Testing Adding Damage Reduction to PvP

I play a sub rogue in PvP. Hitting like a wet noodle in my stun window then getting all my damage healed by a single instant cast through wound poison is not my idea of fun.

I play into sub as well with QD, BtE, and Waylay. No issues here.

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You have no clue how increasingly stupid you make yourself look with each post XD

Yeah, we were double dipping this whole time. Damage Reduction and Increased Health is basically the same thing though, one side just sees bigger numbers. If they were merged, it probably wouldn’t be an issue.

Then you are a bad rogue…i melted people during the damage reduction. You have to know how to play. If you don’t like the damage being healed CC the healer, we have an INSANE amount of utility that i bet you don’t even touch.

No…no you didnt

Yes, yes i did.

Cue the “ok sure buddy” gif

I do play MM and I do know how easy people can be burst down…when we crit. People don’t crit 100% of the time so stop trying to balance the damage around people critting.

And you have never said a single thing that makes sense other than your a BUM and know nothing about classic pvp

lets see some proof

20% crit unbuffed is very consistent, and I don’t even have the best pvp gear

i was downranking heals over the weekend lol. did like 4 bgs over the event and each one was a win that made me not wanna queue for the rest of the day. people saying this was great is so confusing to me.

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Um guys he hasnt visited a warrior thread yet
The short answer is yes. and like I was told a billion times pvp isnt balanced for 1v1.
Even if we buffed warriors like you said that wouldnt fix anything. Its fun to one shot I get that. But some of us want an engaging battle not the battle of nuke or be nuked. Maybe 50% is too much but its definitely not overkill as some are saying

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Um real classic pvp was even more bursty than SoD prior to the weekend…in SoD we have far more survival with runes and gear being tuned than classic ever had. What the weekend was, was resil at its worse.

I remember classic wow pvp…every time I chain lightning and frost shock a person died. Nearly every time I seduced and soul fire a person they died. Almost all people died in a stormstrike with wf proc. True classic pvp was far more volitale than SoD ever has been

never bring that DR back, pvp was unplayable this weekend

Please bring that DR back, pvp was finally playable this weekend

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It is 100% overkill! I have been doing BGs all night and healers are able to heal people np through damage. Do people get globald sometimes? Yeah. Does it happen 100% of the time? No. You know who gets globald all the time tho? The people that over extend into the enemy team and out range their heals, they die 100% of the time. Is that because the game is too bursty? No. It is because they are BUMS.

If you are getting globald non stop you probably have positioning problems or you are not properly geared.

Okay and? Are you crying? I’m confused? Reroll something else if you wanna kill Healers, I don’t think hunters are the best for it.

My feedback:

The percentage reduction felt a bit too large, while not addressing the other half of the equation which is healing in PVP. The damage reduction is meant to be a response to the obvious increase in damage output that classes now have, which is good, BUT healing classes also got a large increase. Making players survive longer by reducing incoming damage without a dampening compensation for healers just leads to healing throughput being far higher than it reasonably should.

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In phase 1 yeah it was pretty absurd. But now we got Mortal strike and rogues have something similar. We have healing reduction. Maybe 50 is too high but 25 is def too low.

Baseline healing reduction that exists as part of the game still does not account for the overall increase in total healing introduced. That healing reduction already existed in Classic, but healers now heal for more than they did before.

It’s simple math. Something that used to heal for 300 HPS with 150 HPS under mortal strike, where you might now see 450 HPS is at 225 HPS after the mortal strike effect. That healing amount is much more significant even when accounting for mortal strike. So if you counterbalance incoming damage to address the increase in damage overall but don’t address healing throughput, you’re going to have lopsided results. It’s not about counterplay issues, it’s about the balance of numerical outcomes. It’s simple math.