This can all be fixed with battle spirit.
Decreased healing received by 8%.
This is obvious. Healing has been overpowered ever since they boosted it earlier this year.
Decreased damage taken by 3% to 5%.
At first glance this night seem counterproductive in a tank meta but the reason why people are able to build with high survivability is because damage is too high, along with relying on sets like balorgs to carry their damage and pen.
Also when damage is too high it encourages the average player who forgets that they have infinite lives to turtle up, leading to stalemates.
Players need to be forced to build damage beyond proc sets if they want to do massive damage and build to heal if they want to be big time healers.
Oh and here's the required "end hot stacking" comment because you can't say it enough.
Danse_Mayhem wrote: »For anyone not aware, both major and minor defile used to be very strong, reducing healing received by 30% and 15% respectively, with the option to boost this with a CP… And now they are down to 16% and 8%, with no CP to boost.
There are counters to most things in cyrodil and I think things are starting to gradually become more balanced with the occult overload nerf and some other things, but healing is out.of.control.
The solution? Bring back defile CP, or buff Major / minor in some way.
I have a guy in our group running soldier of anguish (which is great btw) on a WW which has major / minor defile as part of the infectious claws, but even with dropping those on a player, generally someone will effortlessly spam dragon blood through it and heal to full despite having every available healing debuff in the game on them.
Healing is cracked - all classes can do it. Any fight atm against a good player or decent group is just a stalemate until a low lvl level wanders in and causes a proc death for others. Even negate doesn’t really do much anymore because everyone runs vigor.
Maybe add a heal absorption to a negate morph?
I think there’s a few things that can be done here to bring back this mechanic because with this tanky meta it is certainly needed
Please let me know thoughts : )
Thecompton73 wrote: »Danse_Mayhem wrote: »For anyone not aware, both major and minor defile used to be very strong, reducing healing received by 30% and 15% respectively, with the option to boost this with a CP… And now they are down to 16% and 8%, with no CP to boost.
There are counters to most things in cyrodil and I think things are starting to gradually become more balanced with the occult overload nerf and some other things, but healing is out.of.control.
The solution? Bring back defile CP, or buff Major / minor in some way.
I have a guy in our group running soldier of anguish (which is great btw) on a WW which has major / minor defile as part of the infectious claws, but even with dropping those on a player, generally someone will effortlessly spam dragon blood through it and heal to full despite having every available healing debuff in the game on them.
Healing is cracked - all classes can do it. Any fight atm against a good player or decent group is just a stalemate until a low lvl level wanders in and causes a proc death for others. Even negate doesn’t really do much anymore because everyone runs vigor.
Maybe add a heal absorption to a negate morph?
I think there’s a few things that can be done here to bring back this mechanic because with this tanky meta it is certainly needed
Please let me know thoughts : )
Alternatively they could buff the healing absorb effects already in the game up to amounts that actually make a difference. Absorbing 5k healing every few seconds from a ball group putting out 40K HPS doesn't make a dent. Even doing that much is almost impossible as the set has a delayed AOE for application plus 6sec cooldown on the effect and the skill a long channel time and requires a successful stun on each individual enemy to proc the effect on them so anyone staying in motion is nearly immune to both.
No to defile.
We have had this debate before. Buffing defile isn't a good thing because it'll just make defile too OP. Especially in large scale fighting where you have multiple people defiling you at once. If I have 3 people running defiles who are all keeping my heals gutted, I have very low chance of survival. You just end up in a scenario where everyone is running defiling and defiling people to win every fight. And groups with more defiles/higher defile uptime will win in most scenarios.
Which is the inverse of how it is now with everyone healing. The solution should be to adjust healing itself.
And how do you plan to balance the builds that can purge?
I think that the tank meta should be fixed differently.
Instead of fixing the healing they simply can fix damage reduction.
And being more precise the game should not have builds that are both tanks and canons at the same time.
That's how it was designed in the first place but with the introduction of various sets, skills and jewelry it went out of control over the years. Nowadays the light and medium armor builds can easily reach the resistance cap and have both major and minor protection plus the undeath passive which goes totally against the original game's design.
Danse_Mayhem wrote: »For anyone not aware, both major and minor defile used to be very strong, reducing healing received by 30% and 15% respectively, with the option to boost this with a CP… And now they are down to 16% and 8%, with no CP to boost.
There are counters to most things in cyrodil and I think things are starting to gradually become more balanced with the occult overload nerf and some other things, but healing is out.of.control.
The solution? Bring back defile CP, or buff Major / minor in some way.
I have a guy in our group running soldier of anguish (which is great btw) on a WW which has major / minor defile as part of the infectious claws, but even with dropping those on a player, generally someone will effortlessly spam dragon blood through it and heal to full despite having every available healing debuff in the game on them.
Healing is cracked - all classes can do it. Any fight atm against a good player or decent group is just a stalemate until a low lvl level wanders in and causes a proc death for others. Even negate doesn’t really do much anymore because everyone runs vigor.
