Yeaaaaaah I didn't complain about ANYTHING until this

Most of the things people complain about I can look past. I’m mainly a pvper and balance was never a huge issue for me, I thought it was okay for the most part but now I literally just can’t even fathom who designed this.

Shadow priests have 2 dots that tick for more damage than you have health, it is impossible to survive.

Rouges hit for 1.6k envenoms when health is around 1.5-2k for most people

Mages hit Arcane Surge/Blast back to back for 2.5k, more damage than you have health.

A large portion of the community is pvp, you made a pvp event for SOD, I’m not asking for micro managed E sport balance, I’m asking to stop giving 2 classes one shot runes that destroy everyone

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Do you play Horde? Because you’re missing something here. The most powerful, OP one, actually. The class that makes all of these examples look balanced…

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potion, shadow prot potion, restoration potion, dispel yourself? skill issue.

lol

they are oom right after so just survive.

you also get boosted health for said event

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Just be a shaman bro, you can drop a totem that literally gets rid of our biggest damage in pvp.

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Going to laugh if he actually is a shaman and that’s why he didn’t mention them.

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This is why no ones like Spriest, they believe this is okay.

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Bruh you still crying about Spriests - You have a major skill issue for sure :rofl:

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If rogues use envenom, that means they needed combo points and poison stacks…of course a finisher is going to do damage

Mages will die to a fart 2 lightyears away so some run arcane surge, which is a total gimmick because if it doesn’t crit, that’s it. Game over - mana gone. Literally no mage would care if they killed that rune…its worthless.

No idea what your class is but every single class has win buttons or high damage.

health is 3k for most people

rogues have to gimp their pvp spec to take envenom, and envenom requires 5 stacks of poisons, in order to apply poisons fast you have to play a gimp pvp spec.

if youre losing to a rogue using envenom youre losing to a bad rogue.

also, thats not even as much damage as lvl 40 shamans, boomkins, or mages were doing.

why are you mad that rogues can ALMOST hit as hard a lvl 40?

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youre a troll, you should not need 3 potions to counter a class.

Dispel yourself? clearly a troll.

skill issue? more like you dont now wtf youre talking about.

they get a free evocation after, nice try, please learn the game.

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LOL. U are not a Shaman by any chance, are you?

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Because potions are a part of everyone tool kit? do you hurl a fit if someone health pots in a fight?

I gave options, not my fault you are unable to understand that.

Stay in the dirt where you belong, they don’t get a free evocate they get 3 seconds because arcane surge is considered casting a spell and it only increases their “normal mana regeneration.”

Alright then, I demand you must use a 2 gold reagent with a minute cooldown in order to cast Void Plague. Sounds fair if you think we should have to use a potion because you used Void Plague.

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The two dots together are going to do around 2600-3200 total damage. That is a lot, however these are: Damage over time, dispellable, and not higher than PVP health values in BGs/STV.

Most people have 3k-4k health, leaning on the higher end of that range for PVP gear. And 5k-6500 in BGs/STV. And more when buffed.

Arcane Surge is a poorly designed rune that needs a major rework. It does nothing for arcane mage PVE, and the current design just enforces trying to one shot players without a counter in PVP, but ONLY in the open world. It just needs to go.

The fix for PVP, as I can almost certainly guess your issue is open world PVP on PVP servers, is to buff the baseline health of all players across the board by 30%, and adjust all damage from enemies in the world and in raid accordingly.

The problem is that takes a LOT of time, a LOT of effort, and then a LOT of testing. So they won’t do that. So as far as world PVP goes, prepare for it to continue to suck for all of SoD.

There is ONE other potential option. The level 60 PVP vendors get an updated set bonus that grants +30% maximum health while in the open world, disabled in BGs, Dungeons, Raids, and during STV/other PVP zones with the existing buff.

Grow up. There are a myriad of things that are countered by potions. hunter freezing traps, mage polymorph, rogue stunlocks.

You’re not special.

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Because I have time to farm up the money required to buy a potion to counter everything in the game.

Get real dude, most of the people playing SoD are dads or people who just wanna have some fun, shouldn’t need to win the game with my wallet or gold reserve.

Shamans truthfully aren’t that great. I think the OP tier list goes as follows;

shadow priest
Boomy
Hunter
Shaman/Pally
Rogue (if they kill you in 5 secs otherwise they are toast)

The rest are balanced Imo.

lmao. Most of the community only pvps due to it being a requirement to get bis gear. And pvp has never and will be never be balanced in wow. It’s always a bandaid that is for something extra to do outside of the pve content. If you want real pvp then go play pvp games balanced around skill and not gear/level/class/specs/runes.

