Sometimes you just have to limit what a player can do to another player in order to save the integrity of the game. Because as of now, they keep buffing and nerfing classes for PvE content without even thinking about their PvP counterparts. It’s honestly too hard to balance both with the introduction of runes being the main ways people are even dishing out this damage to begin with. With that being said, with my proposed idea, you still get to play your class, and if anything classes should feel like rock paper scissors again in PvP, but with this change they no longer have to worry about buffing and nerfing classes and just worry about what’s overperforming rune-wise and what is underperforming without swinging power levels inadvertently.
the devs are literally trying to kill the one thing that is propping up this dog water game, classic. The more you make classic like retail the more the player base reflects the deadness retail has. Classic has been a pillar of WoW since 2019 and stuff like this is just going to force people to quit.
-giving warlocks the ability to 1v3 melee because of tankiness and healing
-giving shamans an inherent rune on their chest that reduces damage taken by 20% +6% crit reduction on a class that has always inherently been difficult for melee champs to deal with cuz of mail+shield+totems. (while rogue tanks literally HAVE to have BD active just to receive the same tank rune’s benefits)
Current honor rates suggest that losing battlegrounds on purpose will generate more honor after a 3-token turn in than fighting at all.
boooooo, its bad. turn it back
I thought this was gonna suck…but the PvP feels a lot better. Maybe it can be toned down from 50% with a healing reduction added
beacon and holy light?
Consider yourself lucky. That’s a pretty short one. Any team with two half decent healers will have an unkillable flag carrier.
No, it’s a very bad change. Playing a healer now makes you a god. Prioritizing healers was the same strategy that worked before, except before this dumb damage reduction patch it actually worked.
It’s so much easier to get a group to defend you, than trying to prioritize killing a target with other DPS. If you were dying a lot before the patch that was a L2P issue for your group to actually learn how to peel off of you if they want heals. You don’t even have to talk to protect your own healer. This should just be a natural thing all PvPers do automatically.
So this change puts a massive handicap on any unorganized groups. Since it isn’t exactly natural to decide who should be the first on kill priority. When there’s two, or god forbid three, healers you’re screwed. The focus will be split. Before if you never protected your healer they would just die as it should be, so the best group wins. Now you can just protect yourself as a healer and carry incompetent players and it isn’t much of a team game anymore. You shouldn’t need voice chat to win classic era pvp fights like this is some retail gladiator arena match.
We essentially are doing the PTR and QA for them, this was said when SoD was announced.
50% was too much but a DR was definitely need. Maybe do 25% DR and 15% HR.
Incoming damage on pets is not reduced, just like they don’t benefit from the health buff in BGs. They still die in a few globals and classes like locks use enemy pets to double their drain life potential.
Can we expect a fix at some point? Specs that rely on their pet have a rough time currently.
It’s better for everyone except Rogue because Rogue is the skill class and I still have to press 10 buttons and make perfect decision making and have insane reflexes with Gouge and Blind and Quick Draw.
I also can’t use half my runes in PVP because they apply DoTs. So there’s that then. I dunno, this phase is cooked for Rogue, they’re basically a raid parser now. Actually sad.
So you changed DR% to +HP% in P1 iirc, because healers were OP.
Why go back to DR?
I kinda like the changes, but pets/minions don’t seem to get it and healing is nuts now.
Also FIX BG SOLO QUEUE VS PREMADES WHEN?
Revert the change for all I care, but it’s literally horde premades vs solo alliance every game. Don’t make a horde premade? 20min queue times.
It’s faster to obtain honor for alliance to throw the game and requeue.
What a world they’ve created, yeah?
In fairness, we don’t want you to re-stealth because it’s already an insane advantage that you get to start fights on your terms. From there, we have to sit in a cheap shot and kidney while you destroy us. Assuming we use anything to get away in the cheap shot, you have a ranged stun (Between the Eyes) and a gap closer (Shadow Step), not to mention Sprint. If things don’t go your way, just Vanish and reset.
Rogues have insanely high utility and survivability…they should not be doing high damage. That’s called balance. Right now, I’m playing my alt, a Frost Mage. I have high levels of control, so I expect not to be bursty. Frostfire Bolt is my highest damage ability and it’s a 3-second cast. I’m constantly vulnerable to interrupts and spell pushback. I wear cloth. My mana runs out very quickly. That’s fair because I can freeze people in place, sheep another person, blink three times with a rune choice, and lock out a caster’s school of magic for 10 seconds.
High utility/survivability, low burst.
They’re insane in ST right now, but okay.
Ohes noes! You have to do more than press mutilate and use your actual class abilities now?!?!? Better reroll I guess, since the class is obviously too hard, for a simple mind.
We still had to before the changes, you’re missing the point. Put on ignore.
I’m not sure what you’re trying to say here. Also, we’re talking about PvP in this thread. In fact, I’ve posted several times that this terrible change is a consequence of the devs short-sightedly focusing only on PvE and now trying to over-correct for the consequences to PvP.
They still do insane damage despite what you’re talking about. Think about that.
This is exactly what Classic rogue is. That’s the class fantasy.
Because you failed to assassinate the target lol