Ccs and interrupts nerfs on ptr

This is awful. Scrap this before it goes live. Stop making this a game for sub 70 iq people

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More details, less rage please.

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  • Critical strikes now deal 150% of base damage and healing in PvP combat (was 175%).
  • Precognition (PvP Talent) has been removed. Precognition can now be crafted onto gear via Optional Reagent and counts as an Embellishment.
  • CROWD CONTROL DISARMAMENT
    • Take a look at the developer’s notes on these changes in the PvP Updates feedback thread.
    • ITEMS
      • Gladiator’s Distinction (PvP trinket 2-set bonus) no longer provides crowd control reduction.
    • INTERRUPT DURATION CHANGES – The below changes for interrupts are gamewide, not PvP specific.
      • Developers’ note: We feel that this change would have minimal impact in other content due to how creature spells are generally designed, as most kicks are spent on spells that have inherent cooldowns longer than the interrupt duration. We will also be keeping extra consideration of these changes for seasonal dungeons.
      • Druid
        • Skull Bash interrupt duration decreased to 3 seconds (was 4 seconds).
      • Mage
        • Counter Spell interrupt duration decreased to 5 seconds (was 6 seconds).
      • Monk
        • Spear Hand Strike interrupt duration decreased to 3 seconds (was 4 seconds).
      • Paladin
        • Rebuke interrupt duration decreased to 3 seconds (was 4 seconds).
      • Rogue
        • Kick interrupt duration decreased to 3 seconds (was 5 seconds).
      • Shaman
        • Wind Shear interrupt duration decreased to 2 seconds (was 3 seconds).
      • Warlock
        • Spell Lock interrupt duration decreased to 5 seconds (was 6 seconds).
      • Warrior
        • Pummel interrupt duration decreased to 3 seconds (was 4 seconds).
    • CROWD CONTROL PVP DURATION CHANGES – The below changes for the noted crowd control abilities are PvP duration changes.
      • Death Knight
        • Blinding Sleet duration decreased to 4 seconds in PvP combat (was 5 seconds).
        • Asphyxiate duration decreased to 3 seconds in PvP combat (was 5 seconds).
      • Demon Hunter
        • Fel Eruption duration decreased to 3 seconds in PvP combat (was 4 seconds).
      • Druid
        • Entangling Roots duration decreased to 6 seconds in PvP combat (was 8 seconds).
        • Hibernate duration decreased to 6 seconds in PvP combat (was 8 seconds).
        • Mass Entanglement duration decreased to 6 seconds in PvP combat (was 8 seconds).
        • Ursol’s Vortex duration decreased to 6 seconds in PvP combat (was 10 seconds).
      • Evoker
        • Landslide root duration decreased to 6 seconds in PvP combat (was 8 seconds).
      • Hunter
        • Freezing Trap duration decreased to 6 seconds in PvP combat (was 8 seconds).
        • Steel Trap duration decreased to 6 seconds in PvP combat (was 8 seconds).
        • Scatter Shot duration decreased to 3 seconds in PvP combat (was 4 seconds).
        • Intimidation duration decreased to 3 seconds in PvP combat (was 5 seconds).
      • Mage
        • Polymorph duration decreased to 6 seconds in PvP combat (was 8 seconds).
        • Mass Polymorph duration decreased to 6 seconds in PvP combat (was 8 seconds).
        • Ring of Frost duration decreased to 6 seconds in PvP combat (was 8 seconds).
      • Paladin
        • Hammer of Justice duration decreased to 5 seconds in PvP combat (was 6 seconds).
        • Blinding Light duration decreased to 4 seconds in PvP combat (was 5 seconds).
        • Repentance duration decreased to 6 seconds in PvP combat (was 8 seconds).
        • Turn Evil duration decreased to 6 seconds in PvP combat (was 8 seconds).
      • Priest
        • Mind Control duration decreased to 6 seconds in PvP combat (was 8 seconds).
        • Shackle Undead duration decreased to 6 seconds in PvP combat (was 8 seconds).
        • Psychic Horror duration decreased to 3 seconds in PvP combat (was 4 seconds).
      • Rogue
        • Blind duration decreased to 5 seconds in PvP combat (was 8 seconds).
        • Sap duration decreased to 6 seconds in PvP combat (was 8 seconds).
        • Kidney Shot duration decreased by 1 second per combo point in PvP combat:
          • 1 point – 1 second
          • 2 points – 2 seconds
          • 3 points – 3 seconds
          • 4 points – 4 seconds
          • 5 points – 5 seconds
      • Shaman
        • Earthgrab Totem duration decreased to 6 seconds in PvP combat (was 8 seconds).
        • Hex duration decreased to 6 seconds in PvP combat (was 8 seconds).
      • Warlock
        • Seduction duration decreased to 6 seconds in PvP combat (was 8 seconds).
        • Banish duration decreased to 6 seconds in PvP combat (was 8 seconds).
        • Axe Toss (Stun and Interrupt) duration decreased to 3 seconds in PvP combat (was 4 seconds).
        • Grimoire: Felguard (Stun and Interrupt) duration decreased to 3 seconds in PvP combat (was 4 seconds).
        • Spell Lock (Grimoire of Sacrifice version) interrupt duration decreased to 5 seconds in PvP combat (was 6 seconds).
      • Warrior
        • Storm Bolt duration decreased to 3 seconds in PvP combat (was 4 seconds).
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Thank you. I assume your ‘feedback’ is PvP related?

