Solo Shuffle and the effect of rapid dampening has on the Healer situation

Going to start this off with a quick synopsis: Using heavy, quick stacking dampening to artificially rush matches is bad for the game, and likely gets healers to quit playing the healing role / quit the game period.

Background: I came back to the game to specifically try out solo shuffle. While it’s fun at times, I quickly realized that each game is essentially the most stress ever, constantly as a healer. In a normal 3v3, it takes the point in a match where normally DPS has failed to do its job well enough, to then put extra pressure on the healer… but in solo shuffle it doesn’t wait for DPS to have been shown to be ineffective before ramping it up.

What effect does this have? It’s putting a handicap on the healer’s already difficult role, and putting very little of that pressure on the DPS. The dampening knife starts cutting into healers the second we enter the game, and cuts into us quicker in quicker in order to rush the rounds artificially.

And what stacks with the Dampening Knife? Mortal Strikes. Not only do you contend with an insanely quick stacking dampening, and wild damage outputs, you get slammed with mortal strikes on top of both those factors.

It took me watching my friend’s normal 3v3 games to realize the difference. I hadn’t done much 3’s upon getting back since I was specifically interested in solo shuffles, and 2’s starts at 30% dampening so things felt even worse there. It suddenly clicked to me while watching why the healing experience in solo shuffle is so miserable. It puts the healers in seemingly no win situations every match up (at least it feels like it every game) in order to hurry games along artificially by abusing what the dampening mechanic was meant for. What would normally be decided by well executed burst/CC windows and mana usage and healing efficiency, is almost solely decided by the dampening (which can abruptly oom you even if you do manage to keep up).

Summary: Rushing the pacing of solo shuffles is why healers hate it so much. It’s taking a mechanic that’s meant to be used as a last resort to end a stalled out game, and makes it the main factor of every match - which results in some healers inherently being way better at handling it than others. The deck is just continually stacked against those healers harder and harder. They’re expected to just handle situations that just aren’t reasonable to handle- every. single. round. The healers that handle it best rarely have to face mirrors because of how the matchmaking is done, so it incentivizes playing the FotM healers so you don’t have to face the class you play yourself. Then upon losing (sometimes even winning), the healers are just about always the point of derision and blame for the end results.

In conclusion: Dampening’s pacing is poison to solo shuffle’s healer situation, and is likely solely responsible for the situation.

That is all. Thought I’d give my feedback on the feature before unsubbing. Isn’t an angry unsub, I just don’t want to play a game for the sole purpose of stressing myself out- and that’s all WoW has become to me.

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The problem is healers without dampening are down right gods right now. That is a symptom of mythic+ and addons unfortunately. Blizzard has to go back to TBC type healing to balance healers and remove dps healing, but then that would be catastrophic to pvers.

I’m not saying dampening should be removed entirely. I’m saying that it should be paced to match actual 3’s, or at least have the pacing decreased some, so every round doesn’t feel like a healer only situation.

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I agree it’s super toxic but they’d have to short the number of rounds or do something else or we’ll be in the matches forever with 6 whole normal 3s rounds.

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Yeah, I’m not sure what the solution is, or if there is even a good one. It was just weird realizing after all this time of doing shuffles that normal 3’s wasn’t like that lol.

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Not sure there’s a great alternative solution to dampening in shuffle as they need to quickly move through the matches. The only other thing I can think of would be to have single games instead of shuffle with more larger swings in mmr/cr to quickly get people where they belong on the ladder. Issue with that is the perceived unfairness of matches (although I believe it all averages out the same as now over time), and the large swings in rating would be jarring for the general player base.

With that said one thing they could immediately do that would help the situation is to always try and pair the same healing specs against each other. That way you at least know both healers are dealing with the same situation and there’s no inherent advantage one has over the other. Of course they can’t always guarantee this as they need to move the queue along, but it should be the goal and not being actively avoided like it is now.

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Yeah this is a tough topic for sure because you either have a fair grouping of matches or you have unfair full length matches. Both have pros and cons and neither format will make everyone happy.

I will say though that dampening does stress everyone out, not just the healer. You may feel like you’re more stressed because it’s your job to make health go up however it’s still Dps’s job to not die. Being low constantly and unable to recover means they have to be super scared positionally and afraid to do almost anything. I assure you it’s annoying on both ends.

Especially when self healing is my own defense :sweat_smile:

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This is another weird situation. I feel like they implemented this mainly for DPS, and overlooked the bias it causes with healers… Though I can’t say mirroring every game would be necessarily fun either. Bare minimum it shouldn’t actively avoid your own class for heals.

