Bushido2513 wrote: »StaticWave wrote: »If you're using a Shield at let's say 20% of your health (6k), each oblivion proc will be doing ~4500 damage to you. Any class that uses a burst heal as their main defensive "heal' would stand a better chance against let's say two players using the scribe against them than a Sorc would.
And same goes for if you pop a shield at super low health like 5% (1500). You will die next patch against this ability, where as someone with a true burst heal like Coagulating or Healthy offering will survive.
And you can always counter that by slotting Vigor over Bound Aegis. You will still have a decent shield and burst heal tooltip (12k shield and 6-7k burst heal), while also having Vigor, Blood Magic, and Crit Surge. Sorc is going to fair much better vs Oblivion damage than other classes due to Ward's mechanic.
It's pretty simple to test. Have 2 players apply 4+ DoTs and heavy attack you with Knight Slayer. Use a modified shield build with Vigor for 1st test and burst heal build for 2nd test. You'll see why the shield build is better defensively.
Then you'd have to test what happens if you add more players doing damage because that's what happens in gvg. Whoever is there to be targeted will eventually get targeted. That's just the ebb and flow of gvg no matter how damage resistant an opponent is.
Yeah! About time the devs respect my preferences to be good at everything and have no weaknesses! /sBushido2513 wrote: »preferences also play a part
Get a life. I can tell you never played mage sorc before in pvp settings . No mage sorc can ever survive on shields and stand still. They need to jump or keep moving or streak to survive. If you can’t kill somebody it’s not overpowered by any means . Sorc instant heal is much needed change to play the class in PvP. Even then it’s less heal than any other class. It’s made mage sorc viable in cyrodil and 1v1. If want mage sorcery to be nerfed Zos is not going to change it. There are so many overpowered things in this game Vampire stage 3 damage reduction. Speed hacking. It’s long overdue. It’s only waste of time going behind genuine things for personal reasons.StaticWave wrote: »Also, Ward is the only ability right now that allows you to just ignore core combat mechanics if you have a decent tooltip. You don’t need to roll dodge or block when 1v1ing on a Sorc. Every other class has to if they don’t want to die. It was fine back then without the burst heal, but now it isn’t. If you can’t see the problem created by having a big shield + a decent heal in 1 GCD, then nobody can discuss balancing issues with you.
StaticWave wrote: »
This is only considering 1v1s. While yes I agree that the oblivion damage script isn't a death sentence to a Sorc in a 1v1, in Open world this quickly changes (and I'm not saying it's a death sentence open world).
If you're using a Shield at let's say 20% of your health (6k), each oblivion proc will be doing ~4500 damage to you. Any class that uses a burst heal as their main defensive "heal' would stand a better chance against let's say two players using the scribe against them than a Sorc would.
Block healing won't fair any better. You're still taking DoT pressure which goes through block, and 2 players doing 5k oblivion damage through block will kill that player.
It's definitely not disingenuous if you consider the circumstances. Or we can also acknowledge that Sorc and NB currently have the best mobility in the game with Hurricane + Streak and Cloak. At the very worst, they can just Streak or Cloak away, but pretty much every other class won't have a reliable escape option.
I mean, you’ve literally proved that yourself when we fought in a BG game. You on your 50k+ mag sorc with Hurricane, being able to tank enough damage in a 1v1 and still has the ability to Streak away at high speeds. I can’t do that on a DK or Warden or Necro. I have to tank the damage and eventually die.
That will be the case for next patch. At worst, a Sorc can just streak away if they’re fighting several Oblivion dmg users. Not so much for other classes.
Priyasekarssk wrote: »Get a life. I can tell you never played mage sorc before in pvp settings . No mage sorc can ever survive on shields and stand still. They need to jump or keep moving or streak to survive. If you can’t kill somebody it’s not overpowered by any means . Sorc instant heal is much needed change to play the class in PvP. Even then it’s less heal than any other class. It’s made mage sorc viable in cyrodil and 1v1. If want mage sorcery to be nerfed Zos is not going to change it. There are so many overpowered things in this game Vampire stage 3 damage reduction. Speed hacking. It’s long overdue. It’s only waste of time going behind genuine things for personal reasons.StaticWave wrote: »Also, Ward is the only ability right now that allows you to just ignore core combat mechanics if you have a decent tooltip. You don’t need to roll dodge or block when 1v1ing on a Sorc. Every other class has to if they don’t want to die. It was fine back then without the burst heal, but now it isn’t. If you can’t see the problem created by having a big shield + a decent heal in 1 GCD, then nobody can discuss balancing issues with you.