the interrupts nerfs also apply to pve.

I seen that. This is the problem when you give everyone an interrupt and CC ‘choices’. You have stun lock to death and then a nerf.

How does making them shorter duration make it lower IQ?

Surely now if you want to lock mobs down entirely it requires more thought?

Nice kneejerk rage post though, you’ve failed completely to articulate why its “bad”?

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I don’t care about dragonslaying. This is a pvp related rant.

Why is it bad? these changes remove even more depth from pvp and promote a more zug zug style of gameplay.

Wait a minute, rogue won’t be able to do Blind into Sap anymore!?

PVP HERE I COME!

2 Likes
  • they say unironically, while being a pvp player kekw
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in before
#change reverted or we heard the feedback and combat drops now after 5 seconds. wooops you can sap after kidney now weeeellll we fix it next season

Actually sounds good. One of the worst things about pvp is to be perma stunned/cc’ed from 100 to 0%.

2 Likes

hardstuck? On raid lmao? Hell no. I just don’t want to moron wrangle.

Look, you want to cry on the forums about RNGing people to death that’s fine, but you are getting weepy because you can’t stunlock someone to death lmao?

We are going to pretend stunlocking is BIG IQ . Ahahaha

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This is 15%.
The biggest cc nerfs are 25%.

So on the biggest nerfs, it’s a 10% one.
It is big, but not THAT much.

What I don’t understand is why the nerfs hit so different.

Kinda a buff to rogues, since cheap shot stun and garrote silence isn’t reduced, and the kidney nerf is among the smallest ones. 6s to 5s is like 17% where most cc get’s the 25% nerfhammer.

And a HUGE buff to orcs btw.
Now their racial is relevant again. Sigh. I’ll make an orc priest blizzard, that’s what you wanted right?

I like the changes tbh. When the spell say x seconds in the tooltip, that should match the reality.
Hope they also nerf garrote silence and cheap shot though.

And for the love of god PLEASE disable racials in rated pvp. It will be swarming with orcs again for sure.

Good, should be baseline tbh.

The only bad change imo. Big numbers are fun. Just get rid of the awful mechanic called dampening, and balance around that. Dampening favors specs so differently that it literally shapes the meta.
A nerf to crit damage must be a hell to balance around as well, since crit heavy specs like fire mages, ele and destro will get hit MUCH more by that nerf, than anybody else.

One more thing on the wishlist, is to either give all classes ms effects or remove them from the game.
I don’t play dps, but it must feel awful to play ret or enhancement, being the only 2 melee without

How is it surprising to anyone to keep rogues S tier?
Don’t worry they will find a way to make blind/sap work somehow as well :slight_smile:

they said they will change orc racial, but it is not in the post

enhancement, yes absolutely because it is now a sustained class not a burst class anymore… sustain that doesn’t stick is useless.
Ret never felt so bad because your goal was to delete someone with all cds in a stun and then hide for 2 mins anyways. If they survived it doesn’t matter they had heal or not.

No.

You need to actually be able to cast in pvp. This isn’t going to be enough.

This sounds like really good changes.
SL players have to adapt? Oh no!

Hard CC like Stuns, casted Fears/Horror, Cyclone, Traps etc can stay as they are

But all the micro CC is just infuriating, insta fear, root, slow, knockback, daze. They don’t lock you out, they aren’t there to be played around like setting up a kill or peeling, it’s just tiny annoyances that don’t allow you to play the game

This is not good, this expansion there is more race diversity in arena because of this. I even see worgens in arena. This will make orc racial bis which is not a good thing. A 3 sec stun going to drop down to 2.40 for an orc.

Nerf is needed to orcs because it is unfair for all other races, worgens literally have roleplay racial.

Other than that PvP will be more newbie friendly with lower burst.

There will probably be hundreds of changes till release, we will see.

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The easier something is the better.

”Skill” should rarely be a factor

It’s a game, no need to gatekeep