In multiple instances I've noticed that the counter for who's been 'lowest' is lagging behind, it's not always counting properly. For instance; In a recent game we got the dk to a staggering 100 hp, and somehow lived. A bit later in the game my priest went to 13k hp, which is fine because you know - "The Crowd chooses you" should save us. Oh, wait - It now shows that my priest was at the lowest HP at any point in the game, which is obviously incorrect considering how the DK was at 100 hp.
So, if any Blues actually care to read this post; Either fix it or remove it entirely. People are changing their playstyles entirely simply to win by receiving the buff.
It will happen, and we intend for it to happen very soon. The later we fix this, the higher the chance of causing long term effects on the current season. The Crowd Chose You is definitely not working as we hoped it would, and we’re sorry for the problems that this has already caused. Meanwhile I would just like to ask everyone for a little bit more patience, as we want to do this fast, but we also want to do it right this time around. |
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As an update to this, a recent post on the US forums by Lore elaborates on our plans for "The Crowd Chose You" buff:
We hope that you feel, like us, that this change will be a great improvement upon "The Crowd Chose You" buff and we look forward to hearing your feedback. |
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Self-healing, shielding as well as other abilities and spells like Necrotic Strikes absorption effectiveness will also be weakened by Dampening, it will not just affect healing. At first, as a pure healer, this seems very bad. And very bias towards dps and hybrids.We don't think that this change will diminish the value of healers or make them less desirable than they already are. Matches that lack healers, or even matches where only one team has a healer rarely last long enough for Dampening to kick in. The tactic would to be, to have a triple dps combo with powerful enough offhealing, cc's/esacpe abliltys to avoid the majority of the fight for 10 mins, and the just pop all damage cd's and kill off a dps, while the healer is just watching.That's a legitimate concern, however Dampening will hit the triple DPS team just as hard, if not harder than the opposing team, because their off-healing is already fairly weak and will just get weaker making a double DPS/healer team able to take them out as well. The main point to be made here is that this will affect both teams at an equal rate, so no individual team should be able to gain a greater advantage from it than the other. Do remember that this feature is still under development and changes may occur to it, so please let us know what you think. :) |
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As was mentioned earlier in the thread, shields will also have their effectiveness reduced by Dampening. So things such as "Power Word: Shield" should not give any particular classes an advantage. Why do you feel that Disc priests are going to be so strong? If it's because you think absorbs will not be included, please see my comment above. That's actually a really good question that I will endeavor to find an answer for. So you feel it would be better for damage to increase by X% per Y seconds instead of reducing healing? Can you give a little more information as to why you think this would work better than the current Dampening effect? |
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This change isn't intended to address Blood DK's in 2's and we also don't want to be designing the way the Arena system works around an individual spec. We agree that double Blood DK's in Arena are too strong at the moment and we're looking into some other changes in that regard. |
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Because the absorption effect of Necrotic strike effectively becomes more and more powerful as healing gets reduced. This would mean that teams which have this mechanic at their disposal would be at a great advantage once Dampening starts to kick in. The damage component of Necrotic Strike remains the same, however. Another great question that I will look into. At that point of the match, you're in just as much danger as the other team. Not only that, it's a gradual increase and not a sudden one; this means that the 10 minute mark is still the same as the 5 minute mark. Absorption effects are affected in the same manner as healing in regards to Dampening. So it should absorb 1% less every 10 seconds after the 10 minute mark. Can you elaborate further on how you see this style of comp changing its play style to adapt to the new system? If anyone else sees an issue with this system where particular classes or compositions will change their gameplay to take advantage of this system, please let us know. |
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Mortal Strike effects are percentage based, while Necrotic Strike is based off of the Death Knights Attack Power. While Mortal Strike effects scale along with the heals because they are based on percentage, the healing shield effect from Necrotic Strike would get exponentially stronger the more Dampening kicks in. This is the reason that Necrotic Strikes healing shield is getting reduced at the same rate as healing, but Mortal Strike effects are not. |
