Stacking healing reduces are a problem

Healing reduce effects in the game are atm going way too far. We have excellent selection of execute type of spells top of this. Fury warrior as for example has a good pressure through out the game but having 40% Healing reduce effect makes this class strong. The up time for Slaughterhouse is too much. I’m looking forward to start more serious matter conversation about healing reduce effects in the game, what is too strong atm, what needs to be looked at and what needs some tuning. I also want to to add my personal opinion here: None of healing reduce effects shouldn’t be more effective than 25%.

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Don’t think big MS effects are bad, but I think when they’re practically all permanent effects, they don’t really add anything to the game besides lower numbers, which we do with tuning anyway.

25%? 40%? 50%? Doesn’t matter, I believe, however, it’s a form of skill to apply MS effects at correct times to block large amounts of healing, and personally would prefer that type of gameplay.

The problem with something like Slaughterhouse, is that it’s a low-value MS effect, until you pass certain haste caps, or get additional rage sources like the tier set, which allows you to get to the point where it’ll be permanent and fully powered.
Prior to this season, it was never really an issue and most of the times only possible to get 40% MS up during Reck.

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Only if the MS comes from a lengthy cooldown and has a short uptime. High uptime, low/no cooldown MS effects do not require much, if any skill to use well.

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Yeah, that’s what I mean, if you have to choose the moment where you believe the enemy team will respond with a big heal, then you’ve effectively outplayed them.
Not so much when you simply do your standard rotation and make them heal less at all times.

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I’m of the opinion fury shouldn’t have an MS effect to begin with, at all. It should just bring more sustained damage on single target than anything else in the game, which it doesn’t do right now because it’s tuned to include that MS effect. So it feels like more damage than it actually is, because it’s harder to heal through it because of the MS effect.

Also, since crushing blow got that automatic short-distance charge, it resembles death sentence pre-nerf way too much. A way to compromise without turning fury into a complete wheelchair like some other classes, is to just create a separate ability, with some arbitrary short CD, maybe something like 5s, that costs 5 rage and makes the next rage-dump ability a short-distance charge, in exchange for permanently removing the automatic charge from crushing blow.

The demo ms feels definitely not like 25% but maybe im just smoking something

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What exactly is your argument? Fury? Yes, can be annoying when your mates are bots, otherwise fury doesn’t have perma 40% on anyone. Also fury dies like a fly, so his temporary 40% healing reduction is kinda valid.

Man, thats defenitly an IQ problem. The amount of times we beat a Warrior team because he chased our healer behind a pillar while his healer was in a fear is almost comical.

I think they should defenitly be in a wheelchair for a significant amount of time if they misuse their mobility. I like your idea of turning it into a resource though, seems like sacrificing damage for uptime is reasonable to me.

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It’s bad that most meeles have healing reduction because otherwise they deal no pressure. It’s not a rocket science that CDs are too strong and sustain damage is meaningless.

The fact we even need dampening in the game that in fact favours healing reduction specs is laughable. Sustain damage should be stronger and mana costs higher in PvP. So healers oom faster. Instead of playing for 5-10 min. before dampening kicks in.

The reason I suggested an arbitrary cd on 5s is because that crushing blow charge is pretty much the only reason they’re staying on targets as much as they’re doing right now. Cut that down and they’ll be somewhere inbetween where they are now in terms of mobility when compared to a DK, except the only ranged slow they’ve got is piercing howl.

If you remove it altogether then either the original death sentence would need to return, or they need to become unslowable, because it’d be impossible to connect on anything that can kite without that, except during the few seconds of a storm bolt+charge.

Eh I think it’s fine if he gets some ms with PvP talent but not a perma 40%
The current ms of fury can be cut in half to 20%, in line with other normal ms, at max stacks and this spec will stay perfectly viable

it basically has 100% uptime because of the tier set bonus. without it you can catch a breath

if you face a fury in 3v3 and u can NEVER reset stacks then someone on your team is doing something bad

its a 6s mortal strike and he needs like 4-5 seconds of uptime (without reck) to get enough rage to reapply

I don’t think popping healing reduction during your burst windows is practically skillful play either.

Not if you water it down like that

He is right, he meant it require to think before using a CD except pressing it randomly or passively like fury.

When you see arm from previous season using sharpen for no reason compared to high rated player it’s night and day.

But honestly that’s what would happen. I agree one requires half a brain cell to press vs a baked in MS in a DPS ability. I don’t think either particularly take much thinking though when it comes down to it.

That being said, I would rather have to intentionally press a button to reduce healing. It’s a much healthier style of gameplay

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