Dragonflight Beta - Changes to Player Health and Creature Damage at level 70
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Throughout raid testing in the Dragonflight beta, we have noticed that healing has felt too powerful in level 70 content. This has largely been the result of the impact that 10 additional talent points can have on player damage and healing throughput at level 70.

Generally, we increase player health at the same rate as throughput. This ensures that the pace of the game feels relatively consistent across all levels. One recent example is the covenant renown reward, Deepening Bond, that increased player Stamina by 10% to offset the power gains of Covenant abilities, soulbinds and conduits. After further analysis and playtesting, we have decided that in an upcoming build we will bake the 10% increase to Stamina from Deepening Bond into the base stats of level 60 characters to offset power gained from the new talent system and change Deepening Bond to an increase to movement speed in the Shadowlands.

When damage mitigation abilities and healing are too strong relative to player health, the only way to threaten players is to make enemy damage very high and spiky. If healers can very quickly top off their teammates and mana isn’t a limiting factor, enemies have to be tuned to have the capacity to do burst damage that kills players before healers can react. That isn’t very satisfying gameplay. Increasing player health gives players more time to react to incoming damage, and it make players’ choices about cooldowns and mana management more meaningful.

To address this, we are increasing player stamina and creature damage by 40% at level 70 . This has an effect on the power of healing in PvP, so we will subsequently evaluate and consider adjusting the PvP trinket set bonus values and the tuning of Dampening in Arena. We’re also looking at how this change affects the balance of percentage-based healing versus other healing spells, and we’ll make targeted adjustments there if necessary.

We look forward to your feedback and experiences with these changes on the Dragonflight beta. Thank you!
This article was originally published in forum thread: Dragonflight Beta - Changes to Player Health and Creature Damage at level 70 started by Lumy View original post
Comments 40 Comments
  1. Deadpulse's Avatar
    Imagine doing these kind of changes less than a month out from launch. Lmao
  1. tomten's Avatar
    Quote Originally Posted by heltvild View Post
    yea increasing players health and monster damage is surley artificially increasing the time spent playing
    Something takes 40% longer to kill, you spend 40% more time playing. This is not rocket science?
  1. noidrawr's Avatar
    Quote Originally Posted by tomten View Post
    Something takes 40% longer to kill, you spend 40% more time playing. This is not rocket science?

    PLAYER health. MONSTER damage. No mention of MONSTER health. Reading comprehension is not rocket science.
  1. Yxiomel's Avatar
    Quote Originally Posted by tomten View Post
    Something takes 40% longer to kill, you spend 40% more time playing. This is not rocket science?
    They are changing player health and monster damage, they are not changing monster health or player damage, so mobs won't take 40% longer to kill. This is not rocket science.
  1. Mamut's Avatar
    Quote Originally Posted by tomten View Post
    Something takes 40% longer to kill, you spend 40% more time playing. This is not rocket science?
    So how does increasing player HP increase time to kill monsters Mr. Scientist?
  1. TbouncerT's Avatar
    Quote Originally Posted by tomten View Post
    Something takes 40% longer to kill, you spend 40% more time playing. This is not rocket science?
    How I read it was players are getting 40% more HP. Creatures are just getting 40% more damage. So the 40% longer to kill only applies to killing the player and really only affect PvP.
  1. endorus's Avatar
    it's a net 0 change other than the player will have more health after the creature ability, calm down.
  1. Ryzeth's Avatar
    Quote Originally Posted by tomten View Post
    Something takes 40% longer to kill, you spend 40% more time playing. This is not rocket science?
    It's always hilarious when people who are so very wrong, respond in this sort of manner. Spend a little more time reading, and a little less time trying to find something to whinge over.
  1. DazManianDevil's Avatar
    I see this as an absolute win, personal damage reduction cooldowns are now more impactful and several classes gained access to them this patch.
    Anything to promote proactive gameplay over reactive healing please.
    Also, hello Vulpera tanks.
  1. Toppy's Avatar
    Tottally not rushed.
  1. tomten's Avatar
    I was honestly just trying to be funny and didn't mean it seriously but I admit, it was funny as hell I didn't even read the guy I quoted right xD
    I concede, stop bombing me haha
  1. Caprias's Avatar
    Couldn't they just have decreased healing done by 30%~?
    Or is it just so it doesn't feel like a nerf?