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While this may seem unnecessary to you, many players are very frustrated by the current "The Crowd Chose You" system and would like to see a change soon. Not to worry as we're well aware of player complaints of increased queue times and this is something that we're investigating. Check the main thread on this topic here for when more information appears: http://eu.battle.net/wow/en/forum/topic/8380918087 Healing will never reach the point where it is decreased by 100%, the highest the Dampening effect will get is ~60%. Now as promised here are the answers to the questions that I mentioned I would look into answers for: Mage food is unaffected by Dampening. Do remember though that finding time to drink and eat in Arena can be difficult and keeping your opponent in combat to prevent this is one of the subtle nuances of Arena combat that is easily neglected. As long as you pay attention to your opponent and ensure they remain in combat, you should be able to prevent them from eating to regenerate health. Polymorph is also unaffected by Dampening. A good way to tell if something Is going to be affected by Dampening is to see what is changed by Battle Fatigue, as both work on essentially the same rules. So if it's affected by Battle Fatigue, it's also affected by Dampening. |
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As a heads up to those that have raised concerns for the Dampening effect in regards to the affect it will have on Necrotic Strike and double Rogue; we're going to be taking another look at the way in which Necrotic Strike's healing absorb is affected by Dampening. We get that the absorb is the bulk of the ability's "damage", but there is still some concern that it would be too strong. We're also currently discussing the concerns that have been raised for double Rogue.
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The damage that's reflected won't change, it will still reflect 70% of the damage that's absorbed. The only difference is that the shield will reflect less overall damage due to the amount that can be absorbed being decreased. |
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Quick update: several of you have expressed a concern about stealth teams staying hidden until late in the game, when Dampening starts to stack. This would require them to grab Shadow Sight orbs as much as possible, which would be tricky but is actually possible (particularly with mechanics like Vanish).
We're not totally sure it would be a problem, as it would require quite a bit of skill and more than a little luck to pull off, but we do see the concern and want to avoid promoting that sort of behavior. So, when the Dampening change goes in, we'll also be changing the Shadow Sight debuff to prevent the player who picks up the orb from using stealth mechanics while it's active. That will also include abilities like Vanish or Shadowmeld. |
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Giving a heads up about the upcoming change to replace The Crowd Choose You with Dampening. Testing for the hotfix has completed and it’s currently scheduled to go live after with tomorrow's rolling restarts.
There's a known issue with the tooltip that will be corrected in an upcoming client-side patch. The description should read “Healing effects received reduced by X%”. This applies to all heals and absorbs. It does not affect the healing absorb of Necrotic Strike. In addition to that, there is a hotfix that's currently undergoing testing (not ready yet) that will cause players picking up a Shadow Sight orb to receive a Faerie Fire effect. 5.4 Hotfixes: October 21 Battlegrounds and Arenas
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We’re paying very close attention to Dampening, we understand that sparing Necrotic Strike seems like a controversial decision but we don’t really think it should be considered so; Necrotic Strike's mechanics are also very often misunderstood, so maybe that has something to do with it.
Like I said, we’re monitoring this very closely, and even though we’re confident in the outcome of this latest change, things might still change. |
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We agree that matches where one team decides they can’t win (usually because they’ve lost a player), and thus decides to play defensively in an attempt to force a tie, don’t really make for fun gameplay. In fact, one of our original goals for 5.4 with The Crowd Chose You was to eliminate that sort of behavior. We’d much prefer matches to end with a winner whenever possible through fair play.
To that end, we’ll be applying a hotfix that will add one small tie-breaker. After the hotfix, if a match should last for the full 20 minutes, the team with the most players left standing will be awarded the victory. If both teams have an equal number of players alive, the match will still end in a draw (as it does currently). We feel that this will continue to encourage players to try to defeat the other team, while discouraging them from dragging the game out hoping for a tie, without any other major impact on player behavior. We’ll give an update to the official hotfix blog when this hotfix goes live. |