PvP Damage Reduction Test #2 - 3 May

Pretty stupid thing to say.

I get where you are coming from, but this way the community actually gets involved in the development process and our feedback is heard and put into action.

That is actually the best thing that can happen to us.

They could also not name it “test weekend” and put it into some weekly patch, but this way it’s more transparent and we know what’s going on. Also it’s a short time test that we can provide feedback on. Let’s be honest, no QA team can test things as well as the playerbase itself.

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I don’t understand and like the 10s 20% heal reduction what purpose would this serve?

  • When does it reset?
  • You won’t be able to use thorns to prevent triggering the effect too early
  • You gotta bait damage from players, wait 10 seconds then engage?
  • Ressing party on AB flags have a 10 second disadvantage
  • Warlocks risk snap shotting drain life at 1s left on the timer
  • You have 10 seconds to kill a healer?
  • Will we need a addon to min/max this effect?

Simply gotta settle on a flat % reduction for all classes, no melee vs range difference. Just a flat % and leave it at that.

And also revert the HP boost in BG and blood moon, it doesn’t apply for wpvp or duels and this experiment will be invalid because of it.

Looking forward to test those changes, however the issue I find worse is the armor value for plate wearing classes, it feels like we wear cloth still. My rank7 geared warrior gets so much damage after killing level 35 mobs that I have to stop and eat after few mobs, my friends were laughing out loud as I was escorting their alts to get a rune.

It’s the same issue in PvP, the physical damage classes damage your plate armor as if it were cloth, I do not except to take less damage from spells but getting fully blasted by physical damage dealers is just insane, having 4-6k armor with shield doesn’t mitigate anything against a rogue, hunter, paladin (non holy abilities) and so on. And no, the rogues do no need to expose the armor for that to happen.

  • 20% damage reduction from all Physical damage done by players or player pets.
  • 30% damage reduction from all Magical damage done by players or player pets.
  • For 10 seconds after being damaged by another player or player’s pet, the damaged player receives 20% less healing.

So basicly you change nothing 20% dmg and 20% healing = 0.
The game is unhealable atm with warlocks doing Chaos bolts for 2.4k and shaman doing 1.8k lava bursts, 1 key enchancement shamans just facerolling their keyboards kills a holypaladin with 6k armor in 3 sec.

Why would you even reduce the healing? this feels like a hotfix for content creators only not the other 99.7% of players.

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Armor doesn’t matter. I tested in duels against physical damage dealers and I got roughly the same amount of damage with or without shield on. Healing reduction was required because even as a warrior it was hard to get a shaman down with -50% healing from mortal strike, as well as other classes that would heal crit twice the amount of HP they had. I believe with 20% heal reduction in PvP the priests, shamans and warlocks will still have it easy, but will have to see it after changes go live.

Problem lies in the class imbalance, nerfing or buffing anyone by the same amount never was a solution.
I’ll try to image it for you :
You win 100$, I win 40$, do you think the good way to balance our salaries is to give us both 40 more $ ? You’ll still win 60$ more than me

2 Likes

I must be dumb cos I don’t understand that statement at all.

There is this thing called uptime that affects melee players more than casters that can turret from 32+ yards away and have insta cast abilities they can use while on the move along with CC to deny the melee player any chance of doing damage, Not every melee has gap closers and not every melee has a guaranteed opener from stealth.

Considering almost all ranged are running some talent with RNG stun or the ability to 100-0 you in 2 crits, it should be pretty obvious why the difference between melee and ranged DamReduction has to be the way it is.

Individual spells/runes should’ve been adjusted but is what it is, lets wait and see how it plays out.

Actually PvP too burstly
Do just the same damage réduction to all class not 50% but 25% !
And what is that différence physical 20% vs 30% for caster ??
Why a mage will suffer of 10% less damage than a rogue who open in 2 like a crisp…
And it’s a triple nerf for hybrid class,
For exemple shaman ench or paladin, recive 20% nerf of mêlée damage, 30% on their spell, and 20% on heal what is that joke?

And all poeple now will have a permanent 20% mortal strike…
Warrior 50% ms is not enough?
Imagine with 60% debuff heal, (i play shaman heal) do you think i will lose time to cast 1,5 sec flash heal who give around 600hp - 60% = 240hp !! A lvl 20 Priest heal better…
Or a riptide who heal for 200hp and 55hp 3sec hot…
So how i heal someone who have 5k HP!
I will respecs to DPS.
wast of time healing…

Lots of text for a simple thing: healing reduction aura stacks with warrior mortal strike healing reduction.

I understand you blizz guys trying to find a sweet spot solution but classes are not on the same par for healing dones, phsycal damage dones and spell damage dones and on top of that all classes having their own style of survival abilities. So coming up with global solutions maybe will fix some balance issues but will lead to new unbalance issues.

There are few obvious issues that leads to kind of unfairness between classes in terms of PVP!

1- Shaman: Ele and enhance shammies hits way too much. Put some minor nerfs for some of their most hitting spells. Give them some damage taken reduction talent on restoration so healer shammies dont die too fast.

2- Druid: Starfire hits too much, sometimes 1 shotting people so some damage reduc. nerfs on that too. Druids self healing thing heals a bit much so reduce the amount a bit.

3- Warlock: Reduce their drain life amount around 40% they are healing way too much and makes them kind of unkillable.

4- Priest: They are having lot of survival abilities already on top of that shadow priests DOT damage could be fixed for pvp side. Overall the SP spec is way too OP.

5- Hunter: Put some minor nerfs for their most hitting abilities.

You blizz team can figure out these nerf values with testing just 2 days.

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Very bad Changes! Stop it!

Situation 1: i get 150% more than you.
Situation 2: i get 75% more than you.

What seems to be the worse situation?

it’s funny cuz hunter’s the one that need the biggest nerf and not some “minor nerfs” :joy:

What they are saying is that it is not added together like -20 + -50 = -70.
And it is also not “the stronger debuff replaces the weaker one”

It is stacking diminishingly

I think going away from the 1-shot meta is 100% needed and starting it with a global reduction off dmg is a good start without impacting the PvE side of the game too hard.

After that looking at individual performance in pvp and making adjustments after that should be easier in my opinion.

2 Likes

10 sec. after being damaged, you leave combat after 6 sec, if take damage after that, 10 sec. count will start again. If it works that way, what is the point doing nothing, but run 10 sec, then if you leave combat it will be applyed again.
For me that change looks fine.

Indeed, they want to look at it globally, when they find a right percentage of reduction, they will add that reduction to individual skills damage. Smart choise, instead of trying 1 by 1 to nerf/buff different skills, which is much more complicated.
Peace!

Cause armor

99% of the posts against damage reduction are from classes that can delete people in 3 GCDs with 0 counterplay. Nobody could have guessed.