Upcoming "The Crowd Chose You" Hotfix

Community Manager
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.

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Update: October 21st
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
    Arenas
  • The Crowd Chose You has been removed and replaced with a debuff called Dampening.
  • For Arena matches that last more than 10 minutes, all players in the Arena will begin to receive Dampening.
  • Dampening is a stacking debuff applied to all players in the Arena every 10 seconds.
  • Each stack of Dampening reduces all healing and damage absorption by 1%.
  • If neither team has won after 20 minutes, the Arena match will end in a draw.
  • Necrotic Strike's healing absorption is not affected by Dampening.
Edited by Rygarius on 10/21/2013 6:35 PM PDT
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80 Human Mage
17040
This debuff just makes particular op classes more op than before. GG
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90 Worgen Priest
8620
This is really cool, look forward to it.
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80 Human Mage
17040
This is really cool, look forward to it.


Are you cooked mate, Id rather get one shot at 15minutes than wait for my death somewhere between 16-20
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25 Orc Shaman
6685
Ok well that's pretty cool, doesn't discriminate against healers unlike some of the ideas players have been floating.
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80 Human Mage
17040
10/10/2013 12:19 AMPosted by Lore
stacking debuff that reduces healing done


are you sure that doesn't discriminate against healers?
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90 Human Paladin
12975
Healing is generally what seems to make the matches go on for longer than anyone cared for. We will just have to see what happens.
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88 Human Rogue
16050
Will this also lower absorbs? If it only lowers healing it favors disc past 10mins.
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6 Draenei Shaman
0
I'm not sure that this would be the right idea. Certain classes rely on constant healing more than others, many have immunities in which times they will not require healing (AMS, Ice Block, cloak of shadows etc.) and some are simply better able to reset and avoid damage more than others.

For example in an RMP: rogues can vanish away, holding their CDS, mages can kite then pop CDs all at once when the debuff has stacked enough, making it unhealable damage. Isn't this unfair? There definitely seems to be some classes which benefit more from this than others, the classes that have immunities which renders the debuff useless for a couple of seconds and also ones that are able to kite while waiting for cooldowns and the debuff to stack more before bursting someone down.

And what about necrotic strike? It would be seriously overpowered in this case.. Also, Disc Priests having a lot of their arsenal as absorbs have the advantage here.

I'm mostly concerned about making classes like Rogues and Mages who are already strong and able to dance around holding CDs the entire game even stronger. I verse countless RMPs at 2200+ already who are losing the entire game but can win in one swap.

The current TCCY is flawed, but I'm thinking this new change is not any better and maybe even worse.
Edited by Inki on 10/10/2013 12:40 AM PDT
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80 Human Mage
17040
inb4 it doesn't gg priests, gg warriors seasons over team.
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80 Human Mage
17040
+1 for Inki can forsee future
Edited by Ashara on 10/10/2013 12:37 AM PDT
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90 Night Elf Druid
8330
That's 6% a minute, 18% every 3 minutes. At the 15 minute mark you're looking at -30% healing done. This isn't going to solve the turtling problem that is plaguing the 2v2 ladder at all.

1) Teams are going to turtle between long burst cooldowns.
2) Teams are going to save long burst cooldowns from the 10 minute mark until around the 13 minute mark.

What you get in the end is the same exact playstyle but with complete disregard to being instantly gibbed at 15 minutes without some sort of retort.
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90 Orc Warrior
5220
i guess we will have to see how its implemented and how it plays out, right now the playestyle of Popping big d cds at 75% hp when your healer is in cc or Bubble at 70% hp to make sure you dont dip too low is a very dumb playstyle.

Currently it rewards what used to be considered bad gameplay, Forcing a wall early used to be a good thing because that put the enemy team behind on cds when you were bursting again, Now its considered "Smart" to just make sure you dont get low at all by using big cds.

Ontop of bursting someone down then turtling for the next 10 min i am glad to see it go
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6 Draenei Shaman
0
That's 6% a minute, 18% every 3 minutes. At the 15 minute mark you're looking at -30% healing done. This isn't going to solve the turtling problem that is plaguing the 2v2 ladder at all.