    Either way I like the change, a battle of attrition is always more fun than getting oneshot.
  1. lordjust's Avatar
    Quote Originally Posted by DazManianDevil View Post
    I see this as an absolute win, personal damage reduction cooldowns are now more impactful and several classes gained access to them this patch.
    Anything to promote proactive gameplay over reactive healing please.
    Also, hello Vulpera tanks.
    I don't see it as a win and some specs lost personal damage reduction cds like warrior losing ignore pain as arms and fury. I don't like that change because it affects some selfhealing like prot warrior who use leech which heals in relation to the damage you do. With the increased HP and monster damage but the same personal dps it heals for less total HP. Also ignore pain scales from AP and versatility so our medium def cd is also weaker absorbing less damage while monster damage is increased. So overall it's a nerf for prot warrior.

    On the other hand it makes blood dk stronger beacuse their selheal deathstrike heals for a minimum of 7% total HP and damage taken.

    So it changes how good tanks are, reduces the survivability for specs that depend on leech for selfhealing (like arms warrior) and increase the overall required healing. So less time for healers to do damage, higher risk that the raid or a raider hasn't enough HP for certain mechanics.

    I think it would be better if they just nerfed healing for heal specs instead so that only they are affected by the change.
  1. Shakzor's Avatar
    Quote Originally Posted by Caprias View Post
    Couldn't they just have decreased healing done by 30%~?
    Or is it just so it doesn't feel like a nerf?

    Either way I like the change, a battle of attrition is always more fun than getting oneshot.
    That's what i thought aswell.
    Wouldn't be easier to decrease player healing, than to increase player health and monster damage, which are now two stats to keep track on?
  1. Foolicious's Avatar
    Quote Originally Posted by Shakzor View Post
    That's what i thought aswell.
    Wouldn't be easier to decrease player healing, than to increase player health and monster damage, which are now two stats to keep track on?
    They don't mention it, but my guess is pvp also plays a big part in that decision. Almost every class can oneshot or burst down others in like two seconds.
  1. Xofa's Avatar
    Quote Originally Posted by Deadpulse View Post
    Imagine doing these kind of changes less than a month out from launch. Lmao
    .. and whats the issue here you? The fact that you start your whining and use the pathetic attempt to be smart by saying 'imagine' makes everything you say laughable and useless. It's just plain ass dumb. Go back to twitch and show your devotion to your favorite streamer who couldn't care less about you.

    On topic, its amazing blizzard have an close eye to this and make proper adjustments. IMAGINE if this was done when it went live? Damn you would have an heart attack, crying on forums and to your mom and dad how unfair this is now, that you cant steamroll through it all.
  1. joxur's Avatar
    Healing is not a great time, and hasn't been since they introduced dps'ing into m+ timing requirements for healers. Should be incentivizing people to play the role. This just turns it into more of a godawful slog.
  1. Noobslayer's Avatar
    Blizzard, how difficult was it to pull that out of your arse with a clenched fist? Do you ever actually analyze the mechanics?
  1. rrayy's Avatar
    Quote Originally Posted by tomten View Post
    Something takes 40% longer to kill, you spend 40% more time playing. This is not rocket science?
    IT is not going to take you 40% longer to kill because it is monster DAMAGE, not health. So, how is it going to take 40% longer when monster health has not changed? Apparently, you failed rocket science.
  1. Ielenia's Avatar
    Quote Originally Posted by tomten View Post
    Something takes 40% longer to kill, you spend 40% more time playing. This is not rocket science?
    Is reading "rocket science" to you, perchance? Because that is really not what is written in the blue post. They are increasing player health, not monster health.

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