#1 - Oct. 7, 2013, 4:22 p.m.
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.07/10/2013 18:28Posted by ArahànI completely agree. Something needs to happen!
Lore:With Patch 5.4, we added a mechanic called "The Crowd Chose You" to Arena gameplay. This mechanic was added to suit two primary goals: keep the game from dragging on too long, and make sure matches always end with one team declared the winner. However, we wanted something that wouldn’t make players feel they needed to change how they played the game. Unfortunately, the implementation of The Crowd Chose You that went live with Patch 5.4 is not filling that last requirement.
So, we’re going to take a different approach. In an upcoming hotfix, we’ll be removing The Crowd Chose You entirely, and replacing it with a new mechanic called Dampening. If a match should last for 10 minutes, all players in the Arena will begin to receive a stacking debuff that reduces healing done by 1% every 10 seconds. This will continue until one team is eventually able to claim the victory. In the extremely unlikely event that neither team has won after 20 minutes, the match will end in a draw.
We feel that this mechanic will have a much smaller impact on playstyle, team composition, and decision making than The Crowd Chose You, and thus result in more fun and exciting matches. We’re currently testing the hotfix internally, and will provide an update when it goes live.
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.10/10/2013 08:48Posted by TyriniaHow will this effect Warriors and Warlocks? and other dps classes which have some sort of shield or similar damange migration ability, and how about damage reducing ability's like Hand of Sacrifice?
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.
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.10/10/2013 12:04Posted by MyrmilloDoes that mean that priests who relay on shileds will be incarnation of god itself in arena?
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.10/10/2013 12:14Posted by KaretusLame, once again we're back to where we started where disc priests can decide to be a douche and take the game to a draw even when their teammate is dead.. great
That's actually a really good question that I will endeavor to find an answer for.10/10/2013 09:13Posted by RutjakeWill it affect the health return component of mage food (and bandages)?
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?10/10/2013 11:10Posted by AyanoWell, the new design is certainly better than what we have now at least. Thoguh personally I think it should start affecting damage instead rather than healing.
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.10/10/2013 12:40Posted by IshayuI'm still extremely worried about Blood DK's. They can easily survive for the first 15 minutes or so and then, with a 25% healing debuff, spam NS with all their cooldowns up and try to finish the healer. This strategy may turn out to be so efficient that Blood DK's are still going to be a huge problem here.
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.10/10/2013 13:01Posted by EvelinAlso, while you're here, I'd like to ask why it was decided that Necrotic Strike should be affected by the healing debuff? It means a DK will effectively lose his prime damage component over time.
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?
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.10/10/2013 13:48Posted by JohnmatríxAnd if necrotic is affected, how about mortal strike effects?
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/838091808710/10/2013 19:20Posted by TminaHow about u fix the queues for starters, then think about unnecessary things?
Healing will never reach the point where it is decreased by 100%, the highest the Dampening effect will get is ~60%.11/10/2013 08:06Posted by Drmehicowhen all healing is reduced by 100% it will be useless.
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.10/10/2013 12:33Posted by NakatoirWill it affect the health return component of mage food (and bandages)?That's actually a really good question that I will endeavor to find an answer for.
Polymorph is also unaffected by Dampening.10/10/2013 13:35Posted by NakatoirHow would Polymorph work in conjunction with Dampening?Another great question that I will look into.
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.14/10/2013 11:59Posted by FusdoraksWhat about reflective shield? The glyph is supposed to reflect 70% of the damage absorbed. Since dampening should affect healing/absorb only, would it reflect the correct amount of damage?