SOD PvP is now RUINED

The change is fine. Just needs to be adjusted until healing isn’t miniboss levels.

The only people who think it is ruined are incapable at PvP. You cant get carried by one shot meta anymore. Learn how to actually play.

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The change is boaring.

And I can say the same thing about people that think it’s a good change. Being able to play around high damage takes more skill then slow motion boaring fights. You like the change? Keep it in BGs and out of world pvp. Damage nerf is for BUMS

To the cyber tough guy above me calling people bums and not spelling boring correctly- You should probably drop the act and actually log on with your character that you play in SoD and not some retail clone. That makes you lose credibiility. Next, just cause someone disagrees with you doesn’t make them a bum. However calling others bums and not spelling a simple word that even a 3rd grade simpleton could correctly spell- makes you the bum. So whenever a group of people or w/e make a blanket decision, there will always be those that are not covered or fit in. In hindsight if there would’ve been balance at the beginning of SoD things might have been better. Now we are stuck with bandaid solutions. Let’s not forget that though we might have different ways of what we want done, we are all here for the fun.

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I main mage and feral druid, this change is pretty bad imo. I can cast 10 frostfire bolts (3 second cast) (max 400 damage non-crit) into someone and maybe do 50% of their HP. Something needed to change but i don’t think a damage reduction aura was the way to go about it.

Yes… i can survive longer. But No… im not having fun. I’d rather die in a global and actual global people, than play this 50% reduction. The game is way to slow for classic. Maybe instead do 15-20% reduction? I think that would be reasonable.

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It’s what m8?

100% agree with OP. This pvp change is absolutely terrible feeling in PvP. I’ll have to vote with my wallet which is unfortunate :frowning:

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A blanket nerf is always bad. They need to nerf the power scaling on most abilities to be in tune with vanilla scaling. It needs to be done on a spell by spell basis tho and not just a blanket nerf.

Things like lava burst should not be getting free extra casts that crit. Ranged frost traps are probably one of the most unfun things to be added… Living bomb proccing impact AND ignite when it is basically an undispellable DoT… just not the greatest spell interactions… very frustrating.

Sure, lets give this small indie company the same shield steam give to early access devs, despite the 20yrs of data behind them.

people can fight back and i dont feel like an unstoppable burst god

game’s ruined better make a thread about it

:dracthyr_tea:

WoW pvp has always been at its best when its checkers instead of 52 card pickup.

Oh no I have to play the game instead of delete people in 3 globals. Wait what are all these other buttons for now?

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What shield. If you’re playing this junk, you’re paying to play a beta. Crying over a weekend of testing … lol
Ship of fools here.

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Anyone who had an issue with dying fast clearly didn’t play vanilla or classic. That was the entire appeal of PvP. You fight someone, you kill them. No running around forever with some battle of attrition waiting for the first player to get bored during the fight to mess up and die.

The moment to outplay people was proper kiting, using CC to interrupt them and restart the fight in your favor, or picking the correct use of your abilities in the right order to win.

Like if you got stunned by a rogue, and trinket the Cheapshot then you die in the KS that’s on you. Trinket the KS. The knowledge to know what to trinket is the difference between dying and winning. That’s what made pvp fun.

The only real issue with pvp was some classes got too powerful and had no counterplay. Like priests, shamans, and druids. All classes who have heal buttons btw. And all classes who benefit from being able to take twice as much damage before dying. Adding abilities that would actually counter these spellcasting classes like… say… a cloak of shadows would make it so I don’t need a blanket damage nerf to stay alive longer. Because now I’d have an active ability I can use to make myself last longer in a fight.

THEN it would be skill that decides if I win the fight or not. Because my choice on when to use the defensive CD would determine if I win or lose. But when you do a blanket nerf like this you remove skill from the equation. Instead of the dumb nerf they should have just given other classes that desperately needed defensive CDs some defensive CDs.

Add some ability skill books to the new rep vendor in town that you need revered for or something.

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If 1 dps could solo a healer easily why play a healer though?

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Because a healer is a role for groups. And it is the groups job to peel and protect their healer. I had zero issues protecting my healer even in STV assuming our enemies were never a group of six or more.

If you make healers unkillable you remove skill from the game. Now the healer can just stand where they please and cast instant heals to full for cheap. It’s so much easier for a team to protect one player vs a team having to kill one player. Killing requires callouts and voice coordination to do proper switches and CC. Meanwhile you can play with pugs and still protect your healer with the most basic level of awareness.

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I would argue the opposite. I’m not saying that what they are doing now might not need to be tweaked, but I think it’s pretty obvious by the amount of complaining that goes on on this very forum people were doing too much damage.

If you look at either of the two forums that Aggrend is actually reading for feedback, most people seem delighted with the changes.

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I just don’t understand how it is possible. Aimed is a normalized auto +330 dmg, it should hit for barely more than an auto.
Or maybe aimed gets less DR?

I quit retail cause arena fights were too long. Now in SOD on a vanilla engine it feels the same. Time to dust some games on steam off cause screw this nonsense.

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You’d only argue the opposite because you didn’t bother to comprehend the entire point of the change to begin with. It was to help players from dying too fast. To prevent them from feeling like they don’t have any options to survive.

Blanket nerf to all damage doesn’t really do this. It just makes who was already OP more OP. Everyone who still lacks the utility and resources to survive, will still get outlasted by those who could have always survived anyways. The only thing that “changed” with this nerf is now players who didn’t have good survivability can’t actually take someone down with them anymore. They’re just free HKs. A better fix to this would be to buff the defensive capabilities of classes that were struggling in PvP instead.

Making EVERYONE take longer to kill also imbalances the offensive resources. So if your class was heavily offensive favored, and lacked no defense you got massively screwed here. Because now you’re going to gas out since there is now a fight going on that should have been long over before you ran out of gas. The gas being mana/energy, CD’s, CC, your opener being long exhausted, etc.

Now that everyone can just outlast all of your tools that used to let you win fights. It goes down to a battle of attrition where the classes who can just turtle and regenerate their HP with the most ease win the fight. If anyone is excited by this change its because they’re one of the already OP classes that can benefit from this and their opinions shouldn’t be counted.

Not only that, but this is a change that drastically changes how PvP is done. The one thing that actually makes classic pvp fun is how fast battles are. You really want to turn SoD into another boring slog of pvp where we need to put determination stacks into the game so after 30 minutes of doing absolutely nothing we can finally get a kill and move on with our lives? We have retail for that.

The only time I play pvp in retail is when the damage is overscaled and makes the pvp fun again, like when Legion first came out and people could get blown up nice and quick. Arena matches over in 2 minutes or less. Once they made healers unkillable gods again I quit and didn’t come back until the end so I could do some PvE mage towers and go back to quitting again.

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No…Never…Make vanish remove dots. Rogues don’t need a 5 sec spell immunity.

But yeah the damage nerf is for BUMS. Vanilla is all about burst damage and playing around it. All these BUMS talk about how much more skill is required now, but never had the skill to avoid getting globald before. Buff food/water and add some stam to pvp gear. Leave damage alone

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