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if you play DH and your dmg doesnt look like that your doing something wrong tbh
Bring healers back… stop high dps and os
FINALLY SOME NECRO DH CONTENT ON YOUTUBE
I can confirm sound effects increase damage by 5%
here cause roxxy increased my dmg 5% ♥
"if your dps doesnt play well you're healing doesnt matter"
so true! When all three are playing good it makes my sub feel worth
Just weapon class things.
I love it lol
good. we need anti healing and anti shielding too. this game should be about dying and killing people
And people wonder why healers are so hard to find in group finder. It is because you get blamed for someone going 100-0 in a proc or cooldown.
Me, continuously rolling healer every xpac. -_-
Do you have a working macro for killing the demon? mine doesn't seem to be working
I actually am suspended right now and don't even wanna come back. Rather waste my time on tbc
Yep. And that’s why I stopped playing my healer lol
Stop dampening. Wait stop one shots. Wait what do we actually want. I know I want a gearing system that is not trash city. Why do we need to go back to WOD?
damage came from killing demon with glaive thrown
healers underpowered > healers overpowered.
Finally healers placed in trash cans for 2s
Damn DH burst healing more than healers LOL.
"That's the frustrating thing about being a healer, so many losses are out of your control" goddamn this is so true (although no doubt there is stuff I can do better)
'someone's gotta die' – blizzard
I quit because I main healer.
why erry 1 necrolord nowadays? wtf
Can’t wait to see some Kyrian boomy, Kyrian rdru, and DH games
Ofcourse you will be doing more dmg than your enemies when you are getting like 16% vers from druid beam and your every other spell is aoe
Hey Ven I’m curious on your thoughts on removing gear from pvp and using templates so classes are the same something like guildwars2? Friends and I have just been chatting about it for a bit and since all that really matters is getting ranked for each season why really have gear in the game since the reward should be placing? Then it’s pure skill of the class at all times. Just curious your thoughts on it .
While the symptom is absolutely the unfair-feeling oneshots, their root cause is that healing is just a little too good. Often a little too instant, too reactive and just a little bit too powerful.
I've mained Healers since Cata at this point and still refuse to play other roles in serious content, and from experience, I feel the game is the most enjoyable in that role when you cannot 2-button full heal people with instant casts.
See, when healing becomes unreasonably high-powered, the only way to stop games going forever is by making damage unreasonably bursty.
If I was able to do four times your DPS as HPS, for the sake of exaggeration, it does not ever matter how much DPS a 3-man group is abæe to deal. The healer will just pump through it, unless of course… He can't.
When both teams'Healing is allowed to be just as or more powerful than the opposing team's damage, the only time games can progress is during crowd control, interrupts or line of sight.
Problem is the more powerful that healer is compared to the DPS, the quicker that progress is erased after said crowd control ends.
If that relationship is so out of balance that Riptide could erase all that progress with 2 GCDs, the game cannot end.
Therefore, the progress needs to be able to result in death over the course of one crowd control/interrupt chain.
You could rely on dampening for this and slowly allow progress to become progressively more resource-intensive to erase, but then the first several minutes of the arena are pointless.
The best solution is to allow DPS to make that 100-0 progress in the duration of a single CC chain, perhaps even a single CC.
That way games can end without taking 20 minutes, and healers get to Nature's Swiftness people to full health.
But consider instead that we just slow the game down a bit.
Nerf healing considerably, and damage less considerably (but still a major chunk), to allow progress from one go to carry over into the next. The only way they do so now is in terms of Defensive CDs used, really, but what if it wasn't reasonable to get those teammates back to full health before the next go?
The game could naturally allow progress to rack up as you first bounce between 100-80%, then 75-55%, then 40-20% and then die from getting outplayed throughout the game, rather than just once.
All it takes is to make healers unable to fully heal a person at 40% while he's getting wailed on by 2 guys, perhaps only getting him to sit steadily around 60% by the time the next go is ready.
Of course, this is an exaggerated example, but it feels ass to heal when your teammate running behind a pillar results in an immediate loss, rather than just contributing to one.
I disagree entirely. Healers are just as important as DPS. Don't let a few good games give you big ego small brain syndrome.
The damage in this expansion has ruined PvP.
This is why hpal is SO strong this xpac. The only healer that can tone the damage down to at least a healable part.
Even then… hpal CDs are so god damn long that you can only last 3-4 minutes before the game just ends
There’s a bug when looking at an enemy Dh’s damage, where it shows the glaive toss on their demon as DPS, however…
This is NOT true when looking at your own damage done on details – The DPS is full natty, NO tricks 100% real.
You'd think 2s would be less bursty but it's actually much worse than 3s as double DPS teams become the rule, but then as a healer you're even more screwed as your team deals significantly less damage, your main spells are 30% less effective off the start due to dampening and then you have to watch the enemy hybrid DPS outheal your goes while you struggle all game and think about how you miss having an interrupt to press.
The first time I consider maining a DPS since MoP, and we've seen other bursty metas since. No reason to play this role at all.
DH Boomie is the most disgusting comp in game atm. Same with WW/boomie.