I know how bar works ,but if you use psijic ult for minor protection you wear it on both bars? Or maybe i missing some op tactic here.This is just proposition , this passive is too strong compared to other similiar. ZOS probably will change something different or don't even touch that. But something need to be changed i know people will like to leave everything as it is , but sometimes changes are needed for more healthy game. If this passive is not op then why almost every pvp players use it?!
TheEndBringer wrote: »The ones that are tough are templars, DKs and necros because they can get full health get easily.
Urzigurumash wrote: »TheEndBringer wrote: »The ones that are tough are templars, DKs and necros because they can get full health get easily.
Which, in my opinion, gets to the largest question about class balance that isn't much discussed here:
There is a Ratio of Healing-Damage in Battlespirit. Shouldn't we suppose, and doesn't history attest, that when this Ratio favors Damage over Healing, the DPS Classes (Sorc and NB) are stronger, and when it favors Healing over Damage, the Tank and Healer Classes (DK and Templar) are stronger?
Yes, all of these 4 base classes have Tank, Heal, and DPS skills, but their fundamental structure is built around one of these roles.
Adjustments to Battlespirit are always preferable to skill/passive adjustments, in my opinion.
TheEndBringer wrote: »Urzigurumash wrote: »TheEndBringer wrote: »The ones that are tough are templars, DKs and necros because they can get full health get easily.
Which, in my opinion, gets to the largest question about class balance that isn't much discussed here:
There is a Ratio of Healing-Damage in Battlespirit. Shouldn't we suppose, and doesn't history attest, that when this Ratio favors Damage over Healing, the DPS Classes (Sorc and NB) are stronger, and when it favors Healing over Damage, the Tank and Healer Classes (DK and Templar) are stronger?
Yes, all of these 4 base classes have Tank, Heal, and DPS skills, but their fundamental structure is built around one of these roles.
Adjustments to Battlespirit are always preferable to skill/passive adjustments, in my opinion.
I completely agree it can be solved with BS. It was that way just last summer. The problem is healing scales to damage. So the more damage you can do, the bigger your ability to out heal incoming damage. BS can solve that.
Urzigurumash wrote: »TheEndBringer wrote: »Urzigurumash wrote: »TheEndBringer wrote: »The ones that are tough are templars, DKs and necros because they can get full health get easily.
Which, in my opinion, gets to the largest question about class balance that isn't much discussed here:
There is a Ratio of Healing-Damage in Battlespirit. Shouldn't we suppose, and doesn't history attest, that when this Ratio favors Damage over Healing, the DPS Classes (Sorc and NB) are stronger, and when it favors Healing over Damage, the Tank and Healer Classes (DK and Templar) are stronger?
Yes, all of these 4 base classes have Tank, Heal, and DPS skills, but their fundamental structure is built around one of these roles.
Adjustments to Battlespirit are always preferable to skill/passive adjustments, in my opinion.
I completely agree it can be solved with BS. It was that way just last summer. The problem is healing scales to damage. So the more damage you can do, the bigger your ability to out heal incoming damage. BS can solve that.
Which gets to the question - if you took DK as it is now and plopped it down in those first few weeks of No Proc GH (Xbox NA), when Solo MagSorcs and StamBlades were running the show, or in those last few weeks, when groups of all Wardens and Necros had taken over - would DK still be the least popular class by far, and widely regarded as the least effective?
I see it postulated here and there that lowering Healing in Battlespirit hurts specs with the weakest Healing the most. Sound logic strictly in terms of Healing, but those specs have (or should have) stronger Damage skills, so they could gain an edge in the overall equation of "outhealing damage / outdamaging heals", no?
TheEndBringer wrote: »Urzigurumash wrote: »TheEndBringer wrote: »Urzigurumash wrote: »TheEndBringer wrote: »The ones that are tough are templars, DKs and necros because they can get full health get easily.
Which, in my opinion, gets to the largest question about class balance that isn't much discussed here:
There is a Ratio of Healing-Damage in Battlespirit. Shouldn't we suppose, and doesn't history attest, that when this Ratio favors Damage over Healing, the DPS Classes (Sorc and NB) are stronger, and when it favors Healing over Damage, the Tank and Healer Classes (DK and Templar) are stronger?
Yes, all of these 4 base classes have Tank, Heal, and DPS skills, but their fundamental structure is built around one of these roles.
Adjustments to Battlespirit are always preferable to skill/passive adjustments, in my opinion.
I completely agree it can be solved with BS. It was that way just last summer. The problem is healing scales to damage. So the more damage you can do, the bigger your ability to out heal incoming damage. BS can solve that.
Which gets to the question - if you took DK as it is now and plopped it down in those first few weeks of No Proc GH (Xbox NA), when Solo MagSorcs and StamBlades were running the show, or in those last few weeks, when groups of all Wardens and Necros had taken over - would DK still be the least popular class by far, and widely regarded as the least effective?
I see it postulated here and there that lowering Healing in Battlespirit hurts specs with the weakest Healing the most. Sound logic strictly in terms of Healing, but those specs have (or should have) stronger Damage skills, so they could gain an edge in the overall equation of "outhealing damage / outdamaging heals", no?
Personally I think healing should scale off max mag or stamina, not damage, but that's not going to happen.
They could put a cap on how much damage counts towards healing in pvp.
Silversmith wrote: »Add a vampire passive ability that improves your damage on a target by up to 30% based on their missing health.
VarisVaris wrote: »
TheEndBringer wrote: »VarisVaris wrote: »
I don't see the drawback of having healing scale with max mag or stam (whichever is higher) vs weapon and spell damage. If you are a dedicated healer, you don't need 7000 damage. If you're a DK with 8k damage, you shouldn't also have the same healing output as a dedicate healer.
