Bring back old major defile, you actually noticed it when applied
Necrotech_Master wrote: »
old defile + old fasalla guile + the old cp node for buffing defile lol
i actually knew some people who ran builds like that and could hit upwards of almost -100% healing lol
bar_boss_A wrote: »Necrotech_Master wrote: »
old defile + old fasalla guile + the old cp node for buffing defile lol
i actually knew some people who ran builds like that and could hit upwards of almost -100% healing lol
No it capped at 66% when applying both major and minor defile... yeahh im guilty
And yet, these builds were surprisingly balanced. All pressure, no burst, slow to kill enemies. Every single point of Defile was absolutely necessary to break through enemy healing and defenses, even in a 25k hp meta.Necrotech_Master wrote: »old defile + old fasalla guile + the old cp node for buffing defile lol
i actually knew some people who ran builds like that and could hit upwards of almost -100% healing lol
huskandhunger wrote: »
With the current power of hybridized healing in PVP may we not nerf Major Defile from the current 18% on live to the Smol 12% on PTS. It's already meager as it is.
They wanted to compensate for adding a debuff to damage shields but they should just keep the old numbers, it's not like having -18% healing reduced with a shield debuff will break anything, healing is already super broken as it is.
The change to defile makes it a direct counter to shield users like sorcs and arcanist. If you have access to defile, you can permanently render the opponent 12% lower max hit points pool. Max hit points pool = Health + Shield
Panderbander wrote: »The change to defile makes it a direct counter to shield users like sorcs and arcanist. If you have access to defile, you can permanently render the opponent 12% lower max hit points pool. Max hit points pool = Health + Shield
That's not quite how the math works. 12% off of a temporary buff to effective HP that is also typically capped to a percentage of max hp is not the same as 12% lower max hit points.
For example, let's say a target has 20k hp and casts a shield that caps out at 50% of max hp. That shield would be 10k effective max hp for a few seconds if unimpeded by an effect like defile, bringing the max effective hp to 30k. Apply defile and you get a 12% reduction to that shield, making it 8.8k instead, or a max effective hp of 28.8k, a difference of 1.2k health. 1.2k divided by 30k gives an actual max hp reduction of just 0.04, or 4%. This same math can be extrapolated to just about any health pool considering the cap placed on shields (and 50% is a pretty large cap not counting ultimates).
This part of a major debuff is actually worse than minor mangle and only works on shielded targets unlike minor mangle, meaning that portion of the debuff is wasted on any target that is not shielded. Let's not forget that vitality has also been changed to affect shields, meaning healing overall has been boosted by negating any gain to defile's effectiveness while also reducing its hit to healing.
I agree that the health recovery bit was worthless and feel it always should have affected shields but until there is a debuff for healing done any reduction in defile effectiveness will result in an increase in healing done in an already heal-heavy meta.
EDIT: I should add that minor mangle effectiveness has also been significantly reduced by being decoupled from hemorrhaging, making it significantly harder to have up on a target.
Even as an Arc shield enjoyer, I'd support buffing Defile to 10/20 or even 15/30 like it used to be.The change to defile makes it a direct counter to shield users like sorcs and arcanist... I think overall, this change is a net positive when considering its effect against a combination of sources of mitigation.
Erickson9610 wrote: »If Defile is to be nerfed, then Battle Spirit should further reduce Damage Shield strength and Healing Received. I understand not wanting Defile alone to be so powerful that it becomes mandatory in every PvP build, but the effectiveness of healing and damage shields of groups in PvP is overwhelmingly strong.
Nerfing Defile without reducing healing and damage shields elsewhere in PvP is going to further reinforce the tank meta.
Panderbander wrote: »The change to defile makes it a direct counter to shield users like sorcs and arcanist. If you have access to defile, you can permanently render the opponent 12% lower max hit points pool. Max hit points pool = Health + Shield
That's not quite how the math works. 12% off of a temporary buff to effective HP that is also typically capped to a percentage of max hp is not the same as 12% lower max hit points.
For example, let's say a target has 20k hp and casts a shield that caps out at 50% of max hp. That shield would be 10k effective max hp for a few seconds if unimpeded by an effect like defile, bringing the max effective hp to 30k. Apply defile and you get a 12% reduction to that shield, making it 8.8k instead, or a max effective hp of 28.8k, a difference of 1.2k health. 1.2k divided by 30k gives an actual max hp reduction of just 0.04, or 4%. This same math can be extrapolated to just about any health pool considering the cap placed on shields (and 50% is a pretty large cap not counting ultimates).
This part of a major debuff is actually worse than minor mangle and only works on shielded targets unlike minor mangle, meaning that portion of the debuff is wasted on any target that is not shielded. Let's not forget that vitality has also been changed to affect shields, meaning healing overall has been boosted by negating any gain to defile's effectiveness while also reducing its hit to healing.
I agree that the health recovery bit was worthless and feel it always should have affected shields but until there is a debuff for healing done any reduction in defile effectiveness will result in an increase in healing done in an already heal-heavy meta.
EDIT: I should add that minor mangle effectiveness has also been significantly reduced by being decoupled from hemorrhaging, making it significantly harder to have up on a target.
xylena_lazarow wrote: »Even as an Arc shield enjoyer, I'd support buffing Defile to 10/20 or even 15/30 like it used to be.The change to defile makes it a direct counter to shield users like sorcs and arcanist... I think overall, this change is a net positive when considering its effect against a combination of sources of mitigation.
huskandhunger wrote: »With the current power of hybridized healing in PVP may we not nerf Major Defile from the current 18% on live to the Smol 12% on PTS. It's already meager as it is.
