Dampening Changes 2vs2

I actually really dislike the Dampening Changes they made in DF especially for 2vs2.
Dampening starts at 30% and goes up by 6% per Minute.
So after 2-3 Minutes the game you cant outheal any classes with healreduce anymore even if you have mana and are not CCed at all.
This favors some specs way better than others.

It feels like a really bad workaround for failed number tuning and it makes playing healer even more awful as you feel super weak very fast.
I dont see a problem with 2vs2 games going for 3-7 Minutes. Thats totally fine so idk why they changed it

I guess the dampening changes are kinda fine for solo shuffle even though its still ramps up to quickly in my opinion(25% per minute is insane) but for normal 3s dampening changes are good.

For me 2s feels way worse to play and i wasnt even the biggest 2s player before but know idk.

4 Likes

I like it, nice quick games for a fast cap. 2s doesn’t offer enough rewards to justify long lasting games.

2 Likes

2s feels far easier than 3s, could be a mmr problem cause lower bracket is filled with meleecleave and I’m bad at kiting.

In my opinion, dampening should increase with rating.
Rating 0 - 10 %dampening at start
Rating 1500 - 15% dampening at start.
Rating 2400 - 30% dampening at start.

Numbers are just for example.

Idea is, noobs can’t trade CDs as pro’s, skill increase won’t increase game time.

1 Like

that is the worst idea ive ever read

3 Likes

As someone who is predominantly a 2s hero, I wouldn’t mind the added dampening so much if Healer balance was kept even remotely in mind, but it wasn’t.

You have things like MW, Prevoker and RDruid comfortably healing into 60% damp with an MS up meanwhile Shamans and Priests struggle to move healthbars from the second the gates open.

1 Like

Its 30% damp + ms effects

You basically play with 55%+ from the start

If its fury or assa its 65-68% haha

PVP change had been all about bandage setting since Legion, haha

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