These measures against being one-shot is the reason I stopped playing World of Warcraft back in the days. Now it is happening again.
You can’t design a game with healers in a way so that players become bullet sponges just because some don’t like getting one-shot. And what is the problem of getting one-shot? It is not like any class can reliably one shot anyone at any time. If some clothie gets one-shot by some warrior getting a wf-proc and sword proc on the same swing, then that is not a problem. If some caster is neglected and allowed to cast a long cast time and high damage spell, then that is not a problem. If someone in the front line at Blacksmith in AB gets targeted by all ranged in the opposite faction and obliterated, then that is not a problem.
In fact, a couple of the main problems in pvp are things like the following:
- The absurd amount of dots and the damage they do. For example, a shadow priest can use two instant cast dots to secure damage corresponding to >80% of the target’s health without most classes being able to do anything about it.
- The absurd amount of instant damage abilities paladins have. Paladins were originally designed for a playstyle mainly using auto attacks. This also meant that Divine Shield, which gave them reduced attack speed, also gave them significantly reduced damage output as a trade-off. In SoD this is no longer the case since paladins are no longer dependent on auto-attacks for damage.
The game does not need general health buffs in battlegrounds of general pvp damage reductions. It needs individual class adjustments.