Hybrid healing is back to the 5.1 levels again. Should have been 100% for hybrids instead of 75%.
I also think every class should have a small percent recovery constant that isn't under the thumb of fatigue, 1% every 2s, then test the self healing percentages from other abilities so they aren't too weak or too strong.
It would be much simpler to leave % based healing off battle fatigue affected spells.
This is yet another nerf to self healing to pures. It is retarded that hybrids get a buff for PvP power healing while warlocks who is the one class that need selfhealing gets even more nerfed.
and i was so happy i got an extra 1% to recup on the pvp gloves for rogues ))) think i will go back to my 7k tick/3 sec and remove the spell from UI ;D
These changes are real? I thought it was just my imagination.
Does the holy paladin shield from mastery get hit twice?
"There is a pervasive myth that making content hard will induce players to rise to the occasion. We find the opposite. " -- Ghostcrawler
"The bit about hardcore players not always caring about the long term interests of the game is spot on." -- Ghostcrawler
"Do you want a game with no casuals so about 500 players?"
You forgot about the fact that the gear is getting changed from providing 1k resilience to 1k pvp power (set Bonus), so if you compare live to 5.3, you would need to adjust the increased pvp power, rather than using the same number. Also, since we get a 65% base resilience, we might actually even things out with people receiving less damage.
There is no "again", pvp power was always inferior to int for healers, since pvp power never gave more than 50%, that was just a tooltip error that has been fixed.
Last edited by Cjeska; 2013-04-06 at 01:34 AM.
Post merged
Last edited by pkm; 2013-04-06 at 06:11 AM.
warlocks self healing is extremely good! absorbs alot not to mention the health of a tank!, pure dps will suffer alot from this change. hybrid healing is already to strong mainly ret! i guess that makes up for poor survivablity but with the spriest nerf it should actually balance out the playing field abit !
https://twitter.com/holinka This guy is the PvP Tweeter if anyone wants to know the latest ideas! One Example:
"New proposed PvP Power numbers. Healers: 100%, Druid/Monk/Paladin/Shaman DPS: 70% Others: 40% Battle Fatigue: 45%"
Also found these 2 "Yes we are going to allow them to benefit from PvP Power" and "Yes your healing will benefit from PvP Power like hybrids" It's mostly the same but saying it multiple times confirms it more imo.
This is another tweet(but from Ghostcrawler): "Not sure yet. One idea: all classes have heals benefit from PvP Power. Recup etc. would get stronger and offset Battle Fatigue."
Merged the 2 threads seeing the same stuff is being discussed.
Honestly, I wouldn't mind if pures would benefit from PvP Power and/or have a reduced Battle fatigue. Right now, aside from sub, bm and frost, all other pure speces are more or less garbage.
Sub and BM are good for the wrong reasons.
Ease of play for the two specs has never been higher, and I fundamentally disagree with the trend.
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That being said, both specs have laughably low self sustainability but insane unmitigated damage windows/cooldowns. It makes for boring, unchallenging, predictable gameplay.
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So my point is basically this, the PvP game model(as further indicated by these latest proposed changes) is moving away from the things that make PvP in any game more than tic-tac-toe.
Last edited by Speaknoevil; 2013-04-06 at 06:03 AM.
I think less healing is a good step. I want shit to die faster, coming from a Disc Priest.