25% Damage reduction [PW]
Re: 20% Damage reduction [PW]
nothing wrong with logic...
Re: 20% Damage reduction [PW]
While I would like starter pvp gear to be just about free, could we at least change the bonus weekend to a bonus week?
Re: 20% Damage reduction [PW]
Though not customary but I'm all in favor in light of the low activity on normal days (not weekends).
Not sure if it's easy to implement though.
You can always make suggestions here.
Re: 20% Damage reduction [PW]
Consider increasing dmg reduction to 40%-50% in PvP.
I tried some PvP with 200+ resil against other 200+ resil players, and... it is still zergfest.
Assuming average dps is double compared to TBC, I think 50% dmg reduction in PvP could bring more "balance".
Or, dmg output could be reduced for all activities (PvE, PvP), gradually from lvl 40 by 1% each lvl until 20% dmg reduction at lvl 60, then by 3% each lvl for 50% dmg reduction at lvl 70. All bosses HP could be reduced to TBC values and overall feeling would be more TBC like. But thats too late I guess...
I tried some PvP with 200+ resil against other 200+ resil players, and... it is still zergfest.
Assuming average dps is double compared to TBC, I think 50% dmg reduction in PvP could bring more "balance".
Or, dmg output could be reduced for all activities (PvE, PvP), gradually from lvl 40 by 1% each lvl until 20% dmg reduction at lvl 60, then by 3% each lvl for 50% dmg reduction at lvl 70. All bosses HP could be reduced to TBC values and overall feeling would be more TBC like. But thats too late I guess...
Re: 20% Damage reduction [PW]
The nerf was disabled for some mistake and nobody reported it was missing until now, it is up now
- Dunkelstein
- Posts: 324
- Joined: 11 Oct 2015 22:32
Re: 20% Damage reduction [PW]
I am doing 0 damage to a player with 200 resil in WSG, like numbers aren't even popping up
Aka Funkelstein
- JaskaAnttila
- Posts: 20
- Joined: 06 Dec 2015 22:53
Re: 20% Damage reduction [PW]
Instant abilities of my do no damage, like MS, OP, Execute and melee hits, instead rend and deepwounds does. Thought how can i apply deepwounds without doing crits I can hear abilities going off but no damage at all
-Buck 70 warrior
-Blart 70 Shaman
-Primalwow
-Blart 70 Shaman
-Primalwow
- JaskaAnttila
- Posts: 20
- Joined: 06 Dec 2015 22:53
Re: 20% Damage reduction [PW]
https://imgur.com/a/GLt1J
and then theres this
and then theres this
-Buck 70 warrior
-Blart 70 Shaman
-Primalwow
-Blart 70 Shaman
-Primalwow
- papastrumff
- Former Staff
- Posts: 116
- Joined: 14 Oct 2016 11:15
Re: 20% Damage reduction [PW]
Nye, do not forget mana reduction as well.
I ll quote myself from this post viewtopic.php?f=23&t=38390 , where I explain how resilience worked out and the arguements for mana cost reduction
I ll quote myself from this post viewtopic.php?f=23&t=38390 , where I explain how resilience worked out and the arguements for mana cost reduction
papastrumff wrote: ↑17 Sep 2017 17:35One more thing I wanted to add to conversation.
Resilience cap for TBC was at 490 which reduced damage from crits by 25%, you could have gone beyond that to reduce crit strike chance and would not affect damage on crits anymore.
In WOTLK that cap was increased to 33% on crits due to more dmg, so on primaltTBC we can get up to 33% crit dmg reduction and to get that you need 680 resilience (everything tested on PTR). You can easily check that if you go beyond that, 33% reduciton on crits stays the same.
Now, I have a character fully in brutal gear with pvp weapons, all yellow sockets with 8 resi gems, medallion (45 resi) and talisman of the horde (34 resi) and that makes it to 540 resilience and casting lesser healing wave gives me 40 more.
So at the end I can end up with around 30% dmg reduction from crits and big % of overall dmg on top of 20% flat dmg reduction.
What is going to happen is that none of the caster classes is ever going to kill a heavily resilience stacked meele class due to going oom. Not only that we need 20% mana cost reduction to overcome 20% flat dmg reduciton which made fightts more or less 20% time longer but we also might need to reduce mana costs even further because of the availability to go much further than 25% crit dmg reduction but that is another discussion for when we will have acess to brutal gear. By then, we should know the balance of things in PvP.
- Dunkelstein
- Posts: 324
- Joined: 11 Oct 2015 22:32
Re: 20% Damage reduction [PW]
Let's see how the game plays out for now, there is a lot more resilience in pvp since yesterday's changes ontop of the re-applied damage nerf. Maybe we should have waited a bit instead of doing 2 changed at once but let's see for now
Aka Funkelstein
- Dunkelstein
- Posts: 324
- Joined: 11 Oct 2015 22:32
Re: 20% Damage reduction [PW]
Just did some testing against Buck, Asteroid and Psycroptic in BGs. Plate wearers with resil are taking close to 0 physical damage now.
In fact, when a crit/agi based class like a hunter or a rogue is on a warrior they might heal for more with their passive talents when being crit and CC'd, than they are actually taking damage.
In fact, when a crit/agi based class like a hunter or a rogue is on a warrior they might heal for more with their passive talents when being crit and CC'd, than they are actually taking damage.
Aka Funkelstein
Re: 20% Damage reduction [PW]
So we went from 0%-40% instantly instead of 20%-40%, that would explain the massive difference in dmg output now.
It's definitely better than before, people don't die in 3-5 second stuns anymore and healers are actually viable. We had actual healer/dps vs healer/dps arena games yesterday that lasted several minutes instead of 30 seconds. Felt good.
As players accumulate more resilience we might need to change 40% to 20% so we don't end up with unkillable healers, but atm first impressions from players having about 200 on average are ok. You either need cc/interrupts or a MS effect to bring down a healer alone, which is how it should be.
It's definitely better than before, people don't die in 3-5 second stuns anymore and healers are actually viable. We had actual healer/dps vs healer/dps arena games yesterday that lasted several minutes instead of 30 seconds. Felt good.
As players accumulate more resilience we might need to change 40% to 20% so we don't end up with unkillable healers, but atm first impressions from players having about 200 on average are ok. You either need cc/interrupts or a MS effect to bring down a healer alone, which is how it should be.
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