Testing Adding Damage Reduction to PvP

Extremely annoying? Ive seen 3 priests heal a full battleground with ease…. Stop guving it priests haven’t improved

Perfect post.

Rogues are doomed with this change.
All healers and hybrid will get better, shamans and spriests will be even more broken than now.

This weekend = play a self heal class or reroll

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Finally, that should be done long time ago

Excellent, I am overall very positive to this attempt.

However I’m worried that if this is simply a flat % dmg reduction, it will make PvP very frustrating for the classes that was already struggling to get kills.

try to use vanish with dot on you. try to vanish from hunter, from druid, from warrior. you cannot use vanish against anyone! fris thing people do against rogues is to use DoT.

you are as braindead as ever

don’t be ridiculous…

Okey, i’ve made some testing and it looks like damage got nerfed around 40-50 % which makes pvp unplayable cause any class that has heal now is unkillable, and overal pvp feels horrible to be honest.Healers are goodlike now nothing dies on bg unless healers go out of mana.I thought you would do smth around 15% dmg nerf,but 40% has just killed pvp for whole SOD, thats my honest opinion.Hope you fix this soon,thx.

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what part of this is ridiculous?
that’s 60% total health warriors are able to self-heal, my guy.
like that’s just objective fact, not hyperbole or any of the sort.

versus someone with 0% total health self-heal that is quite significantly advantageous.

best change ever, pvp is finally fun!

it’s horrible… unplayable… the reduction is really too important, I no longer take pleasure in pvp, really not fun…

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lol… i hope u joke…

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50% Damage dampening with no healing dampening is far too muhc, people don’t die and it ends up in group fights everyone being oom as the healing far out scales any damage done.

Something like a 20-25% damage reduction and healing scaled with it would be much better.

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Yes exactly what i was thinking.
Or an idea is took from some other guy that could also work: just increase total health of players by +30% ±5 (or increase all stamina on items by +50%)

And now its a melee fiesta.

As a caster, if you happen to have 1 or more melee on you, you would NEVER be able to cast anything with pushback, and if with a miracle you cast ONE spell, gg its 250 no crit xD

GG :smiley:

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Terrible. Terrible. Revert. Revert. Terrible. Terrible. Revert. Revert. Terrible. Terrible. Revert. Revert. Terrible. Terrible. Revert. Revert. Terrible. Terrible. Revert. Revert. Terrible. Terrible. Revert. Revert. Terrible. Terrible. Revert. Revert. Terrible. Terrible. Revert. Revert.

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Dear Kaivax,

I am writing this post to express my utmost appreciation for the recent addition of the “hidden” damage reduction aura in the game. As a dedicated enthusiast of PvP gameplay, I cannot emphasise enough how much this change has revitalised my enjoyment of the game.

The introduction of the hidden damage reduction aura has had a transformative effect on PvP dynamics. It has injected a new level of strategy and depth into battles, making every button press and global cooldown management more meaningful than ever before. This, in turn, has breathed new life into the core essence of skill-based combat.

One of the most significant outcomes of this change is the newfound ability for all classes to react effectively to incoming damage. In the past, certain encounters often felt overwhelming due to the relentless onslaught of damage, leaving little room for tactical play. However, with the damage reduction aura in place, players now have the opportunity to strategise and respond to threats in a more calculated manner.

I have observed a noticeable shift in the PvP landscape, with the focus now placed on targeting healers as a priority. This strategic aspect of gameplay aligns perfectly with the intended design philosophy of PvP encounters, where teamwork and coordination are paramount. It fosters a more immersive and immersive environment where every player’s actions matter.

Another aspect of the hidden damage reduction aura that I find particularly commendable is its impact on the balance of power between different classes. Previously, certain abilities, such as DoTs, could often feel overwhelming and difficult to counter. However, with the introduction of the aura, these abilities are now more manageable, ensuring a fairer and more enjoyable experience for all players involved.

In conclusion, I want to express my sincere gratitude for implementing such a significant change into the game. It has undeniably breathed new life into PvP gameplay, making it more enjoyable and rewarding than ever before. I eagerly anticipate seeing this change fully integrated into future updates, as I firmly believe it represents a step in the right direction for the game’s PvP ecosystem.

Thank you once again for your dedication to improving the gaming experience for players like myself. Your efforts have not gone unnoticed, and I look forward to continuing to support the game for years to come.

Sincerely,
One very happy SoD PvP enthusiast.

2 Likes

other than the fact that you need to have had a kill to be able to use victory rush? Keep in mind we are talking about PvP, as a warrior, now with a global dmg reduction aura affecting us as well.
And if you don’t use it in 20 sec it is a wasted rune slot while also competing with a solid rune.
Enraged regeneration effect stretched over 10 sec, requires being enrage, healing for less than some lame dot, 3 min cooldown.

but other than that sure

no hyperbole at all, nope, none.
…my guy.

U must be kidding right now. Obvious troll post

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Pure garbage PvP. Even the burst fiesta was preferable (at least inside battlegrounds).

  • Healers are nearly unkillable unless you outnumber them 3 to 1 if not more.
  • Fights are idiotic because they never end if there are healers around. The healing capacity is faaaaar greater than any damage output.
  • Facetank 3 players at once and they can’t even get you below 2/3 health as long as there’s a single healer on you. Idiotic.
  • AB is trash now because when it takes so long to kill anyone people can just respawn and spin flags for ages.
  • Sitting around dotting 5 people at once with flame shock, doling out guaranteed-crit lava bursts left and right, and it does nearly nothing. Feels terrible.

For the love of god, why did you have to hamfistedly start with 50% damage reduction? Can you please for once try a measured approach instead so that we can actually get anywhere close to reasonable?

Sure as hell feels like the road to a bad private server seeking to emulate Retail-.

Spoken as an elemental shaman who can heal just fine to win but it’s not even fun to win because it’s just massively long boring fights when no one ever dies, and then eventually someone goes oom and runs away.

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ok so right off the bat you are dismissing victory rush as “not viable” healing.
i can’t work with that. please stop.