WordsOfPower wrote: »My 2c:
The decision whether to take vampire in PvP is not solely due to Undeath. It depends on class and build.
Gank builds will obviously take it for increased WD from sneak and Fury.
Many melee builds will make excellent use of the spammable. My melee Magden (based on Nyce gaming) slaughters people in BGs with it.
There are even builds that use the Ultimate well, although they are a bit niche.
And many players can skilfully use Stage 4 invisibility.
I'm happy it's not all-in like WW.
And for those claiming you can't be competitive without Stage 3, I would suggest you take this up with Deltia, because several of his builds go without it and he's one of the most accomplished players out there.
VarisVaris wrote: »
Deltia is not a player to take competitive advice from.
There is not a single build out there where choosing to avoid vamp stage 3 isn't a huge detriment
VarisVaris wrote: »TheEndBringer wrote: »VarisVaris wrote: »
I don't see the drawback of having healing scale with max mag or stam (whichever is higher) vs weapon and spell damage. If you are a dedicated healer, you don't need 7000 damage. If you're a DK with 8k damage, you shouldn't also have the same healing output as a dedicate healer.
Alright I'll explain it once more.
The only reason that non dedicated players have sufficient crosshealing right now is due to radiating regen and other problematic skills like intensive mender.
It has nothing to do with them scaling with weapon/spelldamage + magicka/stamina (apart from the hybridization allowing everyone to spam radiating regen and other heals previously limited to one side only)
If you were to make heals to scale with max resources only it would have huge effects on the meta that would result in numerous new problems without solving anything.
First of all players would simply start investing into max resources causing them to lose damage while their healing power stays the same.
Healers would still be obsolete because nothing changes about the actual issuewith crossheals (radiating regen, intensive mender,...)
If you thought the current patch was a tankfest you'd be in for a big surprise.
On top of that there are multiple secondary effects that can't be estimated at all.
A radical change like this would require the devs team to invest heavily into reducing the negative effects as a blank change would be a horrible thing to do.
The devs frankly aren't capable of doing that in a balanced way, we've seen how terribly they handled the hybridization with ascending tides and there is no reason to believe that they wouldn't repeat the same mistakes again.
WordsOfPower wrote: »VarisVaris wrote: »
Deltia is not a player to take competitive advice from.
There is not a single build out there where choosing to avoid vamp stage 3 isn't a huge detriment
Well that's your opinion but he has won dueling tournaments against real good players and I find most of his builds very solid
WordsOfPower wrote: »VarisVaris wrote: »
Deltia is not a player to take competitive advice from.
There is not a single build out there where choosing to avoid vamp stage 3 isn't a huge detriment
Well that's your opinion but he has won dueling tournaments against real good players and I find most of his builds very solid
Especially since magDK is highly prominent in dueling environments (Even before the buff) I can see not going with stage 3 vampire.... or even vampire at all. Getting hit with a Molten Whip at 3 stacks with 2+ flame DoTs on you, and who knows what else hurts. If you know your only opponents are going to be DKs you definitely don't wanna be running vampire unless you really need Mistform or Swarming Scion.
Right now most people take vampire only for Undeath , if i think correctly this is not how this should work. Skill should be attractive too.
VarisVaris wrote: »WordsOfPower wrote: »My 2c:
The decision whether to take vampire in PvP is not solely due to Undeath. It depends on class and build.
Gank builds will obviously take it for increased WD from sneak and Fury.
Many melee builds will make excellent use of the spammable. My melee Magden (based on Nyce gaming) slaughters people in BGs with it.
There are even builds that use the Ultimate well, although they are a bit niche.
And many players can skilfully use Stage 4 invisibility.
I'm happy it's not all-in like WW.
And for those claiming you can't be competitive without Stage 3, I would suggest you take this up with Deltia, because several of his builds go without it and he's one of the most accomplished players out there.
Deltia is not a player to take competitive advice from.
There is not a single build out there where choosing to avoid vamp stage 3 isn't a huge detriment
Yes, you're never at 30% extra damage mitigation. However, if it just averages around half or even a third, it is still worth it.
If you struggle with sustaining the cost increase, a single cost reduction enchant will even it out. In this case you're just trading a single weapon damage enchant for ~15% damage mitigation. How is that not worth it? And don't tell me there's too much fire damage going around at the moment.
Nerf undeath
Yes, you're never at 30% extra damage mitigation. However, if it just averages around half or even a third, it is still worth it.
If you struggle with sustaining the cost increase, a single cost reduction enchant will even it out. In this case you're just trading a single weapon damage enchant for ~15% damage mitigation. How is that not worth it? And don't tell me there's too much fire damage going around at the moment.
Nerf undeath
I'm in agreement that Undeath needs a nerf, it performs closer to the original Major Protection effect (of course you won't reach the full 30% mitigation under most circumstances it is still quite a massive reduction to incoming damage that is affected less by penetration).
Healing is definitely an issue in this patch, though a lot of that seems to stem from the potency of Rapid Regeneration and restoration staff traits coupled with being able to stack multiple sources of the same regeneration effect.
The lack of uniformity of effects and being able to stack sources of the same enhancements is part of what makes many players capable of mitigating massive amounts of damage, such as being able to stack Undeath, with the Ironblood set from the Falkreath Hold Dungeon (10% chance to reduce damage taken by 30% for 10 seconds) when things like this should all be sourced as major protection and thus unable to be stacked.
The above isn't even considering what happens when you apply champion point damage reduction passives. Undeath could be changed to "Gain Major protection once your health reaches 75%".