[The Crucible of Flame] rank 3

need pvp nerf its doing 80% of my hp every 1 min its just unacceptable every class takes it now and abuse the hell out it even healers take it hits harder then tuch of death on 30 sacs cd i mean common have some common sense and nerf it, bha why i even try talk sense to apes i need really stop trying…

Isn’t it only disc that can make it do any reasonable damage

More or less. And that’s because schism for some reason works on non-priest damage.

I mean Schism is a problem of its own.
My last M+ run the disc priest we had with us did 55k dps on a boss. As a healer.
Same carries over to arena, they do so much damage with that ability + essences and trinkets.

It means it was Shrine then, all healers can actually have insane numbers there.

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True it was shrine, but such a thing shouldn’t be possible. Without PoP he’d still be around regular dps level.

In mdi a druid did like a million on that boss…

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Link please. Wanna see the DPS.

This was no MDI priest btw, it was an average player that does his weekly +10.

Im at work. Was in the last mdi. They unleashed their staff buff plus the final boss buff meant they topped meters. Was pretty cool to be fair

Yesterday my mon got deleted in the opener vs assa disc. Disc pop schism dark arch and crucible my monk into a pve trinket voodoo from the underrot and killed him with that through cocoon. 88kfrom the voodoo trinket and 80k from the dot of the trinket.
Rogue did only cc.

Any healer with decent gear will be close to, if not top damage on the last boss fight there as long as they avoid taking damage.

It’s funny how big of a difference there is between disc with PvE gear and trinkets and ones without though when it comes to 2’s. Seems to be the single most gear dependant healer.

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That’s because it doesn’t heal much and get trained easily so it need PvE enhanced damage to scare people off of itself. Or kill them.

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Or that they scale so well with them. They benefit a lot from external damage sources with Schism, and with 8.2’s amount of trinkets and essences they benefit a lot.

They do scale extremely well indeed. But with the essence and PvE trinkets they are beyond broken in 2s, without they are garbage. That’s what happens when you try to design a healing spec that heals through damage.

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And if you don’t have those sources, especially the better raid trinkets, then you’re at a significant disadvantage due to not outputting the pressure needed.

It’s far from the greatest design since stand-alone healing has to be weaker to account for atonement. I’d prefer to just have it separate again on my priest so there’s a clear distinction between healing and dealing damage.

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The mechanic of healing through damage exists since Cataclysm, and was actually prevalent in PvE in MoP, and yet the class wasn’t broken. A class that can heal through damage can be designed, but the current disc design is simply not very good, because they actually designed it as a raid environment one trick pony and then slapped a couple of bandaids on top when the base mechanic just doesn’t work anywhere else. It’s the same symptom pretty much every class seems except resto druid to suffer from since Legion: really, really poor class design and senseless pruning.

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Here’s the thing though. If a class is dependant on healing through damage, then what do you do if something were to stop that flow of damage?
You can argue that the same can be said for healing, but the difference is that it’s far easier to prevent the flow of damage than it is to prevent the flow of healing.

Either said class does so much damage that it’s worth to sit on them, or it’s not and it’s a worthless class.

Or, and this might be surprising, you design it like MoP, where healing through damage was but one of the several healing mechanics integrated into the class and suited for a specific damage flow, while being unsuited for others, and also give it an actual healing toolkit. Then, healing through damage becomes an available perk (that comes at the cost of some other perk, such as having pooer than average mobility), instead of designing a one trick pony, and the class works and is more fun and engaging to play.

Healing that much through damage, as in, having such a high % of your healing being done through damage in PvP was never a thing and that’s because it would have been bad, like it is now.

To correctly heal through damage when you’ce got little heals aside from it then you need to match the damage your teamates take. Since atonement isn’t 100% of damage done, to heal your mates with atonement you actually need yo outdamage the enemy damage dealers as healer. It’s exaggerated because there isn’t obly atonement, but you get the idea. For disc atonement mechanic to be perfcetly viable in terms of healing in PvP discs would beed insane damage, and reactive one to react to burst damage, big ele crits or whatever. But then they would heal and be a second dps (even more) at the same time which wouldn’t be fair at all so it was nerfed but now the damage isn’t enough to heal through melee cleaves or caster cleaves so disc is bad.

In order to heal ok they need broken damage. In order to hace reasonable damage they need to have subpar healing through their core mechanic. Terrible.

Even back in WoD Atonement existed, damage through healing existed, but was really minor, it was a small plus, a small healing bonus far from shields and penance and salving grace. The discs disn’t need to 100-0 someone to heal their team they had healing spells. That’s the thing. It existed before. Yes. It wasn’t THE core mechanic the class relied on, making it viable only if it’s op because fitting 2 roles at once.

All the post is a bit exaggerated I admit but the idea is here.

And also it means if a disc fight a rogue or dk and they use ams or cloak then the disc loses all his team healing ? What a stupid design. It means that everytime someone uses a defensive against disc well first they take less damage so the disc team has less pressure but ALSO the disc heals twice less ? Horrible design. Horrible idea.

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Yes. I agree and that’s pretty much what I said, that you can design a class that heals through damage, but that only needs to apply to certain damage patterns, while requiring (and providing) an actual healing toolkit for others - and I don’t mean giving it one inefficient button that doesn’t do enough healing like shadowmend.