For the most part pvp dies if there’s no reward from it. Anyone on a pvp server is just crying over being griefing or laughing at it.

Bwahahahaha

It’s:

Shaman, mage, spriest - S tier
Rogue, Warrior, boomkin - A tier
Hunter, Paladin, warlock - B tier
Feral - C tier

And this is based on general organized PVP, so BGs and STV event. And primarily DPS, excluding the healing classes because there’s a whole separate list for that.

S tier - classes that have a lot of tools and are higher than the other classes. Not necessarily overpowered.

Shaman gained a good bit of utility in freedom adding to their already strong kit of shocks and totems. They do more damage than everyone else and have the widest range of runes for viability. Instant cast heals, damage spells, automatic crits, burst damage, interrupts, slows, and immunities. They are the most front loaded class.

Spriest - already a strong class in classic PVP, spriests didn’t gain much new they didn’t already have, but their kit was already solid. They have more damage options including actual burst, they can hard cast, then have a very powerful defensive ability, and dots are always strong without dispels. They still lack any mobility and their only hard cc is a 24 second cooldown with the most hard counters in the game being a fear. They still die to being locked down by melee, but still retain their position as a priority kill target.

Mage - Mages are incredibly powerful having two strong builds, one high dps and one high control. With warriors getting more mobility options, frost suffers a bit, but getting deep freeze grants them so much potential. Poly is still the best BG cc in the game, ice block immunities, and insane damage pressure from fire with the single best ranged interrupt at an insane 10 seconds lockout.

A tier - Classes that are doing very well against meta picks and have strong personal showing, but lack some fundamental piece that keeps them from being as well rounded as the others.

Rogues have INSANE burst damage and the best single target lockdown of any class. Having access to the best slow in the game with crippling 2 being 70%, rogues with mut spec are able to kill in a single stunlock rotation while still having all their cds available to be used, and stealth is a powerful tool. They are very squishy however and are immediate kill targets because they can win the fights by just being there, but they have to pick their fights carefully making them fold easier.

Warriors gained a TON of power in their warbringer rune and strong damage options. All versions of warrior have access to powerful damage and mobility, significantly reducing their previous weakness. The downside is MS is too valuable to give up, and their damage hasn’t quite peaked yet. The burst meta pushes melee down, but a good warrior sitting on the right target is the difference between winning and losing, and they hard counter the spriests in teamfights.

Boomkins - Insane burst able to global people, and rng stuns can stop a fight before it starts, but form shifting is expensive and they have a hard time with mobility and survival. Classic A tier hyper turret.

B tier - These classes are strong in specific areas, but generally have one or major specific and major weakness that is easy to exploit and can render them utterly useless if played around.

Hunters have two specs and each has a different problem. Ranged hunters fold to melee pressure while just generally being less effective than other ranged options for damage. Melee hunters are locked in BM for their pet stun and damage, but their pet can be killed quite quickly and then they are kited out.

Paladins have the potential to have insane burst or hit like a wet noodle, and it all depends entirely on RNG crits. Their burst is inline with other A and S tier classes, but the consistency is far lower. Their primary weakness is having absolutely zero engagement tools whatsoever. You can counter a paladin by running away and not stopping. They require another class to slow for them to be viable. They hinge heavily on bubble, which while powerful is only available every 5 minutes. They cannot interrupt and heal spams defeat their bubble burst. All magic debuff cc also renders them weak to priests. The inability for them to function on their own and the multiple weak points of their kit keeps them from being A or S.

Warlocks are strong in 1v1, but that is where that strength ends. Meta gives up their cc for mobility and sustain, being an attrition style fighter, but that attrition evaporates when they are faced with multiple enemies. Destro is far more effective in organized BGs offering lots of control and high burst, but requiring some babysitting to get that going. Their inability to scale into group PVP and being forced into a supportive role keeps them out of A.

C tier is where classes with several glaring weaknesses fit. These classes are still playable and have their strengths, but compared to the other tiers require so much more investment or support it’s not an even playing field.

Feral druids have the boomkin issue of weak defensive positions and expensive form swapping, but they give up the ranged nukes for melee ones. Weaker stealth gameplay than rogues with far less fight control and the same squishy nature while also having less damage output. They suffer the same issues as most melee while having less mobility. They just have to work much harder to do the same thing, and need a little love.

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Succeeding in classic requires the use of consumables, that’s just how it goes