Fair enough, though it’s far less likely someone rages at you as a result. =P I don’t know, I’m kinda conflicted. I do like the high pressure environment of healing… it’s just that there is no low pressure time in solo shuffles, it’s ALWAYS high, and that just gets exhausting.

Speaking from a new healer point of view-

I dont see the problem as being dampening. I see more of the problem being the CC chains on healers. Nothing is more frustrating then not being able to press buttons and play the game.

Just reduce cc for healers in arena or soloq ONLY and maybe that would make the experience less intense, less punishing for positioning, and allow us to play the game more?

The other problem is the balance between healers… some have better mana management and through put than other healers. Which is also frustrating.

Inb4 get gud- Just suggestions to help more people play the game wether casual or pro. A larger and diverse pvp community is good for the game.

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If dampening wasn’t fast to come in rounds would be far too long.

I still think better rewards for healers is a better solution. And not losing as many points for a loss. Healers should have a completely separate unique mmr.

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And massively reduce the skillcap of healers by just making the game easier. Ccing an insane healer is actually super hard. Ccing a bad healer with terrible awareness and positioning is free. The insane healers have the exact same positioning tools as the bad healer, yet they manage to avoid it. so is the issue really cc here?

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I dont know if the problem is dampening, I don’t play SS at all because the quality of the games are so bad. It just doesn’t feel like arena.

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The point of the post is to get more healers into playing the game right?

More healers to join in on SOLOQ right?

Yea it makes it a bit easier for them, but other DPS wont have to wait 1 hour ques if it is more healer friendly and people actually want to heal.

Yes the “insane healers” or duelist,glads, and R1s will still end up with higher rating… maybe just do the cc reduction for soloq only idk. Dampening still kicks in, so eventually the games will end even for the “insane healers”.

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Making the game easier in a ranked mode completely defeats the point of a competitive bracket in the first place and just comes across as “i want things handed to me”.

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There’s things you can do to actively avoid CC. There isn’t anything you can do to avoid dampening, and dampening makes every button you press less and less effective.

They already reduced the duration of CC a bit, and gave us precog for juking. Like yeah it is frustrating, but part of that is positioning and using what your class has to offer to counter whichever CC you can counter.

This is where dampening takes an axe to things like H pal / R druid.

I appreciate the input from a fresh healer perspective. Some of that is just getting more practice in, sometimes it’s a class bias. Can’t win every game, as much as we might try.

I’d take this over what they’re currently doing, which is nothing.

We kinda do ish. It’s basically a 1v1 against the other healer.

I dunno, spend so much time waiting in queue, would there really be that big of a problem with playing for longer? I’m not sure. I know it’s kind of a catch 22 that the longer you make the matches, the more healers are stuck in their current matches, so the less they’re able to queue. It’d just be a matter of, would the change to dampening encourage more healers to actually queue up as a result.

Quality of games tied to an ever strangling noose around your healers necks does not help the feeling of quality IMO.

I’m on the side of CC being a necessary evil, as frustrating as it can be at times. It’s the way to punish healers without just straight up burning their mana every time they aren’t LoS. The days of mana burn and just looking down to see you were randomly oom weren’t super fun. Had to get Spell Alerter to give a big ol “HEY THESE GUYS ARE BURNING YOUR MANA!” to avoid it.

:joy: just ideas to encourage healers to want to play the game.

Just because its easier to heal or be inthe game more doesnt put you at an advantage over other team if they have the same circumstance.
Free nothing.

Or they could change nothing, it was just suggestions to make it more accesible. Healer shortages are fun arent they?

Im not saying completley remove it. Just maybe reduce it by 50 percent or so. Not trinketing a sap to save it for blind/fear/sheep and watching my teammate die in a kidney through PS in the first 30 seconds of a solo shuffle isnt fun…

I think that’s more of a damage tuning problem tbh. It’s weird how it felt like the goal was to tone back damage between season 1 and 2… and it just feels like instead of burst, there’s just insane constant damage at all times. Them buffing trinkets by 25% main stat just seems like overkill.

Possibly, ig we will see how it goes after everone is fully geared and in tierset, maybe they will be doing some more tuning later down the road.

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If dampening in shuffle was the same as 3s, each shuffle would take 30 minutes.

People are way less coordinated. People overlap DRs. Kill windows are missed all the time.

I think the real issue here is behavioral. Most people want to Dps, not heal. Compound that with its a buyer’s market for healers in 2/3s as well, and you get less Healers in shuffle.

Why would a healer want to heal randos over actual friends? Or get carried by higher ranked players who have no other healing option?