Edit: This change has been reversed. Carry on
being unable to play a healer relying solely upon easily dispelled insta-cast HoTs that bear little consequence when purged due to a combination of silence, interrupt, and crowd control:
After further discussion about the change in patch 2.3 which adds diminishing returns to silencing effects, we’ve decided to revert the change. Though we do feel that being chain school locked is a problem and plan to address it at some point in the future, we weren’t comfortable with the amount of testing this particular change received.
In a surprising but exciting change to the PvP game, Blizzard has announced plans to make silence and interrupt effects subject to diminishing returns in the same way that other forms of crowd control are subject to DR. I.e., the first silence/interrupt will last full duration, the second only half, the third one quarter of the original duration, and the fourth eliciting an immunity message. No other silence/interrupt will be able to be used on the target in question for 15 seconds after the third silence/interrupt has elapsed. While this is a change that will affect all casters, it’s likely to have the largest effect on healers, who are frequently the target for Pummel, Kick, Counterspell, Silence, Feral Charge, Spell Lock, Deadly Throw, Earth Shock, and post Patch 2.3 Maim (with Feral Arena gloves).
It’s unclear whether silence and interrupt effects will share the same diminishing returns or whether each will be tracked separately. If the latter is the case, these abilities will be broken down in the following groups of DR:
- Silence: Improved Counterspell (Mage), Improved Kick (Rogue), Spell Lock (Warlock), Silence (Priest)
- Interrupt: Pummel (Warrior), Earth Shock (Shaman), Counterspell (Mage), Kick (Rogue), Feral Charge and Maim with Feral Arena gloves (Druid), Spell Lock (Warlock)
And for those who aren’t clear what the difference between the two types of effect is, a silence is an ability that can be used at any time (casting or not) and renders the target unable to cast another spell for a certain amount of time. An interrupt is an ability that only works when the target is casting a spell and renders the caster unable to cast another spell within the school of magic interrupted by the ability for a certain amount of time. Interrupt effects generally last longer than silence effects. Many 4 DPS teams are built around the concept of having multiple silences/interrupts available at the start of the match to completely incapacitate one or more of their opponents’ healers, allowing them to insta-gib individual opponents, turning the tide in their favor right out of the gates. This change can be seen as a huge reduction in the viability of such a strategy and will help make Resto much more … 4Life.
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