Maybe add a heal absorption to a negate morph?
I think there’s a few things that can be done here to bring back this mechanic because with this tanky meta it is certainly needed
Please let me know thoughts : )
No to defile.
We have had this debate before. Buffing defile isn't a good thing because it'll just make defile too OP. Especially in large scale fighting where you have multiple people defiling you at once. If I have 3 people running defiles who are all keeping my heals gutted, I have very low chance of survival. You just end up in a scenario where everyone is running defiling and defiling people to win every fight. And groups with more defiles/higher defile uptime will win in most scenarios.
Which is the inverse of how it is now with everyone healing. The solution should be to adjust healing itself.
Not that anyone wants YOU specifically to suffer but I have to say this is exactly what should happen. If you're in a large-scale battle and 3+ members of the other team are focusing you hard and keeping you defiled then your chances of survival should be very low.
Or if you're trying to X but 3+ people are defiling you then your chances of survival should be low.
Sorry if you're used to the meta and enjoy your ability to survive large amounts of incoming damage. But that's just saying you disagree. Its not offering an argument against it, its just restating the problem.
Defile was a fun mechanic and definitely needs to be buffed, and/or more sources of it created, and/or some of the other suggestions. I'm not picky about the solution but the problem is clear.
Necrotech_Master wrote: »This can all be fixed with battle spirit.
Decreased healing received by 8%.
This is obvious. Healing has been overpowered ever since they boosted it earlier this year.
Decreased damage taken by 3% to 5%.
At first glance this night seem counterproductive in a tank meta but the reason why people are able to build with high survivability is because damage is too high, along with relying on sets like balorgs to carry their damage and pen.
Also when damage is too high it encourages the average player who forgets that they have infinite lives to turtle up, leading to stalemates.
Players need to be forced to build damage beyond proc sets if they want to do massive damage and build to heal if they want to be big time healers.
Oh and here's the required "end hot stacking" comment because you can't say it enough.
battle spirit already reduces all outgoing dmg by 50% and reduces all healing done by 50-55% and it also reduces your own hp recovery by 50-55% (i dont remember all of the exact values since the healing and health recovery ones have changed between 50 and 60% over the past few years)
if they also added reduced healing received as well (to the same value) then you would only be getting like 25% of the healing from any source (yourself included), which would probably end up unintentionally hurting solos/small groups more than a ball group
i dont think should be adding dmg reduction to battle spirit as that would just further the tank meta, if anything the overall outgoing dmg reduction of 50% could possibly be reduced but then we would go from the tank meta back to the gank meta
OnGodiDoDis wrote: »And how do you plan to balance the builds that can purge?
I think that the tank meta should be fixed differently.
Instead of fixing the healing they simply can fix damage reduction.
And being more precise the game should not have builds that are both tanks and canons at the same time.
That's how it was designed in the first place but with the introduction of various sets, skills and jewelry it went out of control over the years. Nowadays the light and medium armor builds can easily reach the resistance cap and have both major and minor protection plus the undeath passive which goes totally against the original game's design.
Purges are extremely expensive, costing well over 4k magicka. If you want to purge every time you get defiled, go ahead. The high cost is the balance.
Necrotech_Master wrote: »OnGodiDoDis wrote: »And how do you plan to balance the builds that can purge?
I think that the tank meta should be fixed differently.
Instead of fixing the healing they simply can fix damage reduction.
And being more precise the game should not have builds that are both tanks and canons at the same time.
That's how it was designed in the first place but with the introduction of various sets, skills and jewelry it went out of control over the years. Nowadays the light and medium armor builds can easily reach the resistance cap and have both major and minor protection plus the undeath passive which goes totally against the original game's design.
Purges are extremely expensive, costing well over 4k magicka. If you want to purge every time you get defiled, go ahead. The high cost is the balance.
not every class has to use the alliance war purge, especially wardens who have 100% free purge
YandereGirlfriend wrote: »Necrotech_Master wrote: »OnGodiDoDis wrote: »And how do you plan to balance the builds that can purge?
I think that the tank meta should be fixed differently.
Instead of fixing the healing they simply can fix damage reduction.
And being more precise the game should not have builds that are both tanks and canons at the same time.
That's how it was designed in the first place but with the introduction of various sets, skills and jewelry it went out of control over the years. Nowadays the light and medium armor builds can easily reach the resistance cap and have both major and minor protection plus the undeath passive which goes totally against the original game's design.
Purges are extremely expensive, costing well over 4k magicka. If you want to purge every time you get defiled, go ahead. The high cost is the balance.
not every class has to use the alliance war purge, especially wardens who have 100% free purge
Are you talking about the Netch? Yes, it's free but it only clears one effect at a time, so if you have other negative effects active on you (which you will), then you're going to have to spam that thing a bunch of times before you actually clear the Defile. In the meantime, you're not doing anything else of value with your abilities, just chucking GCDs into the furnace while the enemy is not being pressured and is presumably parsing on you.