Erickson9610 wrote: »If Defile is to be nerfed, then Battle Spirit should further reduce Damage Shield strength and Healing Received. I understand not wanting Defile alone to be so powerful that it becomes mandatory in every PvP build, but the effectiveness of healing and damage shields of groups in PvP is overwhelmingly strong.
Nerfing Defile without reducing healing and damage shields elsewhere in PvP is going to further reinforce the tank meta.
The change to defile makes it a direct counter to shield users like sorcs and arcanist. If you have access to defile, you can permanently render the opponent 12% lower max hit points pool. Max hit points pool = Health + Shield
Access to defile can be found on many class skills.
Health recovery is also a dead stat so replacing part of the effect with an effect against shields is a net gain even though it’s 6% less on the first portion.
Also, defile is turning into an AOE debuff. I think overall, this change is a net positive when considering its effect against a combination of sources of mitigation.
They already also nerfed vitality, the inverse of defile, so they already equalize each other and there is no need to nerf healing by battlespirit to reduce defile nerf.
Proc Sets and remaining unnerfed strong offensive can outdamage healing bt many classes got nerfed to much to pressure threw healing. ZOS should unnerf damage skills of most classes that didn't really need the nerf to make sure every class can deal good dmg and they should nerf healstacking, than healing wouldnt make kills as difficult as they are now.
Healing and damage shields are also being adressed. Minor/majoe vitality buffs recive the same nerfs as defiles and new defiles will also reduce shield values.
Healing is the best force multiplier in the game. One HOT that heals multiple players at once keeps them going and sustained thoughout the battle.Panderbander wrote: »The change to defile makes it a direct counter to shield users like sorcs and arcanist. If you have access to defile, you can permanently render the opponent 12% lower max hit points pool. Max hit points pool = Health + Shield
That's not quite how the math works. 12% off of a temporary buff to effective HP that is also typically capped to a percentage of max hp is not the same as 12% lower max hit points.
For example, let's say a target has 20k hp and casts a shield that caps out at 50% of max hp. That shield would be 10k effective max hp for a few seconds if unimpeded by an effect like defile, bringing the max effective hp to 30k. Apply defile and you get a 12% reduction to that shield, making it 8.8k instead, or a max effective hp of 28.8k, a difference of 1.2k health. 1.2k divided by 30k gives an actual max hp reduction of just 0.04, or 4%. This same math can be extrapolated to just about any health pool considering the cap placed on shields (and 50% is a pretty large cap not counting ultimates).
This part of a major debuff is actually worse than minor mangle and only works on shielded targets unlike minor mangle, meaning that portion of the debuff is wasted on any target that is not shielded. Let's not forget that vitality has also been changed to affect shields, meaning healing overall has been boosted by negating any gain to defile's effectiveness while also reducing its hit to healing.
I agree that the health recovery bit was worthless and feel it always should have affected shields but until there is a debuff for healing done any reduction in defile effectiveness will result in an increase in healing done in an already heal-heavy meta.
EDIT: I should add that minor mangle effectiveness has also been significantly reduced by being decoupled from hemorrhaging, making it significantly harder to have up on a target.
The change to defile is a net positive. I’d rather have a skill that reduces both healing received and damage shields vs. healing received and health recovery. Health recovery is not a stat people invest into anymore due to meta changes.
Panderbander wrote: »Healing is the best force multiplier in the game. One HOT that heals multiple players at once keeps them going and sustained thoughout the battle.Panderbander wrote: »The change to defile makes it a direct counter to shield users like sorcs and arcanist. If you have access to defile, you can permanently render the opponent 12% lower max hit points pool. Max hit points pool = Health + Shield
That's not quite how the math works. 12% off of a temporary buff to effective HP that is also typically capped to a percentage of max hp is not the same as 12% lower max hit points.
For example, let's say a target has 20k hp and casts a shield that caps out at 50% of max hp. That shield would be 10k effective max hp for a few seconds if unimpeded by an effect like defile, bringing the max effective hp to 30k. Apply defile and you get a 12% reduction to that shield, making it 8.8k instead, or a max effective hp of 28.8k, a difference of 1.2k health. 1.2k divided by 30k gives an actual max hp reduction of just 0.04, or 4%. This same math can be extrapolated to just about any health pool considering the cap placed on shields (and 50% is a pretty large cap not counting ultimates).
This part of a major debuff is actually worse than minor mangle and only works on shielded targets unlike minor mangle, meaning that portion of the debuff is wasted on any target that is not shielded. Let's not forget that vitality has also been changed to affect shields, meaning healing overall has been boosted by negating any gain to defile's effectiveness while also reducing its hit to healing.
I agree that the health recovery bit was worthless and feel it always should have affected shields but until there is a debuff for healing done any reduction in defile effectiveness will result in an increase in healing done in an already heal-heavy meta.
EDIT: I should add that minor mangle effectiveness has also been significantly reduced by being decoupled from hemorrhaging, making it significantly harder to have up on a target.
The change to defile is a net positive. I’d rather have a skill that reduces both healing received and damage shields vs. healing received and health recovery. Health recovery is not a stat people invest into anymore due to meta changes.
Healing as a whole has been increased presumably so that defile can hit shields that only exist on a portion of the population. Everyone gets heals; not everyone gets shields.
It does not matter how you slice it, with no direct opposite to mending any reduction in the effectiveness defile offers for reducing healing on a target means heals will be stronger and everyone heals. This is basic math.
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