It was super common way back in like… wrath.
You could get an achievement/mount by killing some enemy faction bosses which generally ended in HUGE groups taking over entire enemy cities.
So we would get as many people as possible (not necessarily always 2x40 but 40 was the group size limit) and just totally dominate orgrimmar, killing auction house NPCs ect.
We would hold the city until eventually like 100 horde gathered at the gates and rushed the city to take it back, they often then came and slammed stormwind.
It was a load of fun as a sandbox type world pvp event.
Made for a real sense of community on servers.
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If healers died to 1 player. PvP would be a hot mess and each team would need 1:1 ratio of heals to dps.
At no point should a healer die to a single dps.
By that logic if more than 1 dps focused anyone. It would be unhealable. It’s hard enough to get healers as it is.
You must have missed the W in the title.
I didn’t. Why would a healer being soloed in open world be any different than in a BG.
Just don’t engage them?
“just don’t engage them?” seriously? Do you realize how unbalanced something is when your only solution is to not engage?
As of why should it be different, well, because it’s different content. 2s is different than 3s, and SS is different than RBGs so everything that belongs to a different category needs different tuning, doesn’t that make sense? That’s why 2s, 3s and SS have dampening whereas RBGs don’t.
As someone suggested above, a good solution for this would to have a different type of dampening in warmode, which basically would increase when in combat and decrease when out of combat, only when engaging players.
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“Reduce healing when engaged with players”
Yes. That seems like incentive to world Q as a healer.
Nothing is balanced around 1v1. You died to a healer. Move on.
Should higher geared players be scaled down to lower gear lvl if you engage them to give you a chance too?
I’m afraid your reading comprehension is lacking.
I died 1 v 1 but we also couldn’t kill 1 healer in a 3 v 2 so your argument of “nothing is balanced around 1v1” makes no sense.
Actually if you queue for PvP activities your gear scales up to 600 if you’re lower than that, in a sense that already exists. Although I don’t think higher geared should get downscaled.
You seem to be extremely biased and I also don’t like your tone so I’m not gonna reply to you anymore. Feel free to keep giving this post visibility though, it will help the cause.
My point is. I world Q as a healer in the EVENT I get attacked. I can just ignore them till they either go away or I wear them down till they run away 1v1. Why should a dps immediately win 1v1 vs a healer? Simply put. They shouldn’t
So either run away or come back with better geared friends. You have put more effort into trying to convince others that minor world skirmishes should require unique mechanics to allow you to beat a healer
Live and learn.
Why should healer be immortal in 1v1 actually? What give you such advantages?
No one should be immortal in outdoor, its unhealthy game state in mmorpg and its simpy not fun.
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Counter point. Why should a healer not be able to wear down a dps by attrition 1v1? If a healer can’t outheal 1 dps. They couldn’t heal anyone in group PvP. As it’s 2 healers per 8dps in bgs. On average.
A healer not dying in 1v1 is fine. A healer being able to kill a dps without losing any health is not fine imo. That just creates an unfair situation where a healer can be most dominant in a certain part of the game.
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Because its stupid design. On classes with big self heals I don’t die to healers, but some dps have no way to sustain themselves, and such it becomes an unfair fight.
Its funny how always people that play strong 1v1 specs say “game is not balanced around 1v1”. What if you shouldn’t be viable in pvp, because the game is not balanced around that either.
I agree dps should all have in effect a minimum amount of self healing to stop being “worn down”.
I don’t agree that any one dps should be able to solo kill an equally geared healer outside of dampening.
That is a terrible design philosophy also.
Should a dps be able to take down a healer? No and yes at the same time.
A compentent dps should definely be able to take down a healer.
The question should always come down to how fast the healers mana burns out?
The more dps that is on a healer, the faster the mana burns out. Simple as that.
And no, a healer shouldn’t be a free kill for a DPS, that’s not what i am saying, but your efforts needs to be more reflected in their manapool.
would make tanks useful once again for a change xD tbh a healer being more tanky than a tank is weird afk, tank should be there to peel. and it is not even a matter of 2 people, I was tanking 5 people on my prevoker the other day x’D it’s absurd. Even IF they can all time their cds and stuns (which most don’t as randomers aren’t that coordinated) I have trinket, dmg reduction, fake death talent, emerald comunio–and even pots.
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Totally agree with this. Mana should be a factor. But in 1v1 and with current mechanics. HPS outside of CDs exceeds DPS outside of CDs. So after a brief amount of healing. You barely need to worry as a healer 1v1.
Unless you use world map and falls to injure healers. Youll never kill one.
I do love a knock back off of a cliff or a classic MC off of an elevator. Thunder bluff days…… how I miss them!