health to match up with the sexy new rune, tier sets, legendaries coming. SOD power creep will be wild.

Wouldn’t this make the bubbler champions reign supreme? ie Paladin and frost mage

Nope! If you get 1 shot you never press bubble.

Unless you bubble at 100% HP cause someone is attacking. You can’t do dmg though with bubble up. So maybe you could cancel and 1 shot them but they could just range the bubble and 1 shot after it’s down.

Bloat is one of the main issues people are leaving retail. So adding more HP would draw fights out way longer, make PvE trivial, and ultimately deter a significant portion of the class base from participating in PvP.

If someone has to spend their whole mana pool to kill one person then every single person with a mana bar is absolutely not going to enjoy PvP.

If people are dying in 1 shot, that just means they aren’t really good at counter play or the ability needs to be adjusted, not your HP.

Oh the runes would only work in open world/ BGs.

No it’s not bloat it’s the convoluted mess in overall design. Also the world feels too small cause there are too many expansions, zones, classes, and everything.

Hate to break it too you but level 60 mobs have 600% more HP than in Vanilla. They already drastically increased mob health in SOD to compensate for us doing drastically more damage. So we don’t 1 shot the mobs.

The problem is we didn’t do this for Players and only Mobs.

Next time you are flying over burning steps or searing gorge click on a mob. Their health is 3-5 times higher. There is extreme mob health scaling in place to match our future damage. The higher the level mob the more extreme the HP scaling.

Of course not but why are you mentioning this? It has nothing to do with my point or thread.

Are you listening? This isn’t Vanilla. The damage in SOD will be 10+ times that of Vanilla but we have the same HP. You can’t counterplay 1 shots. You just press a button and you die cause the damage is expansions ahead of the player Health.

If everyone has an instant cast at 36 yards the game would be perfectly balanced. 1… 2… 3… go! Aw… man GG.

Ah you left off the part where I said the ability needed to be adjusted. I understand. I’m playing mage where at most I get 1000 HP and a hunter pet can hit for 350. So I get it.

But people focusing more on the pew pew abilities than the other utilities they got is another issue. I could easily use Burnout to do more crit damage but I use Regen to add survivibility/healing to my kit. And it helps a lot.

I’m sure no one would use these in PVE… >.>

Also. I’m really not looking to have Resilience or pseudo-Resilience added. That stat was just straight up cancerous for PVP.

Note: They’d probably implement it like the crit reduction; on gear. Probably like “Take 10% less damage from Players and Player Companions.”

Oh the surface, you think “oh wow, I’ll take less damage”. But what you don’t realize is you won’t be killing Plate-wearers unless you’re a caster. Because we’ll be benefiting from ~55% physical damage reduction (Armor) and the damage reduction ‘on equip’ stat.

Now…what they could do for ‘sanctioned PVP’ (read: Battlegrounds) is like what FF14 does. Set everyone to a fixed amount of HP that’s modified by the damage type (melee get more HP than casters).

Right and abilities are hitting for over 1k already. What are you going to do when abilities start hitting for 5 or 10,000+ damage? We won’t have the health. You really aren’t listening.

SOD damage will be higher than TBC damage but we still have Vanilla HP.

They significantly increase Mob health to match the new SOD damage. Where is the player health increase? This should make sense.

I don’t think at this point that it’s a matter of me not listening but you going a bit overboard. They have been doing a good job balancing things out as quick as they can.

Relax.

Lets be logical

If normal mobs have 600% more HP just doing basic things like Questing will require 6 times the damage of Vanilla. Right?

They are adding new runes, new tier, items, epics, legendaries. This isn’t Vanilla and SOD damage will be similar if not greater than TBC. We can already see it with mob scaling.

Answer me this 1 question

How can Player health remain the same when Mob Health has exponential scaling to match our exponential damage?

I’m relaxed but you aren’t discussing the problem at all. One that will only become bigger next phase when damage goes up exponentially to match the mob health scaling. Or are you ignoring this.

I have not so fond memories of when 3.0 came out and damage skyrocketed, even full resilience gear wasn’t saving anyone.

It feels about as high as that, and we’re only level 25. Dying in a global isn’t fun and there is very little counterplay.