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2-06-2010 @ 5:29AM
The problem isn't size (of heal/of damage) its speed. Nerfing incoming damage is not the exact opposite of nerfing healing, so much so that they cancel each other out. Instead, what it means is, it will take longer for you to whittle someone down through all that resilience, making it much harder to kill someone inside a global cooldown. However, that must be balanced with the fact that it now takes longer to heal someone back up.The key word here is *longer*. As in, an increase in time. PVP is getting to be so fast paced, that certain abilities and even classes are having a hard time keeping up, and must be either buffed into odd places (since when does the DOT class do more burst than anyone else for two seasons?) or risk being completely sidelined. If you simply nerf damage, healing becomes overpowered (remember season 4 resto druids?), and the winner of a match is the team that can outlast the other team's healer's mana pool. That trivializes strategies based around timing abilities and synergies together with a bit of CC in order to get a kill - you might as well just wail on your opponent like a PVE boss because either way he's not going to die and is going to get healed to full.the opposite is also true - if damage is crazy high, but healing is nerfed, healing becomes worthless and everyone should become a DPS character to up the RNG chance of killing someone in 2 seconds. (remember season 5, when the only classes who could arena were those with burst and immunity abilities?)Putting both together should (hopefully) allow matches to go a little longer, and for Arena PVP to reward smart, intelligent, and strategic play - not instagibs. More importantly, it will allow players to notice what is wrong with their current strategy more readily (because they aren't frantically hitting survivability cooldowns), and to adjust mid-match. This should make for much more interesting arena bouts.
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