Testing Adding Damage Reduction to PvP

Frostfire with correct talents was critting for 1.8k+ with sub par gear before the nerf. thats a 3 second cast and only 30% chance to crit though. Otherwise it was doing 8-900 damage which from a class that gets 3 shot by melee is totally acceptable imo

Lol yes. People just don’t seem to care though. But rogues are one of the highest played classes in SoD right now according to third party websites. So Blizzard better start caring if they want us to stick around.

So many players who just suck at the game think cloak of shadows is OP or too scary. Despite how its easily countered by physical damage. And you’re right, our class feels super clunky. I forgot all about how bad Shadowstep is when we can’t actually use it to teleport to players. Gotta love it when I see druids or priests just abusing the map and there’s no way to counter it, since the only way I could reach them is if I unstealth and do the same crap they just did.

Plus it being on the GCD just makes it very awful to use in both PvE and PvP. Gotta love teleporting behind a fleeing shaman/druid and not even being able to apply crip to them, or a stun, because they can just outrange me in the span of a single GCD making my teleport essentially WORTHLESS.

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Awful take. This is an anecdotal clip of two 50’s in what is essentially a 1v1 duel. News flash, the game isn’t balanced around 1v1’s and isn’t indicative of what players actually experience when they queue into BGs.

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Looks like you missed the point of the clip then. All the whining and crying earlier that prompted this change in the first place is because people kept saying before the DR you could get 100-0’d in a single stunlock, so I provided proof that was never the case. It’s not some rando garbage rogue either.

This is a rogue that constantly puts out clips of him winning 1v3’s out in the world. Spoiler, the reason you see those clips on youtube is because those people he’s farming are not geared and the reason you won’t ever see him post a clip like VS this hunter is because the hunter actually has pvp gear on. This is the reality of pvp.

PvP in a group massively increases your survivability through getting heals. You’re only strengthening my case by saying that real pvp isn’t 1v1. While having other dps get CC’d. The positive healing going out is always going to be higher than the negative damage anyone can produce, for less resource use as well. So having players that are appropriately geared be put into a situation with healers makes the battles take even longer than in that clip.

The last game I did for instance was an AB game where we 4 capped horde, and farmed them at the farm all game. Because we had two healers that nobody could kill. And the prospect of having both of those healers die, while also killing the dps with them, in the span of a 30 second graveyard resurrection wave… was NEVER GOING TO HAPPEN.

Blizzard just broke the battleground. Whoever caps the bases first wins. GL ever capturing any base that has any semblance of defense. GL ever killing flag carriers in WSG. You think those 30min slogs were bad from P1? Welcome to 2+ hour games now. Endless turtle.

These changes are absolutely a flaming dumpster full of dog crap. Affliction was already doing what could be argued balanced or somewhat under-tuned damage in PvP. This has just gutted the spec completely. You spend 9 seconds unloading your full arsenal of DoTs and damage modifiers and they barely take 10% of a player’s health bar over the full duration. Any damage done by an Affliction Warlocks DoT is negated several times over by healers.

Stop with the extremely lazy blanket damage reduction auras and start :clap: adjusting :clap: specializations :clap: individually :clap:

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Your point is meaningless because it is disingenuous. The rogue in that video does not play one of the offending burst specs mentioned in these threads that global players. He runs into sub for prep with QD, BtE, and Waylay. You already knew this though. You are just cherry picking it to make your point.

LOL, in what world is a rogue going to burst down any decently geared PvP player?

In full party buffs I got 6k hp as a rogue myself. You’re not doing 6k damage with any rogue spec even if you catch me outside of stealth and get the opener on me. Now try doing that vs someone in mail, or plate, for even less chance of success. Or cloth who can just heal themselves back to full while your interrupts are on CD.

Healers already had value. I’d survive the opener, get healed, kill the rogue. There was never this world where it was “impossible to heal” and healers were worthless. Maybe if all you got is questing greens on I guess, but who cares? Get gear before whining.

after playing some BG’s this weekend the damage reduction is definitley way too high. I think it needs to be halved or even reduced 75%. Possibly nerf heals as well. TEam fights at BS in AB are hilarious rn. No one can kill anything

Ive been doing bgs on priest and warlock and I definitely feel like im slapping people with a soggy paper towel and have absolutely no threat to kill them if they have even the tiniest amount of healing. the amount of damage i do vs efficiency of healing is messed up nerf too far.

You are truly grasping. It is entertaining to watch. I am geared. Rank 7 and 8/8 ST weekly as well as a rogue main (not that either is difficult, just proving the point I am not in greens). I am not having the difficulties you are expressing in PvP. It sounds like you are having L2P issues since you are “running out of interrupts”.

“Press 2 buttons and everything dies”

Stop writing dumb hyperbole like this.

After reverting to mutilate, I can safely say this blanket debuff is having the opposite affect. SoD is meant to open up the game to various playstlyes and options that were lacking in classic, and now it feels i am being tunneled again into staying mutilate.

Please provide me a video of you killing a geared priest. If it’s so easy after all… otherwise I can’t take any of your “L2P” seriously.

Trurth or hyperbole? I press my combo once and almost everybody is dead. It’s not fun gameplay.

Very good change. Playing healer now makes sense.

I understand that perhaps balanced organized groups are more powerful now. As it is my group only had trouble when another group notices me healing and drop me first, or dot groups with locks abusing unstable affliction.

Perhaps the change will cause frustration to non-organized groups who doesn’t priotize healers.

Unstable Affliction is a pain to deal with, as a paladin I can’t outheal multiple dots on my group and can’t cleanse UA.

I’m receiving much more variety of annoying spells like fear, death coil, polymorph, root and impairing effects. Even had curse of tongues and wound poison with the dreaded UA on top of it.

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Where are you PVPing? Goldshire?

Just partook in an hour long WSG, we didn’t start capping until 55 minutes.

This is tragic.

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Playing healer not only makes sense. You would be stupid not to.

Hi. Warlock main here. The PvP flat damage reduction is honestly the wrong way to go. This indirectly buffs melee as healers are able to keep them up and their resource pools are essentially endless, allowing to train casters indefinitely. For me, I have around 300 spellpower and my shadowbolts are hitting for 160 on a good day. This is very bad damage output as that is literally half of my initial tooltip damage.

My solution is to remove the damage reduction entirely, and remove the hp aura in bgs. Then the next step is to only allow us to have 2 active runes and the rest disabled when in any PvP encounter. This would give players agency in order to choose between being a burst spec with no sustain, or sustain and hardly any damage, allowing for a better pvp game flow.

The answer is not to take utility away from the player. That’s bad game design and will create a whole new set of balancing issues. People want to use the abilities they’ve been given.

They just need to be way less heavy-handed.