In this clip, I target a 82K HP Monk in a battle ground.
I cheap shot it, and immediately hit it with 130k damage from my trinket and Heart Essence. The Monk’s HP only goes down 40k. This confirms that I am not crazy when I know that I’ve landed killing blows on targets in pvp, yet they sit there at low HP for a few GCDs before either dying or getting healed up to full by a healer who was asleep at the keyboard.
Why am I being lied to?
Is it because a single content patch creates a 40 item level gulf of power creep?
Is it because resilience has been removed from the game?
Is it because our dragon slaying gear is too strong in pvp?
Is it because some all-encompassing damage scaling system is set to cut the legs out from under PVP damage?
Is this only active on low-geared players, or does it apply to all players?
You have lifted a tarp from my eyes in terms of how this game functions now. I’m coming back from 8 months of not playing this game, and I had no idea this stuff was going on under the hood.
I think I’ll just wait for BC servers if this is the new standard.
Thank you.
If that was the case the damage taken would reflect that. What’s happening here is something along the lines of the game knowing he did that much damage and reporting it, but the PvP side of it calculating it out differently and not actually doing all that damage.
The big problem is the power gap between fresh 120s and seasoned players being so massive it’s kind of ridiculous. I don’t really think much if any scaling should be taking place because the RPG aspect of the game dictates that if I have more gear than you I should probably win, but at the very least have an advantage even if you’re a bad class for me to try to 1v1. The problem with that logic is that, again, with the power gap being so massive that it’d practically be unplayable for anyone who doesn’t spend time gearing up first.
The scaling really punishes players that try to push higher level gear. That is why it makes no sense to not have PVP vendors if gear doesn’t matter in PVP combat due to scaling.
Secondary stats is the only reason to push for higher level gear but with no vendors you can’t build for what you want anyways.
Yes the damage reduction scaling does seem a bit absurd. I first thought he maybe had mitigation abilities on… but then wouldn’t your numbers SHOW the reduced amount?
Just yesterday, I was jumped by a 200k hp warrior. I’m sitting around 530k. I still have no idea how he didn’t die when I used my Blood of the Enemy, 3x whelps pillar, plus 20x chains of ice. My chains literally hit him for 30k crit. I hit boss mobs for 200k with chains.
Meanwhile, his deepwounds is ticking on me for 20-40k. What in the hell?
It feels like the damage is not scaled for low ilvl towards the higher, but the other way around, the reduction is absurd. Like, I get why blizz doesn’t want me to instant 1 shot a low ilvl player. But to cut down a 200k chains crit to 30k? Come on.
It’s funny when someone post a legitimate concern and someone else reduces it to a meme… oh wait, that isn’t funny. No wonder nothing gets fixed in this game. Complacency…
It was worse with azerite traits scaling in the earlier part of the expansion. But I wouldn’t be surprised if corruption can be leveraged with the scaling system either.
This thread has nothing to do with rogues though. It’s about how the damage that appears on your screen in PvP is not accurate to what your actual damage is.
It’s almost as if the damage is calculated on the OPs end as if he was attacking someone of equal-ish ilvl, then transfering the damage based on the % done to the nonexistent third person.
It also seems like this invalidates a lot of those complaint threads about undergeared players, lol. Doesn’t really seem to matter.
Assuming he is BM (I’m not sure how you can even tell) a fresh BM monk does not have the stagger to shrug off the amount of damage he did through stagger alone. My freshly dinged BM has 32% with 76k health, the monk he targeted had fort and 82k health so he’s probably about the same geared as mine. The OP did 138k damage and the monk only lost 40k health which means he’d be staggering 72% of the damage dealt to him. Even if the monk had his brew up (doubtful considering he was mounted) he’s still going to fall a bit short on how much he could stagger unless he was stacking a ton of agility.
Undergeared players still gonna lose even with scaling, they’re just killed slightly slower and players hate seeing their typical numbers get reduced to chump change in the name of scaling.
The OP still took out half his health before he could do really do anything, and he should be able to cause he’s much more geared than him, but the whole scaling crap is nonsense IMO. The only reason it’s even necessary is because Blizzard is letting players become so blatantly OP compared to fresh players that they need to do something if they don’t want them to literally get sneezed on to die, with scaling it’s two sneezes and a cough at best.
If he did, you wouldn’t see a value greater than their HP pool… Defensives would take away x% before spitting out a damage number on your end. This is clunkly af, Blizz needs to make pvp how it used to be.