Dampening is killing Solo Shuffles

Yes, it is. Hear me out, good folks!

There is one massive issue with solo shuffling as a DPS, more than anything else: very long queue times. Of course, there are other issues, such as the healer going 0-6, or the DPS going 0-6. The latter, of course, is bittersweet, as it grants sweet sweet rating (granted we are not top 100 players, which most of us are not).

The long queue time, however, has no redeeming quality -other than the gold I’ve been making from gathering and selling mats during queue time, of course. Having to wait 30 minutes to play for 15-30 minutes is an awful experience, but I need not expand on this, you good folks know what I’m talking about.

The queues are long, because playing a healer absolutely sucks, and playing a healer absolutely sucks, in large part, because many games are lost due to spamming heals no longer being enough to keep a teammate alive. Of course, healing is inherently tedious when playing with strangers whose intelligence is often closer to that of a chimpanzee than a human being (no offence, DH players, I still believe the class is fun!).

Losing the ability to save people’s asses even without being interrupted in any way, however, is worse than having your DH run across the map to hide behind the furthest pillar while getting hit by the enemy team.

There is simply no reason for dampening to still exist in this season, granted how high the damage is, and how quickly mana goes down. If anything, removing dampening allows for much easier and more specific, targeted changed to be implemented. MW healing too efficient with no dampening? Increase mana cost by X%, or reduce healing by X%, on problematic spells. Easy peasy and the lemon shall remain squeezy.

Dampening can be removed in 3s as well, again, targeted nerfs should be the prefered option when it comes to healers being too durable. The only exception is 2s, aka the Forbidden Bracket, where dampening is usually the only win condition.

6 Likes

Dampening is best thing they introduced to the game.
Back in wotlk 3v3 1game would last 20minutes (healer mana fight) because off no dampening.
Solo shuffle without dampening would last 2h.
So stop talking nonsense

5 Likes

The problem is not the dampening, the biggest problem is that it does not feel satisfactory to play heal because it is much more difficult to get points than playing dps. And as long as this continues, the lines will continue to be long. You reward heals well and many people will play more heals, making the queues shorter.

And it’s much harder to get points because, at high dampening, nothing you do matters anymore and the 3v3 becomes a 2v2.

Healers are useless because of dampening. They can’t carry a noob with insane healing because they can’t heal at all past a certain point. dooming said noob and his healer with him.

Dampening needs to to be caped at 30%.

3 Likes

Dampening needs to stay. The game would become all about reseting for drinks. Arena is a deathmatch where some1 needs to die and shifting the decay to mana or stalling the game is not a solution. There are a lot of specs that can and will reset the game, rince and repeat. Most 3s games already last until some1 is oom.

Objective based gamemodes would be a solution where killing is not the main goal so healers can stay at their full power, which we will get with the BG blitz

Which is why they need to add actual incentives to play healer or force people to play healer. Give healer players a priority on DPS alt for every game they play as a healer. This way if 50% of the DPS players also play healer to get prio as dps, the qué times will drop significantly

You mispelled Warriors, but its okay.

That tends to happen when your class only has 1 decent defensive ability and after that you feel permanently dead.

Sorry to burst your bubble but the game is very different on higher rating. Because on higher rating some shuffle games can go as deep as 80% dampening with the timer of the round almost running out. That’s because people have some idea of how to survive and not die. Many games, people will never die and it will be a draw by default if dampening doesn’t exist. Basically any game with x2 Resto druids for example.

Yes it’s even more fun being completely out of mana and just watching your teammates die while being able to do nothing about it.

What’s a problematic spell? Your basic healing rotation? Cause MW healing is 3 buttons. It’s big healing, but it’s 3 buttons. So you want to remove dampening but reduce healing. Makes so much sense :rofl: let’s make healers heal for nothing at all points of the game instead of gradually healing for less

Dampening is much slower in 3s - it starts ramping up at about 5 minutes, before that you’re basically healing for full values. This is why the bracket is the actual real skill requirement bracket. You don’t win on random antiheal effects, you win on setups and CC. Even braindead zugzug comps like Ret Warrior tend to win on a Hoj / Stormbolt moment combined with big burst damage.

Dampening is fine for shuffle. The real problem with the bracket is the difference in skill requirement between roles.

You need next to 3 brain cells to queue up as a BM Hunter, send your zoo permanently on somebody, and ocasionally press Pet stun > Trap on healers.

As a healer you need:

  • Good positioning
  • Not to overlap cds
  • Actually press your CDs when you have to
  • Know when to trinket
  • Not take random interrupts
  • Not take random CC
  • Manage your mana
  • Manage your healing rotation
  • Keep 3 people alive with all of that

So yeah. Queues are long because healers on low rating are forced into being babysitters for bad players who can’t even be responsible for their own character. Or you’re not a low rated healer, but you get a low rated DPS player lobby, which is the definition of hell

And now the bracket is filled with low rating healers who themselves don’t know how to play.

