Dampening is meant to reduce survivability, but in its current state, it highly favors specs which do not rely on healing to survive.
Since mobility and short defensive cooldowns such as blur, divine protection, evasion etc… which are essential for survival of certain classes do not get affected whatsoever while the kits of classes solely reliant on self healing get gimped, this creates a very unfair environment, especially in 2v2 where the dampening already starts at 20%.
I therefore suggest that dampening should reduce maximum movement speed as well as the efficiency of defensives by the same proportion as it reduces healing and absorbs.
Tbh there is only spec with off healing that can go to deep dampening, the other flop faster.
I don’t see why nerfing movement speed would balance anything especially right now every spec except sp/ele got ton of gap closer or abilities that allows them to stay on target anyway.
Except making the game really boring it will not change anything at all.
They should instead take a look at low CD Def cool down and balance mobility / off healing a bit more imo.
Because there are specs around that are not zug zug, and will have close to zero value sitting and doing bad damage. Is nothing wrong in this, they just play to not lose.
Sure but that doesn’t make the design any better. It’s still a garbage game design and does not resemble a traditional arena.
Just need the Benny hill theme playing in there and it’s good for its own reasons though.