Tried a bg for a few min to get a feel of that change and I don’t think the damage reduction is on. My exo crits for 900 like they used to. Definitely not a 30% reduction here.
League killed WoW PvP
so, i can tell my pleas regarding magic damage mitigation have been heard.
so first off, thanks for taking notice.
30% flat though? guys, come on ECKS DEE.
these numbers are too high, when you slap it on top of the 20% flat dmg reduction aura its just too much mitigation
my ideas to have damage mitigation was based around adding it as a scaling part of the spirit attribute, and in this scenario it would have been without the blanket 20% dmg reduction aura.
i appreciate the fact you also listened to those in the community who had a gripe with healing being overpowered in a scenario where a flat 50% damage reduction applies, however i personally think that was a step in the wrong direction.
i can see it causing issues down the road that may or may not be pvp/pve related.
okay so, after this test is over (btw you’re getting there, so keep it up) perhaps one might reconsider the spell damage mitigation numbers in tandem with the 20% flat damage reduction aura which (based on pure speculation) is probably the sweetspot we were looking for last time.
i would have proposed trying the 20% flat on its own, first, before we start toying with healing/spell damage balancing on top of it, solely because this increases the difficulty of the balancing act quite (as of now) unnecessarily.
20% flat dmg aura on its own pls.
if that doesn’t work, slap on 10% healing/spell damage mitigation and see how that feels.
20% flat dmg reduction
30% spell mitigation
and 20% healing reduction
this is a recipe for self-inflicted pain.
i guess on a positive note you took mortal strike into account so here’s the golden question; did you take wound poison (and other healing reduction effects) into account?
Increase armor on all gear by crazy amounts, and give warrs Colossal Strike.
Rogues are free to do insane mutilates after they expose armor.
Hunters, pallys and enh shammies are OP enough to not need armor pen.
Make spell armor stat, that reduces spell damage and add it to lots of gear, especially pvp gear, and give casters ways to increase spell penetration for a few seconds.
In wpvp downed enemies should become invisible to enemy players and the destroyed player should be able to bandage themselves back up instead of corpse running.
/slap
it’s “Enh”.
its not in effect because we’re still on friday my guy. weekend begins on saturday.
well, as of half an hour ago anyway.
should take effect come the daily reset.
Its been in effect for 3 or so hours.
well, then i don’t understand the complaint. haven’t been online today, so i just took the guys word for it.
(damnit, i got got again).
His complaint is that he still got deleted by shamans and druids, which is correct, despite the nerf. I too ate a lava burst to the face that deleted 80% of my hp, I won the duel but still.
Fact is, flat % reduction doesn’t fix the outliers that were causing the imbalance issues in PvP to begin with. It just makes them stronger since less specs can compete with them now.
so basically all this has done was move the goalpost from “shaman immortal bcus riptide” to “shaman op because burst”
what scenario would be the acceptable one?
the one where the shaman doesn’t burst nor heal?
be real with me here, because if you remove both there is no reason to play the spec as it will be literally useless?
The initial goalpost before both tests was “shaman op because burst”, so yes. The real issue is overtuned runes.
The thing is, you can nerf the burst without making the class useless. Getting an instacast proc based on random chance instead of building it up and deleting someone’s entire healthpool is simply not ok, and if you think it is, you are about as delusional as the balance druids and spriests were when they were defending their broken starsurge and sw:d
In vanilla, HWL mage could 1-shot any target with pom pyro macro if he was lucky with a crit. No skill, no brain spec.
