Testing Adding Damage Reduction to PvP

I’ve seen some of the stuff you post as well as this last reply to me and , eh…, aside from you missing the point as always if you ever had problems doing dmg as paladin, that’s a you problem.
Also as a warr main - I was doing some 150 non-crits with the dmg reduction aura and still I prefer the aura over the 1-2 shot fiesta before.

and this is not a surprise coming from someone like you. While you pretend to not comprehend why it is that some ppl prefer the aura, someone like me understand perfectly why you want the 1shot circus.

ignoring the entire post btw lol
During these 4 days, ret paladin was literally nonexistent, it wasn’t even worth playing when you run out of mana before you could even kill 1 person, basically the same issue in terms of damage output as any mage.
Unlike mages ret paladins couldn’t regain a sizable chunk of mana midcombat.
Anything that a ret provided, was better on the horde side with shamans alone, straightup cancellation on ret paladins in any PvP content. Healers could keyboard turn and still survive.

In the grand scheme this aura was a complete and utter failure:

  • healers, hybrid casters and shamans were still hard meta in PvP
  • classes who suffered from low damage and non instant heals were basically unviable
    → no actual nerfs to the current PvP clownfiesta balance, the issues remained

  • rogues were still viable thanks to CC spam and mobility, healing reduction
  • warrior were more viable thanks to the one out of two heal reduction in the entire game
  • hunters viper sting spam was ineffective against teams of shamans
    (those 3 had negative damage but at least screwed with the healers in a way or two)
    People were generally more annoyed at this test than people actually enjoying this garbage blanket nerf.

Bad one weren’t and since those are >90% of all paladins, you are right!

Nope! only in your head!

Not only that, but also because as warrior you weren’t dying as soon as some fotm spec looked at you and you could not do any dmg; also because you had time to react when 2-3 dps were going for your healer unlike before the aura when 2 dps on your healer meant 100% dead healer in seconds.

That’s what you think, but as i said before it’s a you problem.

According to your on point statistics must be - however I sort of tend to agree with you here, only because how many above average skilled ppl you find in comparison with the amount of herpa derpas roaming around only caring for their 1-2 shot engagements. And you want game balanced for the latter.

You could have rets on your team, but they had 0 impact compared to the shamans in any engagement.

unless you played a priest with dispersion or shaman healer with instant defensive CD heals or resto druid with imp frenzy/innervate. tanking 3-4 dps was utter madness tho as healer ngl.

It’s not a “player” problem when you could waste 5gcds on 5 players to viper them, just for a shaman to pop poison cleanse which takes 1gcd.
Which is utter BS ngl, it is the cheapest poison removal in a grp period, and you hardly went oom as a shaman to begin with thanks to shamanistic rage spam.
Whereas resto druids would go oom from abolishing poison+pressure, priests go oom+pressure, paladins go oom from dispel+utility+pressure.

Because this alternative is clearly not the way to go, it hardly yielded any positives and mostly amplified the issues in PvP. It did not change the meta in the slightest.
Nerfing the meta classes in PvP in terms of runes that boost damage/healing output and utility can go a long way. But unfortunately we only get consistent band-aid fixes that only further delays the solution of this problem. There’s clear and utter incompetence in the SoD team.

For casters they have the same problem as spriests - too much pushback so you’re reduced to spamming instants if you cant get the pet off.

As a wlock its ok as I can have the pet as a drain life bot since most hunters just send pet in and dont micro manage but against something like a Mage… oof. I’ll be honest and say I didnt main Mage like I always do specifically because of Hunters, I know they were always bonkers at low level PvP in vanilla/tbc/wrath and didnt want to just flop on the floor vs a backpeddling Hunter with his pet doing 80% of his damage.

:rofl: :rofl: :rofl: :clown_face:

Man, shamans must’ve done smth to you so obscene you’re still not recovered from it. Comparing dispersion or even a druid popping wild growth into bear form with a resto shaman! :rofl: :rofl: You’re so biased but hey at least there’s some comedic value in you.

