Damage is still way too high

Supposedly Blizzard nerfed damage but there’s no difference. As a healer you miss one gcd and someone dies. A rogue can kill you from 100-0 in a stun. There is no space for breathing. Why the heck is Blizzard making the pacing in mmo combat similar to a first person shooter?

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First they should remove all ms and heal absorb effects from all classes, dampening is the best balance solution for healers.

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Thank god this expansion will be over soon :face_exhaling:

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I liked the sexy Alexstrasza loading screen though, she keeps looking down at me with contempt like I’m absolute garbage, every time I load into the zone.

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It’s like all you healers want to be even more op and have the game revolve around who can heal into dampening the most and who can save mana by not playing the game.

You just need to get better at the higher ratings games are going untill very high dampening where some healers can’t heal anymore and fall off you can’t make healers broken op just because dps are not pressing cds and healers are not pressing cds at lower ranks.

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The only high damage outliers in the game right now are Windwalker and Sub Rogue. Everything else is pretty much as close to ‘fine’ as it can be without, as Ryy alludes to, making every single game at all ratings a fiesta of 80% dampening games because healers don’t like the idea of needing to have a reaction time faster than a slug.

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They’re also not McTankyfacelock that runs into the middle of the arena and stands there all game (without trying to stop or reduce the damage on him) while the healer is burning through his mana trying to keep him alive. First the guy questioned how I could go oom so fast. Then he does the same thing to the other healer, the other dps told me. He went 0-6.

We already have 80% dampening in solo shuffle after 2-3mins. So the games will end no matter what after 2-3mins once everyone has their second big go. Do we also need rogues being able to solo oneshot you through your walls? The problem ain’t even DPS not pressing buttons, as a DPS you can press your wall and still get oneshot through it.

Ye and only a few healers can actually heal at that kind of dampening if rdruid was not killable in stuns how would it ever lose?

Every dps spec has more than 1 defensive you can’t expect to use 1 defensive to counter a dps that has stacked every cd in the game.

the damage is s
3##hit they nerf overall dmg for no reason when the only proiblem were 3 specs

thank god its announced, have something to wait for.

You can’t expect to use one defensive? The RDruid had 3 treants up so that’s 3 buttons + WALL + Frenzied Regen that heals for 32% oh his HP and he still died in 4-5 secs. The only thing the RDruid didnt use is trinket, he used everything else he could have. :smiley:

treants should not even be meantioned and by wall you mean barkskin do you think you should survive people going on you because of a 1 minute cd usuable while in a stun 20% reduced damage and a passive that procs at low hp?

You just want to be broken op without having to learn the game rdruid is a high skill cap healer and its high skill cap because it can die in a stun or if not paying attention to hots,.
Tranq bubble and treants have already reduced the skill needed by a lot lets not make it so you can play it on a controller thanks.

Also if i remember correctly healers trinket was made to 1.5 min cd just so you can use it more maybe they need to stop holding it and expecting passive abilities and walls usable while stunned to do the work for them?

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Why? Those things heal like 50k+ per cast. Like it or not when you have them up they pumping. I don’t care you don’t like the treants, they do a ton of healing.

The only wall a resto has? Should he be using a different wall that he doesnt have?

A passive that has a 2min CD and heals you for 30% of your HP. Should work as a “cheat death” every 2mins.

So the druid had 3 Treants healing him for like 50k per casts, was taking 20% less DMG than normal and procced a 32% HP heal and he still was dead in 4-5 sec. So the rogue was not doing 250k DPS but easily above 300k DPS. I think being able to do 300k DPS and keep ppl in 15sec CC chains and survive for years might be a little bit too much.

Maybe rogues shouldnt be the only class that don’t care about all your passive abilities and walls cause they can do 300k DPS while keeping you in CC for 15secs?

Maybe you shouldnt have all these passive abilities in the first place .

Ye they are not a defensive cd should you be immortal just because you pressed this ability 3 times?.

Ironbark is your major wall and works a lot better than barkskin.

so what you mean is the druid sat a full stun and used 1 ability barkskin and you expect that to be enough to survive every rogue cd in the game i can do the same on my dk if i swap onto a rdruid you just need to become more reactive current rdruid design is frying peoples brains.

Also frenzy regen is 24% of your hp over 3 seconds right and it procs at low hp so it would most likely only tick once if you die in a stun so its a 8% heal or 16% if 2 ticks managed to go off as it was a swap the treants would have been healing another party memeber as they are AI.

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Yeah let’s redesign the whole game because 1 class is broken and breaks half of the game! Why didnt I think about that?! Or maybe we fix the class that is broken and not talk about a whole redesign of the game mid season? I wonder which solution is smarter… Should we make cheat death just not do anything? It’s a passive also lol.

It’s a 45sec CD + Barkskin is another 1min CD + Regen is a 2min CD. How many more CDs do we need to stop a class from oneshotting you? Maybe rogues shouldn’t be oneshotting people through multiple CDs that reduce DMG and heal you for 50% of your health?

Ironbark is not usable during CC, also Ironbark provides the exact same DR as barkskin. You always barskin yourself first cause Ironbark can be used on an ally if needed later. Using Ironbark wouldn’t make a difference cause the DR is still 20% for both. Also Barkskin increases healing received by treants by 20% AND gives you an absorb, so for personal use Barskin is stronger than Ironbark.

The druid used 4 abilities - 3 treants which is 45sec CD + Barskin which is his STRONGEST ability to survive. Barkskin is a 20% DR, that increase healing taken by 20% and gives like a 100k absorb. Regen ingame shows me it’s a 30% heal that also increases healing taken by 20% (we already had barkskin) so it would heal probably close to 35-40% of his HP.

The rogue did 300k+ DPS while in PvP, while keeping the target in constant CC, this is unacceptable. If you don’t trinket the opener you are dead and if you trinket the opener in 20sec you or someone else is dead. What is frying peoples brain right now is a spec that has the highest burst + the highest control + the highest survivability winning a game by pressing a oneshot macro. You can’t have it all mate.

Sounds like the end of SL when everyone was hailing the coming of DF as the balancing act for pvp, but here we are.

2 Likes

Game has just about enough time to react to damage properly and survive but enough burst damage to die if you don’t.

So right now it’s more of a reaction time thing. Just played some Resto Shaman on low rating (I’m learning it the character is 4 hours old) and at like 1400 mmr people never press any cds so they kinda just die.

But when healing on other classes on more decent MMR people respond with defensive CDs usually and survive quite decently, or respond with CC, either works.

So I think it’s more of a low MMR thing than anything else.

PvP is a game of trading. Trade CDs for enemy CDs. Or die.

Or trade CDs for enemy CDs, but if it’s a Sub you’ll still die if you don’t got trinket. :smiley:

Yes if it’s a Sub rogue you will die anyway :rofl: every go requires at least a roughly 35 to 40% damage reduction effect on you in order to survive.