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PvP Nerfs: Sacred Shield & PW:S
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Messaggio di
Rouen
After further observations of the recent changes made to resilience and healing in PvP, we are making an additional change via an in-game fix so that the PvP healing debuff in Arenas, Battlegrounds, and Wintergrasp now also lowers the effectiveness of Power Word: Shield and Sacred Shield by 10%. The majority of other strong shields or damage absorption mechanics are already affected by the healing change, so we feel this new adjustment is an appropriate step in balancing the effects of resilience versus healing. The ultimate goal is to find a better median between PvP encounters feeling too quick from burst damage, or too long from heals, shields, and absorption effects. We will continue to monitor the way these changes play out and let you know if we feel any further changes are needed. As always, feedback based on your PvP experience with these new changes is welcome.
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I can understand the resilence buff and how it may make teams with healers over powered. Soon after, Blizzard implemented a 10% healing nerf in all PvP venues with the exception of world PvP. Case in point, I watched my roommate do a 2v2 as Resto Druid/Warlock vs Affliction Warlock/Holy Paladin earlier today. It lasted for over 10 minutes.
Now we have Sacred Shield and PW:S damage mitigation nerfs.
Discuss.
Messaggio di
xaratherus
Case in point, I watched my roommate do a 2v2 as Resto Druid/Warlock vs Affliction Warlock/Holy Paladin earlier today. It lasted for over 10 minutes.
Sounds awesome to me, frankly. I prefer longer arena matches. I dislike the ability to burst down pretty much any grouping in 30 seconds - yes, you get through your matches quickly, but there's no real challenge to it.
Messaggio di
334295
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Messaggio di
Rouen
I suppose the resilience carrying over to the priest's bubble just made it too hard to take them down. They were tough to get through before as a ret paladin, it's not like we have an ability to spam to blast through it anyway. As for paladins, melee have to get through plate armor AND sacred shield before they can get to the soft, meaty, Lite-Brite(TM) insides. Warlock DoT's are still nasty.
In Full Furious with a 251 axe(During 3.3.1, I had 25k health without any type of buffs to stam), an affliction lock hit me with just two DoT's while I was flying by on my mount. Corruption and UA. I couldn't cleanse the UA without dying, so I had to let the ticks finish. Yeah... surived with 2,000 health.
I don't want to hear about paladin's being OP after being on the receiving end of that BS. We can't do 23k damage in two instant casts, no matter what gear we have.
What I don't understand is why they just didn't give everyone in pvp gear 20% more hp. Seems easier than all these hidden debuffs.
The resilience buff seemed more practical due to the number of folks wearing PvP gear mixed with PvE gear for the extra burst. It was done to make PvP gear more attractive then before and to discourage the use of PvE gear.
Another case in point would be: Tanks in PvE gear who stack stamina. A 20% buff to their health would be stupid high. Instead of a 50k health warrior/druid tank, you would have 60k. Hell, even if they only swapped out
some
PvE for PvP tier, you'd have nearly the same effect. The resilience change gives double/triple/whatever DPS stacked teams more longevity and the healing nerf makes a healing team more balanced.
Messaggio di
255458
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Messaggio di
361722
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