But mage was easily killed by a rogue, a rogue was killed by a war, a war was killed by a mage. It was kinda unfair but predictable. It was cool to beat your anticlass. Nowawdays, there is no room for a skilled play. Abilties and runes should be tuned properly. Unfortunatelym they just can’t do it. They can’t just nerf heal or nerf damage for all abilities. They need to tune certain abilities and make a lot of testing. But they can’t. So we are testers for them. Enjoy!
you can, but you would have to compromise in favor of the shaman. you can’t just take away their bread and butter and give them nothing.
if you insist they can’t have crazy burst which is flat out easily shut down, you need to give them other tools to work more like i.e a mage or a warlock, whom both have tools to deal with scenarios where they are not allowed to freecast (and thus do burst of their own).
some examples: blink, counterspell, wards (shadow ward, mana shield, ice barrier, frost/demon armor etc.), anti-CC and CC of their own. etc. etc.
this is the sort of thing you would need to give an ele shaman to offset their inability to burst, and to be honest i don’t know if that’s a world you’re prepared to live in, but if “burst must die at all costs” is the name of the game, then that’s the alternative everyone would have to accept.
by the way, if the shaman is cracking your head open in pvp atm, its because he sacrificed way of earth to run flametongue (burn rune) to increase his spell power.
that is the semi-nerf a lot of people didn’t see when they read the recent shaman patch notes… go attack him, he is very vulnerable now he is no longer running WoE.
and if he is running way of earth, well, he is doing significantly less damage to you as a result.
are you braindead or just havent played the game for a single second ? Maybe you can go through shaman skills and see quite a few spells called “totems” which give you enough utility + there is also another group of spells called shocks on which you dont have cast time. Yeah they should give shamans counters spell + blink + unstable affliction + life drain + give them a single button press that kills everything.
Use your IQ of a squirrel before writing stupid stuff here for several hours.
first off, i think you replied to the wrong person there.
secondly, i knew this wasn’t a solution you would find tolerable either.
funny how predictable things are these days.
so you want their damage output nerfed with no compensation (in the form of escapes/cc etc.) aka you want the spec to remain a turret hardcast spec which does no damage.
oh and by the way shocks share cooldown.
you can only use one.
so if you flame shock, that means no slow and no interrupt.
if you frost shock, that means no interrupt and no burn buff
if you earth shock, that means no slow and no burn buff
the only scenario where you get more than 1 shock (and never frost + flame) is if the shaman is running way of earth, in which case he just gave up his ranged interrupt and now have to go into melee to benefit from the damage (and the interrupt)… and well, if he does and you don’t capitalize on a grave mistake like that, its a skill issue…
I see lots of replies here talking about how this is not what we pay for and other silly affectations. That’s a baseless argument.
My two cents is that the damage nerfed version of the game is less fun, slower, buffs all the annoying things that don’t really matter as much when the ttk is shorter (stuns, mana drains, slows, roots, fears etc) and makes fights turn into giant zergs determined by who has the most or strongest healers and the fights are against their mana bars, viper sting can win a fight on it own now.
The only way to make this slower gameplay work is to do something with hunter traps. They blanket enormous areas (very epic for chokepoints) with rootspamming slows completely cutting off any chance at reaching enemy healers and if you do get there you are on your own so you do nothing and die. That means that untill the blue bar of the healers is gone there is no real fight. practially if the enemy has more blue bars they win 100%.
Before this you could do some impactful move and turn a fight. Now you just wait for them to run out of mana
Warmode please.
What class are you playing. I always like to see where the thoughts come from.
Good post for once.
All major issues that happen with simply turning the damage valve is mana related. Which you have stated. You do less of everything be it healing or damage, yet your mana costs are the same. Having a mana drain ability will get you to win fights with minimum effort.
Having longer fights and therefore timing/using your CCs properly, instead of simple on CD usage, is fun. However, it’s not fun when a fight takes 10 - 20 seconds longer, but your mana costs are the same as they were before the test. Meaning you’ll win or lose on mana and not because you played well.
Only some of the rune spells seem to be (very) cheap on mana. But the actual spells from Classic WoW still have their mana costs way up there.
Only the hunter trap that freezes an entire area are stupid. The other traps they have I completely ignore. It’s whatever when it comes to those.
Do you realise it’s a talent that makes trap root effect :S