PVP feels like pve fest until dampening

It feels like as dps you’re basically useless until dampening, because no matter what you do healer presses one button and everyone is back to full health. Every game is just dps doing pve rotation and waiting for either dampening or one healer to run out of mana or cds. Does anyone think this is good game design?

I feel like the entire design of healers needs to change in pvp and it should be moved to more of a support spec so that it’s not just a dedicated hp bar refiller bot. That means less healing throughput but more utlity and dps, and increasing the defensives of dps to compensate so all the pressure to keep players alive doesn’t just rely on the healers.

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Well… I have been saying all the time healers are too overpowered. They just need to press 1 ability that is instant and it will heal more than a sniper shot. With 3 abilities they can outheal rogue burst shadowblades+shadowdance which is crazy. And they dont even need to cast it. Its insane.

I have a message and I hope any GM that sees it takes a note and further investigate to nerf healers: All healer specs need to be nerfed by 50% all abilities. Major cds by two-third 66%. Dampen start at 50%.

No one wants to come home from hard day of work to play 15-20 min match.
Arena matches has to be fast max 3 min. If people survive first burst then I am fine with that; but someone has to die second burst.

Clueless people have told me that I am wrong and healers need buffs instead.
They can try to change my mind but in the end they will lose their time. They get mad and call people troll etc when they see someone has other opinion than the masses. To say healers are okay or that they need buffs is complete delusional. Many people are on that train path and they dont even know it.
I wont join the delusional train.

And second healers are more tankier than tanks. Why is this allowed? How did this happen? Nerf them to the ground.

You must be doing something wrong then, lol.

No. I’ve had people die from like 70% before I can react to them starting to take damage when rogues are involved. You can’t even risk using a GCD or someone might die before you have the next GCD ready.

I want my arenas to last 45 mins and end up in a draw like back in the old days.

sorry what do i do as an affli warlock who has 0 burst cds

and yes i feel useless until the enemy healer’s manabar is empty

IMHO PvP now is complete chaos and in order to fix it blizzard should redesign classes in the next expansion. e.g.:

  1. Reduce mobility: no double blink, double charge, double freedom, etc.
  2. Remove for some/reduce for others knockbacks, grips, etc.
  3. Remove slows for most classes, reduce slows affectivness for others (50% → 20%).
  4. Reduce amout of CC: each class should have no more than 1 long CC (e.g. poly, fear…), 1 short CC (e.g. stun, disorient…), 1 root, 1 kick.
  5. Castable abilities should deal more damage than instants
  6. Purges should cost at least 5% of mana for healers / have some cooldown for dps
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To add things to this.
Easy nuke design should go away, or must be compensated with the severe low defence capabilities of the nuke class/spec.

Range damge dealing abilities of the melee/Hybrids should have a very long CD in pvp or low Damage in order to keep things balanced on the plane of the pure class/spec design.

Better solution would be the introduction of the diminishing returns for slows.

The issue of the game design lies in that one sentence.

Healer’s healing output is so high, because it takes one button of the hunter to delete ~20% of the player Health bar, from a great distance and without the ability to interrupt Sniper shot with kick.

Healer output in pvp is a result of the deranged design from Blizzard in the first place, back in Shadowlands Holinka gave the interview to Venruki about PvP and he stated that the team wants pvp to be fast - people should die - that is his quote. And because of that they has designed and balanced classes around oneshotes. And in such environment how healers are suppose to keep the teammates alive - the answer is simple with the burst heals.

It is a wrong design on so many levels, yet in DF blizz is still opted for such pvp design, even without Hollinka around.

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you mean a whole shuffle 6 rounds 20 min right? that might happen, but a single arena 15-20min NEVER happened to me, even in 2s, in 3s normally its 2-6min at most, the longest i’ve had is like 13min and it’s because it ended up 2v2 and dampening ramps slower in 3s

honestly we cannot complain too much right now about duration of games, maybe u didn’t remember tbc, wotlk, mop, or more recently bfa where every single game was atleast 40% damp and it was starting ramping at 5min, now the games start with 10% damp and it start ramping in 3min so is not that bad honestly (talking about 3s)

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Or the other way arround, the roll of healer feels useless/less impact in dampening - especially in RSS as a healer you are global locked quickly, because of fast ramping dampening.

Well the design of healers moved already in the direction of having more impact with dmg and utilitiy.

My opinion if you make healers half dps/half healer, why would someone play than healer instead of picking dps?

There are already healers out there like fw/disc, having that playstyle as u describe - doing dmg and heal. But obviously not everyone is picking/prefering this type of healers.

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Well have u played the first weeks of the season especially as a healer?

The dmg spikes were and still are completly outrageous- even with overtuned healers - it was not fun to deal with that dmg spikes.

Thats why Blizzard also reduced the mainstat-buff for dps from the trinket set-bonus on next reset.

MoP/WoD games were slower because we didn’t had so many specs with easy to execute burst. Most required some sort of ramp up and because of that there was a constant counterplays, not like today - activate trinket, use (use any bust CD that increases your damage over 100%), toss few micro CC and you are done.

In the MoP even bursty classes like destro required a ramp up - to generate resources, and even after that those resources could have been spent on the burst or defenses, you could not have both at the same time.

Doesn’t matter how fast healers can bring someone up if they die in less than a GCD. Damage needs to be hit with a bulldozer. People shouldn’t be dying just after you heal them, before you get a GCD back, unless they’re still very low after that GCD. I’ve had people die before I get my GCD back after swapping them, which is just ridiculous.

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What’s even more silly is when you have the ability to freecast turret heals into someone and they still end up dying. A truly fun experience.

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