1) Teams are going to turtle between long burst cooldowns.
2) Teams are going to save long burst cooldowns from the 10 minute mark until around the 13 minute mark.

What you get in the end is the same exact playstyle but with complete disregard to being instantly gibbed at 15 minutes without some sort of retort.


Exactly, all I see this change doing is promoting kiting after the 10 min mark and waiting for cds to attempt to do a gib, then get out of there if it fails and wait again.

It will be intensely frustrating for players knowing that they need to kite and play very carefully or risk wasting the healers mana/taking unhealable damage so they will turtle until they know they can do something worthwhile.
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72 Blood Elf Warlock
780
Maybe instead of endlessly patching the symptoms of the problem, you should consider removing the source of the problem?

I'm talking about PvP-specific stats.

End this "but PvP needs to be slower" nonsense.
Clearly, no matter how you spin it, it's too slow, too bland, too boring, too ridiculous.

The fantasy world in World of Warcraft is supposed to be ONE world, one place, not two separate dimensions for two separate types of players.

There are not supposed to be PvPers and PvEers. Just players who enjoy the fantasy world of Warcraft.

Players who go to dungeons, pick up fun, interesting items, and then try them out against other players in PvP. Or players who fight in arenas, win fun, interesting items from them, and then go and try them out in dungeons.

Why all this nonsense? Why all this segregation? The game world was never meant to be this way. MMORPGs were never meant to be this way.

End this madness. Remove resilience, remove PvP power. Make all gear equally viable in all walks of in-game life. Hasn't this nonsense caused enough issues?
Edited by Malanis on 10/10/2013 12:50 AM PDT
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90 Human Paladin
11335
In some ways this is even worse as it favors classes that have more baseline defenses than others. For example, Ret Paladin survivability is centered around self healing where as with Warriors they have passive damage reduction from Defensive Stance and plenty of survivability cd's to make sure they can stay alive.

If you plan to implement a change like this you have to adjust the dps classes that have their survivability more negatively effected by not being able to heal themselves.
Edited by Nyc on 10/10/2013 12:53 AM PDT
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90 Human Warrior
8490
improvement
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80 Human Mage
17040
What I want to know is weather the following will happen with the implementation of this buff:
- Will Absorptions be included with this reduction to healing done
- Will Healing reduction debuffs ALSO stack with this debuff (warriors, rogues, dks)
- Will Damage from particular classes be scales down more appropriately so all classes are inline with each other rather than a consistent In balance between them every season.
- Will heavy current cc comps be nerfed so more CC abilities DR with each other so that we don't have to sit through CC chains from comps such as priest hunter for 25seconds (or more nearly DR)
- Will they change world pvp so that pvp gear has more of an effect that wearing top level raid gear and one hitting kiddies cause of stats.

All questions that I hope will one day be answered.
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90 Gnome Mage
17215
This new one will be gamed like crazy too.

What's to stop a team of double DPS from--

--pillar humping and just CCing the 1 DPS on the other team until the time limit stacks enough healing debuff that it negates having a healer?
--stealthers from wasting time staying stealthed off the opener? (And then grabbing the See Invis items and restealthing? Seen this tactic quite in previous seasons with Rogues just to waste time).

1) Teams are going to turtle between long burst cooldowns.
2) Teams are going to save long burst cooldowns from the 10 minute mark until around the 13 minute mark.


Exactly.

This change HEAVILY favors double DPS. The Crowd Chooses You! was terrible. But this isn't any better. It's just introducing a completely different problem.
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Community Manager
10/10/2013 12:34 AMPosted by Whoknowz
Will this also lower absorbs?


It affects absorbs as well, yes.

10/10/2013 01:06 AMPosted by Boomop
This change HEAVILY favors double DPS.


We disagree. Matches with double DPS comps rarely (if ever) last long enough for either The Crowd Chose You or the new Dampening mechanic to even become a factor. It'll take a full 10 minutes before Dampening even begins to stack.
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