1 Like

and there goes issue number one - by the time enough dampening hits healers still have mana EVEN WHILE DRINKING IS FORBIDDEN
aaand there goes the next line - as an affli i have no means to kill people with mana bar not completely empty and even then its still kinda hard xD imagine playing a spec which cant kill people pre-damp(=pre oom) such as outlaw or affliction and being unable to win a single round because ur enemy healer just outheals anything u do with little to none effort

dampening allows these specs to play the game they cant in regular 3s
if u remove dampening good luck with ur 30-40 minutes of 6 rounds of shuffles

if i was a designer i would reduce all healers mana regen twice or thrice to make them actually go oom if they spam heals and then it will be completely fine to make dampening apply as in regular 3s, even meaning that it will be capped at 10% all game because there is a 5minute timer on 1 shuffle round

Disable drinks then. It doesn’t even make sense.

You’re in a fighting pit, fighting to the death and…you go for a drink? That’s stupid.

Yeah, cap dampening and forbid drinks in arena.

1 Like

It’s not gonna happen until healers have the same opportunities to “carry” a game as a dps.

I used to heal shuffles, but I quit doing so for good reason. Sure you could put in a thing “faster q for dps if you q as healer a few times” but I’d still pick the longer q and do something else in the game meanwhile.

WotLK pvp was bad, it’s ok.
You reward healers by making healers matter more, and you make healers matter more by preventing dampening from being the main win con in solo shuffles. Make healers have to manage their mana and drinking more necessary. At the moment, letting the enemy healer drink is often a non-issue as you can just put some zug in your zug and kill through their heals at high enough dampening anyway. I’d say Slapface’s idea is best, capping dampening at 30% to force high enough mana consumption while remaining healable.

The current win conditions are these: CC chain, which is not affected by dampening, and dampening (be it directly or through going oom because of high dampening). The former is great, it’s what arenas should be about. The latter… Mana is fine as it is a resource that has to be managed by the player, dampening is not, as it simply makes your numbers too low to matter. Lack of agency over your own win con will inevitably drive people away.

Eh. I don’t think any arena player would like that.

I’m all for drastic measures, regardless of how inelegant they are. My opinon was always “make healers gain a ridiculous amount of stuff from shuffle, who cares, make their elite set à 2000, gladiator à 2250, give them whatever transmog, a ludicrous amount of conquest per win.” This idea seems quite good.

I’ve already proposed measures against this phenomenon by increasing mana cost, decreasing heals (or, as someone proposed, capping dampening at 30%), other stuff include: removing shadow meld.

Yes. You could have handled your mana better, or gone for a gulp gulp when you had an opportunity. Your mana is your responsibility, not getting to 83% dampening where your heals can no longer keep anyone alive is (mostly) the DPSes responsibility.

Yes. Vivify for instance as it is the go-to heal, could cost a lot more mana, forcing higher mana consumption to just heal would be good. Mana Tea is another problematic spell, the mana regen on it is ridiculously high as well as the mana cost reduction that follows.
Fistweavers… Boy, that’s an entire rework waiting to happen.

Yes

That’s not what I said. They should heal less in the beginning, of course, and their mana costs should be higher to force mana management/drinks and whatnot.

It’s not fine, it makes it disgusting to play a healer because you rely on your team to kill before dampening is too high in most games. You can even remove drinking from shuffles for all I care, just make dampening not be the main win con of the dang mode.

Instead of removing dampening, they should tone down the damage.

Healers need to spam healing not simply due to dampening but due to damage. Lets say there is 0 dampening but I have a Ret + WW on me. Dampening being 0 have absolutely no affect on the fact that my healer has to press every single global to heal me and nothing else. Otherwise I am gonna flop in 2 or 3 seconds.

Back when Mistweaver still had Chi, and before Vivify existed, there was Effuse.

Effuse generated 1 chi, and just like Vivify, did a lot of single target healing. But it was extremely mana inefficient.

As a result, your goal as Mistweaver was to generate Chi with Renewing Mist and do most of your healing with Enveloping Mist (3 Chi cost, no mana cost).
A bad Mistweaver could spam Effuse and top his team, but that’d be very mana inefficient.

The game had so much more depth back in WoD.

Dampening need to stay as it is.
Probably no one wants to spend more than 15minutes in 6rounds.
Idk why you blaming dampening for loosing.
Someone need to win anyway and it’s usually better team.
So what’s the point of caping dampening when you gona loose anyway against better players.
And if you go 0-6 it’s not about game you are heavily defeated by other healer not by dps or dampening.

I’d rather play the game for 1 hour than WAIT to play the game for 1 hour.

Wasn’t it like this in overwatch?
Because balance healer or not, it won’t make thaaat many people play healer. Most want to smash keyboard and do big dam, not let some weird green bars grow like it’s gardening or something.
For same reason noone wants to play support in league

problem with dampening is that it ticks way too fast. thats literally it. healers are not enjoying the experience and SS dampening should tick slower than 3s and 2s.

dampening IS needed. not saying it should be deleted, that would be stupid.

1 Like

Dampening is a STUPID mechanic that was implemented because healers never got oom and had too low powerful CD’s that used zero mana. With 10.2 and forward mana will matter more so they can remove this moronic thing for good.

Ion Hazzikostas raid design ruins all other facets from this game. Add Spirit back to all Classes.

2 Likes

If you do that, you are going to make each round last too long, lengthening the games and possibly many draws due to lack of time and honestly, I don’t feel like spending 10 minutes in each round, making the entire game last up to 1 hour. The dampening is fine, it prevents the games from becoming extremely long, you simply have to reward the healers better to encourage them to enter more.

Make it so it’s 4 rounds of shuffle instead of 6 then.