You’ve just basically said this whole aura implementation is “Bad” because healers able to free cast at the back and keep their team alive. That’s PvP…? There is literally an addon called H.H.T.D (Healers have to die) because we should be focusing the healers as a group of 3. A healer that can die to a DPS 1v1 is useless, they should be able to outlast a single DPS but they should struggle against multiple DPS (Which is now what is happening…).
Go back into AB, actually use your brain and stop mindless beating on the DPS and play the game how it was intended…
Here are some points from 5 hours of pvp: STV, AB, WSG, WPVP
The damage reduction at the moment is focused mainly to the melee classes.
Healers are back to Phase1 where you just can’t kill them at all but now they have much more runes, utility and mana than ever before.
The shamans are even more absurd at the moment.
Bear with a healer takes a group of 5 players to kill. Sometimes.
You cannot nerf PVP damage but keep PvE healing. We did a sub one-hour Sunken Temple with 3 healers on Wednesday. Healing is through the roof right now. If you gonna nerf damage you have to scale down healing as well. Basically you kept the insane healing but nerfed the damage. It makes no sense at all.
I have a feeling that none of dev’s team ever played pvp in sod, cause otherwise i have no explanation,how the hell can u just reduce damage for almost 50% and think its gona work out.U wanted feedback-u got it,by far its the worst change Blizz made in SOD,gz.
Not a bad idea to reduce damage in PvP, but please reduce healings accordingly. It feels like retail atm.
Also, slowing down pvp encounters highlights even more the unbalance of the moment.
Shamans enhance and elem are even bigger monsters. Sp are plain unkillable. Hunters and boomkin are sailing smoothly toward god-tier.
As a paladin I feel damn useless. I have no burst anymore but since my heals are hard casts I can’t use them in fight and I get oom so fast I can feel myself mummifying as I run after a caster. Mage can live a bit longer though, but I guess they run oom as well before dropping anyone. Warlocks are just busted…
I’m curious to know how you did your math though cause after about one hour BG and checking details i see that my highest crit exorcism was 442. For context I have around 950 AP self buff, so 1200 with everyones buff at the start of a BG, which translates into 350 to 400 spellpower. Yet my exo crits won’t go over 500 dmg. It’s about a 50% reduction at least. I could sometimes crit over 1k but not much more.
On the other hand, my biggest melee attack with the ST 2H epic was 748. I’ve very rarely crit over 1k on melee hit before the pvp damage reduction and sure as hell never had a 1400-1500 white hit crit. Same with crusader strike : 731 max crit though my max before nerf was maybe 800-900. Pretty sure I never went over 1k.
But the thing is these numbers come out of nowhere in a sea of 200 average white hit, 265 average exorcism and 150 seal/judgement.
I don’t know how it is for everyone else but it kinda dampens my mood for the week-end.
I’ve been reading up on the recent damage reduction in WoW PvP, and while I get that the game has become quite bursty lately, I’m not convinced this is the right solution.
Sure, PvP battles can sometimes feel like they’re over in the blink of an eye, with one big burst of damage deciding the outcome. It’s frustrating, and it can leave you feeling like you didn’t even have a chance to react. However on the other hand, this change makes hybrid classes Like SP, Warlock, Shaman and druid have a overwhelming leg up in PvP. They can dish out damage and heal themselves, giving them incredible survivability and versatility. With this damage reduction, it’s like we’re handing them the keys to godhood
But just scaling back damage across the board? That feels like a bit of a Band-Aid solution to a deeper problem.
See, the issue isn’t necessarily that damage is too high—it’s that there’s not enough room for counterplay and strategy. Instead of just toning down damage, why not focus on adding more depth to PvP encounters? Introduce mechanics that reward skillful play and punish mindless button-mashing.
By addressing the root cause of the problem, we can create a PvP experience that’s not only more balanced but also more engaging and satisfying.
I know the developers have a tough job on their hands, but I hope they’re open to exploring alternative solutions that address the underlying issues without sacrificing the heart and soul of PvP.
Let’s keep the conversation going and work together to find a better way forward. Our beloved game deserves it.
I think just toning it down a bit would maybe get a decent middle ground so certain classes (I guess best example warriors) dont feel like they cant play pvp at all.
I think they should use this band aid to find a solution for a future classic+ and not on an seasonal server where other stuff needs more of their focus (making new content).
Probably not what people want to hear but I think if you wanna achieve something balanced at the moment we would need major class reworks (and not just some added runes) to fix this and this is clearly not the goal of season of discovery.
Hello, as a huge fan of wow classic and especially of the amazing SOD, I’ve just tested this joke, you’ve just killed all the fun of the game with a two-handed weapon. OK, so we’re getting killed slowly (hello retail) but I’d much rather be OS’d by a shaman or a druid than hit a player with 150-200 dmg. please forget this idea… Instead, create a resilience stuff or simply PVP RUNES, so many possibilities and you generalise everything…
Tweak this a bit, then make it activate 3-4 days each week, leaving half the week with normal damage and the other half with reduced damage, that way you might please the majority with little to no effort on your side
Since this seems like one of the lowest effort changes, I think this would be the least effort intensive solution.
You bugged Seal of Martyrdom. Its only giving half mana now because it counts as player vs player damage. The 50% penalty needs removed for SoM somehow…
Okay i have a theory, some of the devs got killed in world pvp while grinding mobs or gathering herbs in their pve gear with 2.4 k hp,so they decided that flat reduction by 50% is pretty good idea.I dont understand how a person who played bg can actually implement a 50% flat reduction.Geared peopel have 6k + hp on bg and u are able to survive with heals pretty long,yes the dmg reduction buff is needed but at least START WITH 15 % AND SEE HOW ITS GOING FIRST.I know they made this change to get a feedback, but there are more ways to get feedback than just ruining pvp till next reset for the whole SOD comunity.
an adjustment is necessary, currently lvl 50 players do almost the damage of lvl 60 on classic. this comes down to fights where players sometimes get hit (1 shot or 2 shot and die), or get stunned and die without being able to react… where’s the fun?? no more strategy, the healers cannot keep their mates alive and are simply ignored. Blizzard had a good idea with this damage reduction, but give them time to correct it. 50% is a bit too much, the following week go to 40% then 30%. I think 25% would be the minimum to apply below that it would have very little effect. in any case thanks to Blizzard who is trying things to improve the gameplay, because currently the damage in PvP is not adjusted at all…
Lets face it sod pvp will never been any better than this.
You can’t ask a mcdonalds kitchen member to make you Duck Pâté en Croûte
If they get new dev/staff for next season (wonder if they will bother making one after this lol) maybe pvp will improve but under this team and leadership it will remain a poop fest
I think you do an amazing job over all with balancing and updates. No other team of blizzard since last 25 years done a such a quick responding and listening to the community. Great job there! Keep going.
Battle ground PvP Damage Reduction:
As a healer, i love it. It feels finally like gaming again with using strategic spells at the right time and dont have to be scared of gettign oneshot all the time. It seemed every class had too much damage output and can oneshot. It felt just not right anymore. Right now it feels great again.
it can go a bit higher again in my oppinion. i think right now its 50%? It maybe fine with 40% or 35. Dont know. but you sure are on the right path there.