Indeed, I'm not actually calling for a nerf for the healing classes. What I meant was that I would love to see every class brought up to their power. But what you said here...
Quote:
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it ends up affecting the PvE people as well. And to be honest the rules are or should be different.
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Currently spell damage is
significantly lowered vs. players. My DoT at lvl 15 does 56 damage per tick against an NPC, but against a player (Same level, tested this with my friends) it does a measly 18 damage per tick. That's a 65% decrease in spell power against players! My
fifteen minute cooldown direct damage spell does a pittance of 500 when it
crits against players. That's slightly higher than the minimum damage it lists on the tooltip.
None of this would be a particular problem except that there is no code to distinguish PvE healing from PvP healing. So anyone with heals (Paladins included) gain strength simply due to their healing spells having 100% efficiency when everyone else's damage is at 30% efficiency. Just remove this silly and unneccessary PvP damage reduction and we're set.