Nonono, nope. You know exactly what I meant. You= you the person sitting or standing(whatever you prefer) between your computer and your chair. Your=bought by you or now belonging to you after your grandma or fav uncle or neighbour or - dunno i think i covered them all - gifted to you. Cmon now don’t pretend you didn’t get that! :clown_face:

As I also said, ideally would’ve been adjustments to op specs in pvp, but since going that way would mean nerfing most of the specs - including enh or ele shamans so you don’t i don’t sympathise with your struggle :grin: - global dmg reduction in pvp is the solution for now. You are free to come up with a better solution other than herp derp let ther be 1shot fiesta.
You do understand that if you drop a patch with some 40-50% nerfs to mutilate, poisons, spriest, boomkins, hunters, rets, mages, ele, enh ppl will stop playing in a couple of weeks and they close the season, don’t you?!

1 Like

Just came here, did they revert it back? and are they going to try a different reduction this time? Legit dying in 3-4 seconds as a fully pvp geared warr in d stance.

1 Like

yep, back to the old clown fiesta one-shot party. who ever presses their 1 on the keyboard first, wins. feels pretty lame again.

2 Likes

The damage reduction is great, please put it back as soon as possible!

1 Like

TLDR:
Good idea but implementation was not that great.

My few thoughts and feedback on this change

first of all the idea “that we need to balance PVP and PVE separately” is a good one.
Otherwise, we will just be going around one-shotting each other and the ranged classes will have complete and utter dominance in Battlegrounds
like in what world is it balanced for PVP when a shadow priests void plague dot hits harder or the same as a warrior with the best 2h available in the game?

With that said there are problems with how they implemented this test of dmg reduction, the first problem was that it’s flat across the board essentially the high dmg classes should in theory just become even stronger and the low dmg classes become worse unless you can bring utility to compensate.
Ofc melee will be better in BG because they can actually survive for a little while but still high damage ranged classes get a buff from this compared to low dmg ranged classes and the same for melee.
So my point with this is that it’s very unjust to treat unequal classes/specs equally in PVP essentially to get a somewhat balanced PVP scene you need to balance individual abilities for PVP.
or if you really want to do it easily if you are a “small indie company” at least treat the different classes as different classes for balancing.

The second problem with this test was that the damage reduction was way too high so some BGs became very frustrating and were unbearably long and tedious to play. Yes, I’m talking about Warsong Gulch, Because with a good Druid as the enemy flag-carrier you have almost zero chance of stopping them from taking the flag and running across the map with it.
So your best bet is to have a Druid flag carrier on your team as well and hopefully the enemy Flag carrier has to leave due to boredom or dinner or you can just farm HKs and let them win.

Personally with BG experience under my belt both before, during and after the damage reduction I can say that as melee I’ve found it more fun to play with the damage reduction than without it and that is because with it you are allowed to take a few hits before you go down. Then if you have someone healing you you can actually tank quite a lot of damage and be a real annoyance for the enemy with cc and interrupts.
But then again you hit like a wet noodle with the damage reduction so healers and tanks are very very hard to kill when you land that interrupt or CC just because you don’t deal any damage.
On the other hand as a ranged class I’d say I’ts a little less fun because you have to actually try instead of going around with a 30+ yards golden gun and you all know that that is actually fun.
Now you need to actually play the game and keep melee away from you with CC and stuff since they don’t just melt when you look at them.

overall in my view, it made world PVP ± the same since it is so much about when it happens It’s nicer if you get jumped, but worse for some fights takes too long etc just impossible to kill Restoration druids etc,

Also, I found that Arathi Basin became more enjoyable with longer fights, more CC is needed and I found that I can now play the map more than I could before, like if you go for simultaneous attacks you can create good distractions on the side of the map where you want the enemies to be etc.

thanks for reading.