Damp meta isn't any better than burst meta

So instead of doing individual tuning on the over offending abilities we just went with the blanket approach again, that achieved nothing in earlier phases that led to what we had the last time?

This change just massively nerfs some specs and massively buffs others.

Feral bleeds got hit pretty big with the nerf but its the only thing we have left shred is such a low amount of damage for a 48 energy cost ability now outside of zerking windows. Compared to rogue backstab for example. Feral was heavily reliant on rush down gameplay since AQ phase since the class is basically paper. We lost so much counter pressure with this change.

Ret paladin burst nerfed significantly, (Community probably super happy about this)

Shaman tank, or resto hybrid is now back to the ape levels of gameplay it was months ago, maybe even worse. back pedal, flame shock, ES It rewards these tank passive play styles that are no show of skill expression which usually is something pvp is big for. There wasn’t much left in SoD with it being in burst meta but there was more skill expression then than there is now.

Starfire still absolutely trucks, Shamans back to being borderline unkillable, Hunters during rapid fire still crazy strong with killshot spam, Rogue with sebacious poison/MC Sword still absolutely cranks too.

Can we stop with blanket changes like they actually do anything but push the meta from one extreme to the other, I understand the time of going and adjusting runes is gonna be longer than just this blanket approach, but you’ve already shown you can tie in damage reductions to auras hidden for pvp. (Shown by certain tier set bonuses not working in pvp) Can we just start doing this with the overly offending abilities/set bonuses/runes and actually make one last attempt at making SoD pvp not a giant steaming pile of :poop: we aren’t asking for perfect balance but just something that makes sense, time to kill shouldn’t be 3 seconds and we can all agree on this but it also shouldn’t be a case that some classes just feel flat out like damage sponges now and can kill you by slowly witling you down with 1 dot a passive and auto attack/insta proc cause their passive damage reduction and avoidance is so stupidly high having access to block, parry and dodge ontop of wall, if you aren’t one of the classes that can actually dispel you are just dead.

This isn’t a nerf shaman thread in particular either, just they are gonna be a major outlier again the same as it was the first time this tuning pass happened. Tank specs went up massively and so did healers. Most burst dps classes went down and dot classes got hit pretty big too. Next thing that happened, healing got nerfed to compensate and damage reduction went from 50% to the values we had previously.

Prot pala will probably be obnoxious now, Bear druid will be annoying to kill but doesn’t do a whole lot of damage outside of thorns set, also cannot block or parry so i don’t see them being super annoying outside of spinning flags if you arent tunneling into thorns set, Glad stance warrior probably pretty strong in this meta as is shaman. Warrior in general probably pretty favourable now especially in group pvp if allowed to snow ball.

Can we just stop shuffling one :poop: with another :poop: and expecting the result to be any different. Just flush the toilet at this point and fix the things that are actually broken and making it that way. It isn’t a 1 fix solution to all. You need to adjust certain things individually, “Tuning for numbers” is something you do last minute before every patch goes live. Can we just do that tuning for numbers on a pvp tuning patch and make some of the things that are otherwise just deleting people and turning them into sand be 75% effective instead of completely gutting the functionality of some specs while making certain tank classes on steroids. Just adjust things individually or nothing will get changed.

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Well said…

the worst change is getting rid of the extra stam in bg…
why the hell would they do that?

all they had to do is giga nerf holy damage and killshot…

pvp gear feel even worse now…

Yea pvp gear is utterly useless now. Well apart from 1x wep for 5% dmg reduction.

Tanks and healers will be unkillable now. My backstab went from 400 hit to 200…lol. Block will be insanely op.

They need to also reduce the effectiveness of defense in pvp to 0 and also nerf healing by about 20%.

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The worst part is they did the same thing back in p3 and again forgot to nerf healing by 50% for 3 weeks, idiots over at hq doing the same thing hoping we wont notice XD

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Its just going full circle and thinking things are gonna change when the fundamentals remain the exact same, the foundations are unchanged. Doesn’t matter how much you blanket nerf there wont be a sweet spot that is actually acceptable balance. You just go from one end of the spectrum to the other.

I hate to say it but the answer requires time investment. Whether they wanna make that time investment or not is a different story. But Indvidual tuning is the solution. Not this blanket nerf approach.

If a train hits for 10k (paladin) and a fiat hits for 1k (all other classes) nerfing both by a flat % changes much.
Still died in 1x Hoj from a paladin. Its a joke. I played full t3 resto sham with eartshield, Rogue tickled me my hp barely moved.

Stop playing full T3 in PvP.

Stop playing full T3 in PvP.

+i had full WB. Pvp gear wouldnt change :poop:
And against the rogue i need to remove my gear then? To make it even.