PVE perspective
Tank moves a lot , we still have a not really bad HOT during moving and excellent healing while not moving . Most of the cases controlled by the tank unless some environment mechanics happen .
Tank moves but not frequently , most efficiency clear , tank pulls and taunts all mobs , stay at same spot and let DPS burn them down .
I think the changes are fine for PvE tanks.
Yes, PvE tanks do have to move, but you're usually not constantly moving. You're usually moving in bursts and then standing still, and the movement check here is sufficiently granular.
Billium813 wrote: »PVE perspective
Tank moves a lot , we still have a not really bad HOT during moving and excellent healing while not moving . Most of the cases controlled by the tank unless some environment mechanics happen .
Tank moves but not frequently , most efficiency clear , tank pulls and taunts all mobs , stay at same spot and let DPS burn them down .I think the changes are fine for PvE tanks.
Yes, PvE tanks do have to move, but you're usually not constantly moving. You're usually moving in bursts and then standing still, and the movement check here is sufficiently granular.
I think these are good points. I think a weak heal if you don't know how to use it, but an exceptional heal if you do offers a learning curve that I WANT to see more in the game. People being upset because they want a heal that works 100% of the time and think having to stay still is "playing dumb" don't understand the mechanics of tanking or don't like that a game could have a learning curve to it.
I'd rather see changes like this than nebulous changes targeted at fictional new players to make the game more accessible.
I think the changes are fine for PvE tanks.
- The movement check appears to be very responsive. For example, if I roll dodge, I get a weak heal tick during the dodge, but the next heal tick immediately after completing the roll is full strength. So the penalty for movement doesn't "persist" and goes away as soon as the movement ends.
- Movement ticks are 58% of what they are on live. Static ticks are 145% of what they are on Live. So if you move, stop, move, stop and every other tick is a weak tick, you'll be getting the same amount of healing as you are right now on Live.
- Movement caused by an enemy (e.g., not blocking an attack with a knockback ability) does not penalize your healing.
Yes, PvE tanks do have to move, but you're usually not constantly moving. You're usually moving in bursts and then standing still, and the movement check here is sufficiently granular.
I can't find myself fully agreeing with this, but there is a more important question here IMHO: Under the umbrella of Accessibility, how is this a good thing?
I think the changes are fine for PvE tanks.
- The movement check appears to be very responsive. For example, if I roll dodge, I get a weak heal tick during the dodge, but the next heal tick immediately after completing the roll is full strength. So the penalty for movement doesn't "persist" and goes away as soon as the movement ends.
- Movement ticks are 58% of what they are on live. Static ticks are 145% of what they are on Live. So if you move, stop, move, stop and every other tick is a weak tick, you'll be getting the same amount of healing as you are right now on Live.
- Movement caused by an enemy (e.g., not blocking an attack with a knockback ability) does not penalize your healing.
Yes, PvE tanks do have to move, but you're usually not constantly moving. You're usually moving in bursts and then standing still, and the movement check here is sufficiently granular.
I can't find myself fully agreeing with this, but there is a more important question here IMHO: Under the umbrella of Accessibility, how is this a good thing?
Personally, I don't like how ZOS tries to balance PvE and PvP together. PvE is very different from PvP; in the latter, your enemies react and adapt, while in the former, your enemies rely on massive stats (millions of health) and special mechanics. They're very different, and I believe that trying to balance the two together results in messy compromises.
This is one of those messy compromises.
But this policy of balancing the two together is something that has been around since the beginning and is something that the studio head has stated in past interviews as being important to the design of the game. That is to say, I imagine that any changes to this policy is going to have to come from the top and is not the kind of call that the combat team can make.
For PvE tanks, Dark Cloak in PTS 5 is in a much better place than it was in PTS 1 and PTS 3. And I'm speaking as someone who mains a NB tank and who has tested Dark Cloak in the new dungeon HMs in PTS 1, PTS 3, and PTS 5.
Now, how it compares to Live is a bit harder to say--in some situations, this is a buff compared to Live, and in some situations, it's a nerf compared to Live. But if one of those aforementioned "messy compromises" is needed, and there needed to be some way to make Dark Cloak weaker in PvP while not screwing over PvE too much, then what we have here in PTS 5 is a substantial improvement over what we had in PTS 1 or PTS 3.
In short, as far as "messy compromises" go, this is a better one than what we had.
edward_frigidhands wrote: »I think the changes are fine for PvE tanks.
- The movement check appears to be very responsive. For example, if I roll dodge, I get a weak heal tick during the dodge, but the next heal tick immediately after completing the roll is full strength. So the penalty for movement doesn't "persist" and goes away as soon as the movement ends.
- Movement ticks are 58% of what they are on live. Static ticks are 145% of what they are on Live. So if you move, stop, move, stop and every other tick is a weak tick, you'll be getting the same amount of healing as you are right now on Live.
- Movement caused by an enemy (e.g., not blocking an attack with a knockback ability) does not penalize your healing.
Yes, PvE tanks do have to move, but you're usually not constantly moving. You're usually moving in bursts and then standing still, and the movement check here is sufficiently granular.
I can't find myself fully agreeing with this, but there is a more important question here IMHO: Under the umbrella of Accessibility, how is this a good thing?
Personally, I don't like how ZOS tries to balance PvE and PvP together. PvE is very different from PvP; in the latter, your enemies react and adapt, while in the former, your enemies rely on massive stats (millions of health) and special mechanics. They're very different, and I believe that trying to balance the two together results in messy compromises.
This is one of those messy compromises.
But this policy of balancing the two together is something that has been around since the beginning and is something that the studio head has stated in past interviews as being important to the design of the game. That is to say, I imagine that any changes to this policy is going to have to come from the top and is not the kind of call that the combat team can make.
For PvE tanks, Dark Cloak in PTS 5 is in a much better place than it was in PTS 1 and PTS 3. And I'm speaking as someone who mains a NB tank and who has tested Dark Cloak in the new dungeon HMs in PTS 1, PTS 3, and PTS 5.
Now, how it compares to Live is a bit harder to say--in some situations, this is a buff compared to Live, and in some situations, it's a nerf compared to Live. But if one of those aforementioned "messy compromises" is needed, and there needed to be some way to make Dark Cloak weaker in PvP while not screwing over PvE too much, then what we have here in PTS 5 is a substantial improvement over what we had in PTS 1 or PTS 3.
In short, as far as "messy compromises" go, this is a better one than what we had.
I understand that you care only about how the ability functions for a singular playstyle but there are a lot of builds that aren't NB gank builds that also rely on it. A blanket pvp nerf would ruin the ability for a lot of playstyles and builds.
Also pvp/pve balancing is bad bandage game design since it makes things more complicated and confusing for both players and developers as two large disconnected games are formed with their own issues.
It would make far more sense to just tie the defensive power of the ability to defensive stats like both max health and resistances.
This is not type of game where you can stand still, they should be aware of it.
Think about any solo Arena like Malestrom, Vateshraan and imagine yourself standing still entire encounter... soooo bad.
I don't how why they've done this while at the same type DK or Templar heal exist in the game.