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Are “Damage Downs” The Future Of PvE In World of Warcraft?



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16 Comments

  1. Damage Downs are such a bad mechanic. I get what it tries to do, but sometimes the objectively right choice is to pop a defensive and eat the dmg. Getting punished for making the right play would feel like ass.

  2. Damage downs are also a great way to punish new player, without putting them on the ground immidiately. It's harder to learn from the cold floor than being able to still participate in the fight and practise your dodging. If the damage down is a universal indicator that you did something wrong, then it still serves as indicator you failed, but gives you more chances at trying. If damage is necessary to clear, damage downs work very well as punishment in my opinion. Much better than highdamage that others have to deal with or instantkill mechanics.

  3. I hate Aug for the players that play it. it actually feels like a determent to the group when i have one in my key. i dont think the spec is bad, or a mistake. but people jsut dont do what it needs to make it actually good.

    i dont even look at augs damage, i look at their EM and Prescience uptime and its always really really low, last aug had 32% on prescience and 44% on EB. and that is just a general trend :/

  4. Damage Downs sounds like a great idea, makes healers lives a little easier (more triage style healing rather than constant panic topping up) and would make the dps who just ignore mechanics to pump re-think their approach… I agree with what you said about perhaps not including it on things that need speed buffs to escape though.

    Something I'd like to see somewhat addressed – and this could be part of it, is things like affixes not messing with dungeon mechanics, by which I mean having affixes that NEED dispelling on a boss fight that also NEEDS a regular dispell.

    As for Aug, I'm very pro support class, but I think Blizzard need to stop pretending it isn't its own role, which comes back to the "aug is the only support class" point one viewer made and combines it with the "it takes up a dps spot" problem. Blizzard could opt to make groups 6 person instead of 5, add a mandatory support spot and then add a few more support classes. We can see how the balancing goes in S2 with the change to their buffing, but Aug as a support will likely always struggle with balance, either it'll be so good it'll be near mandatory in the highest levels of play (thus trickle down meta), or it'll be completely unusable – I struggle to see them fine tuning it perfectly so that they are just "ok" xD

  5. Hot Take: every Healer should do what aug does, and generally aug abilities should be MORE present in other evoker specs.

    It's unpopular because it's not understood. spread it around the game.

  6. Lots of bosses have had that, starting all the way back in Putricide. That orange gas cloud thing decreased your damage like crazy. No way you're topping the meter after getting hit.

  7. The only concern I'd have about this is how visible this is to players who don't run addons that would make this immediately obvious, or any addons at all. A hit that nearly kills you is scary because it uses the same design language we're used to across nearly every game; your health going down. They'd need to create new ways to intuitively explain to the player that their damage is decreasing with near as much urgency and "panic" (for lack of a better term) as a big hit to your health causes. Blizzard would need another UI element in the base game that tells you in no uncertain terms, what is happening to your character. And this element would likely need to persist throughout the entirety of the game, so as to be as ubiquitous as anything else in the game we are accustomed to.

  8. Remember Skolex in Sepulcher of the First Ones? The blue swirlies that gave you a haste debuff if you got hit? People in my guild figured that shit out real quick when they realized how much it was affecting their dps. I've been in full support of damage downs ever since.

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