Testing Adding Damage Reduction to PvP

We retail now. Healers already busted now its going to be worse

2 Likes

Oh come on! Healers are completely useless in the current meta where there is so much burst.

The damage numbers in PvP NEED to be nerfed. Also, its not like healers just have infinite mana to keep pumping out healsā€¦ Eventually they run out of mana.

Why couldnā€™t you just add more stamina to the gear?

Or more stamina to the pvp gear that you so casual put out?

Feeling like my damage is reduced in one area of the game and feel completely different in another is not healthy in the long run

Garbage af. Same ol blizzard

2 Likes

TRASH change. If this is implemented Iā€™m out.

2 Likes

So all classes will do less damage.

Warriors will do less damage AND generate less resources because of doing less damage.

Maybe in a world where warriors were OP in pvp this would be ok to help tune them down, but no such complaints seem to exist.

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Damage reduction will be a huge Warrior buff.

Warriors always win the battle of attrition in SoD (except against SL locks lol). The only downside is getting nuked before you have a chance to get on a target - that will happen much less often with a damage reduction buff, when healers can actually heal you.

Every time I see a limp noodle crit and die to a drain tank lock it will remind me that blizzard is putting its finger on the scale. Itā€™s bad game design.

Just buff our stamina in pvp. It was a better solution than the stealth aura nerf BS in phase 1 bgs.

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Will warriors be exempt from this change?

Why would they be, are you bad? With 3 piece, sword spec, and windfury ā€¦. Warriors are owning at doing damage in bgs.

But then this just indirectly nerfs healing since health pools have increased but healing done and mana cost isnā€™t adjusted when the problem is the damage done to players is too high, if healing was out of control I would understand buffing the max health and not touching the damage.

Also is it base stamina or does this stamina multiply across your stamina/ health pools?

lmfao
so anything with self healing is going to be pretty much unkillable.
Amazing work as always ā€˜devsā€™ incompetence levels through the roof.

Meanwhile donā€™t you dare think of adding resilience to pvp gear or even nerfing overpowered runs/abilities.

2 Likes

but itā€™s not the same ol blizzardā€¦itā€™s something worse

You canā€™t trust the forums to give good feedback. 90% of posters areā€¦

Nah they will just nerf hunters more instead

by nerfing damage, people will use reverse griefing in open world by waiting for you to engage in combat than ā€œpvpā€ you which will reduce your damage vs the world mobs and probably end up killing you faster and causing more of a repair bill by dying to a mob than a player.

Iā€™m sure many of the truely seedy players will love this change.

However go the other way by buffing HP (sta) and others (rare nice guys) will attack you while doing the same world mobs and boost your hps and save you. (again probably not going to happen, there are maybe 1 out of 219 people that actually are nice in SoD).

edit nmā€¦ itā€™s tomorrow, not today.

Well i guess i shoulda said same ol blizzard from the past 10 years lol

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This is an answer to a problem that has mostly solved itself via players gearing properly and not running around in glass cannon gear (for the most part).

All this will do is make self-healing ridiculous, and healers donā€™t have to play smart or have any regard to positioning for peels. They can play completely braindead and do fine while everyone else leaves like they did when resilience aura was first added.

WRONG WRONG WRONG

This is so illogical and will introduce more problems.

So because you (BLIZZARD design Team)

  1. introduced new abilities and some were too strong (instead of dialing then down)
  2. You inflated the raid bosses HP and Armor
  3. because you inflated the raid bosses you buffed ā€œsomeā€ older abilities and weaker new abilities (but you didnā€™t get it even across the board)
  4. now because you buffed most of the abilities (especially Blizzards favored classes) you have to create a special PVP debuff which will now have a greater negative affect on skills and classes that have been neglected by your team.

Itā€™s like BLIZZARD going farther and farther down the wrong direction and introducing more balancing problems.

The initial tweaking, I think the team was doing a good job with the gear and skills even if it was slightly in the wrong direction at some areas. But now itā€™s just getting out of hand especially with subtle class favouritism changes starting to have a bigger affect due to interactions with other skills. The fact their using a 1 dimensional view (wow raid parses, dmg, healing) a multidimensional game is creating more problems for balancing.

DIAL EVERYTHING DOWN across the board except old content.

You have an inflationary problem.

Stop trying to recreate the entire wow balancing which took a large team and many years and dial everything in at where it was generally.

I mean the latest patches kind of shows how out of touch the designers are.

Pallies who are much higher burst (can be observed in PVP) than other classes but are performing worse in raids because their sustained DPS is low.
They buffed them with more burst ā€¦ To increase their sustain PVE. ILLOGICAL

Shadow priests have high utility (esp with homunculi), do slow high dmg and have high defensive abilities but because the buffed raid bosses their single dmg parse is low they got a 40% buff to shadow form damage (15% upped to 25%)

Rogues who have 0 utility and (ignoring tank spec has promise but problems too) are suppose to be pure DPS only have 1 viable DPS spec. Their performance is debatable. In the top end logs theyā€™re being beat by higher utility classes like shamens and hunters.
But saber slash buff was laughable. 1min ramp up time and 2min before it becomes comparable dmg not factoring in loss of combo pts and other class skill interaction. All because designers are afraid a super broken underpowered ability will be overpowered with a minor buff?

Ranged hunters
Godly AP Aura
All sorts of utility and pets
flares super large much larger than graphic and still applying affect when well outside affected area
traps all sorts of issues
Ranged deployment with basically no arming delay due to range of affect (too large again)
Destealthing targets when applying non-damaging affects when they didnā€™t in vanilla or previous versions
So much utility and control due to broken mechanics but because their ranged damage isnā€™t as high as melee they need to be buffed???

Without all these buffs and broken mechanics, Vanilla hunter was already the best PVP class if not one of the best. It just had a very very high skill requirement to be good with a low entry skill to pickup. Now because below average players canā€™t maximize it, itā€™s underpowered?
Because itā€™s not the highest raid DPS itā€™s underpowered although it has one of the most powerful utility abilities?

Stop measuring everything from wow logs DPS. The parse meta is toxic. Itā€™s a useful tool for insight but not the truth.

This can been seen across the board if you look at PVP how out of whack the inflationary dmg is having on certain classes, both negative and positive.

Ex PVP skill dmg single skill or single global
When on avg inflated pvp HP ~3.5k
We have
Mages getting 3.8k Crits
Boomies getting ~3k crits
Paladins globallying for ~3k with a spammable ranged execute
Shammies globallying ppl

Thereā€™s more I wonā€™t go over
Melee hunters
Priests
Etc

PvP is very lopsided and generally easy to observe when you go in.
Alliance teams are usually comprised completely or mostly of Paladins, Priests and druids.
Horde teams, Shammies, druids, priests AND rogues (because how to avoid being globalled first is to not be seen first)

Rogue is not being chosen because theyā€™re OP strong but because without the paladins bubble thereā€™s limited ways to survive, especially as melee.

Then on the flip side you have
warriors getting destroyed in PVP & struggling with healers
Rogues outputting 800dmg in 1 global and incorrectly geared caster players complaining loudly and often about 800dmg while casters outputting 3.8kdmg in an instant cast.
Ya I get it, stunlock is annoying (which Blizzard design team has introduced more of with mages, new weapons and the new deck trinket).
But at least most stuns have counter play. Thereā€™s no counter play to casters, paladins and shamens globaling a player.

A overall damage debuff is not going to solve the issues the inflationary buffs but itā€™s going to hurt specific classes really badly.

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