Not enough healers. Won’t be a problem lol
Its funny watching what essentially is a roll dice system that is vanilla… get a overlay of retail mechanics and abilities… and people wondering why the imbalance happens.
YAY
pillows and pillow forts
lmaooo
Free transfers to Wildgrowth might also help lol
The main problem with world PvP is the fact you can get more honor camping an instance than winning a WSG or AB. Even can get more honor than in the 30min STV event with turning in the new 1 Silver coin for 250? Honor lol
World mobs are overtuned anyway. Personally I feel like if we ran around with the stv 30% buff all the time it’d be fine.
“hey guys we cant figure out how to make priests more powerful, any ideas?”
“why dont we give them a flat 10% damage increase, then blanket nerf all classes in the game with a world wide aura that reduces burst damage classes so that priests can feel more safe”
“thats a great idea Tony! we tried this once in P1 and it went horribly, in fact it went so horribly that all pvp was 90% healers in BG because we didnt reduce healing at the same time!”
“yes sir, in the true spirit of blizzard we shall simply implement failed mechanics from pervious expansion and phases =D”
“oh hey, and this also makes lightning shield better again, so our shaman overlords won punish us as they also just got a huge buff!”
Different damage numbers between pve and pvp is a retail design and should have no place in SoD.
It’s not fun and it takes away from the integrity of the game.
When they got rid of the damage aura and replaced it with stam instead I thought the devs finally got it. Pvp in stv and bgs is fun.
So why not just have that buff when you engage in pvp combat? Or better yet just have it active as a world buff on pvp servers.
Well, everyone, I suggest rolling a class that can self-heal and attack from a distance…
I’m never playing Alliance. Largely a stupid, cartoon faction for people who have little skill. Blizzard does all the hard work for them.
Ew. No. That’s a horrible idea.
It is a little ridiculous. You can’t cast anything with melee or hunter on you. I imagine the initial logic for spell pushback was that you had the advantage of range. However, with all the gap-closers in modern WoW (classic and retail), that advantage no longer exists.
I think the PvP nerf is a good idea on paper but it should not be a blanket nerf for everyone at the same %.
Some classes are winning PvP due to their sustain combined by their high damage : Spriest, Boomkin, Ret Paladins, Ele Shaman, Metamorph Warlock (be it affliction or destro based) are those that come to mind. If the damage reduction comes into play, those will just snowball even more since their sustain is already top tier. Ele shaman might be the only one I can see going down in this top ranking since their mana pool was never that great but they had a good effective HP combined by good kills per mana spent.
All Healers will get higher in the pvp ranking but some more than others (Hpaladin, DiscPriest, Rdruid and Rshaman are those I see gaining more than they lose. Arcane mage is the one I see who will get nerfed since less damage is less healing while their sustain is the lowest among those listed above. A slight increase in tankiness to the mage is not as good as other classes.
Hunter is one I see in the middle ground, their sustain damage is good but their tankiness was never the best. They will probably be in the middle of the pack with such a change. I think the same will apply to EnhShaman since they have close to infinite mana and their EHP is good.
Rogue and Feral (cat) druid are gonna be hurt the most since their toolkit is all about burst due to the energy system. Bear druid might be the saving grace for Feral druid.
Fire mage will not gain enough damage reduction to compensate the damage nerf unless they tweak the numbers in their favor. Will frost mage make a comeback? Doubt it since the damage is too low at the moment.
Warrior could have been in a decent spot if the rage gain was not affected. Lower damage is less rage and warrior are not good at generating rage in a PvP scenario. Their tankiness is gonna increase, but I doubt it will make them more fun to play if the rage generation becomes a problem.
This is my take on the situation. Will update after the weekend once I’ve experimented.
I think this will help. PVP is too bursty atm.
so for 3 days hunters are going to be 3 tapping stuff
Yes, but at least they won’t be 2-tapping it.
Quite a few to choose from that help mitigate these things, definitely more in a pvp spec, but damn. Other games you would full on be unable to cast with melee on you.
Can a dev take a closer look at the behavior of the trap launcher rune? I’d like to see a similar indicator like most classic
- Equip trap launcher rune
- Open you spell book and click any of the traps
- Place cursor at max distance (35 yards)
- Place cursor past max distance
I for one will stop pvp’n and unsubbing. Healing meta makes games stupid and not fun.
You CANNOT reduce damage across the board making fights last longer without BUFFING classes that are hurting for mana as it is.
Druids will 1000% need a mana reduction to shape shifting, Starfire and ALL healing abilities.