Good luck.
StaticWave wrote: »
This is only considering 1v1s. While yes I agree that the oblivion damage script isn't a death sentence to a Sorc in a 1v1, in Open world this quickly changes (and I'm not saying it's a death sentence open world).
If you're using a Shield at let's say 20% of your health (6k), each oblivion proc will be doing ~4500 damage to you. Any class that uses a burst heal as their main defensive "heal' would stand a better chance against let's say two players using the scribe against them than a Sorc would.
Block healing won't fair any better. You're still taking DoT pressure which goes through block, and 2 players doing 5k oblivion damage through block will kill that player.
It's definitely not disingenuous if you consider the circumstances. Or we can also acknowledge that Sorc and NB currently have the best mobility in the game with Hurricane + Streak and Cloak. At the very worst, they can just Streak or Cloak away, but pretty much every other class won't have a reliable escape option.
I mean, you’ve literally proved that yourself when we fought in a BG game. You on your 50k+ mag sorc with Hurricane, being able to tank enough damage in a 1v1 and still has the ability to Streak away at high speeds. I can’t do that on a DK or Warden or Necro. I have to tank the damage and eventually die.
That will be the case for next patch. At worst, a Sorc can just streak away if they’re fighting several Oblivion dmg users. Not so much for other classes.
Shields are likely taking 15% more damage (bastion) than typical health for DoTs. I'm not sure if my play experience is just significantly different than yours but DoTs in GvG are just not a crazy part of the incoming damage (with the exception of Dawnbreaker DoT). Your active healing generally counteracts DoTs and when moving around in GvG situations players aren't typically pressuring a single target with a bunch of DoTs (individually) that would take way too much time in a fast paced environment. When I see people die in GvG it's from an overload of direct damage abilities not 10 DoTs that got stacked up because maintaining them in a GvG setting is... Complicated? And there are generally A LOT of purges going around in GvG settings. So once again, direct damage is King in GvG. 1v1s sure DoT pressure matters (I really think this is your area of expertise which makes sense on why most of your arguments have a Bias towards it, no hate, you have amazing dueling analytics and I commend you for those, just think your Open World experience is a bit outdated)
Now that that's cleared up. Block healing will be significantly better against this ability (in group scenarios) than Shields.
1. Brings you out of the execute phase threshold of this ability (most heals will bring you above 50% regardless of what % health you are at at the time of cast).
2. Gives a larger pool to absorb that damage. Two players One Sorc one None Sorc. Both were at 10% health (3k) and cast their Heal/Shield. Sorc now has 7k health and a 14k ward (I would say add a HoT to make it 10k but if a Sorc is defensively Warding this isn't a guaranteed thing), other is at 13-16k health between the heal and HoT active. The Sorc is going to take likely 4500 oblivion damage per instance of this script. The other player will be taking likely 2500 oblivion damage per instance.
3. The Sorc is going to be chasing a non execute threshold constantly where as the Burst heal player will provide relief from Oblivion damage execute scaling.
You said to slot Vigor to counter this new skill. So you are recognizing that this is a SERIOUS threat otherwise you'd suggest playing the same.
All other "defensive" healing classes will continue to play as is, Shield users will have to adapt.
So really you countered your own statements by recognizing that Sorcs will have to slot a RELIABLE HoT to counter the oblivion damage. And isn't that exactly what you've been requesting all along? That Sorcs should have to slot Vigor? And it supports @Bushido2513 comments saying that the changes to Ward were likely in anticipation of this addition.
Because this is a OG shield breaker on steroids. And I'm not sure how many Sorcs were around during those Days but I was and I played similar to how I do now (no traditional burst heal and entirely use Wards, at that time hardened and harness, to absorb damage) and if I didn't focus that player down immediately, I was dead. This will be that, but much worse...
StaticWave wrote: »StaticWave wrote: »
This is only considering 1v1s. While yes I agree that the oblivion damage script isn't a death sentence to a Sorc in a 1v1, in Open world this quickly changes (and I'm not saying it's a death sentence open world).
If you're using a Shield at let's say 20% of your health (6k), each oblivion proc will be doing ~4500 damage to you. Any class that uses a burst heal as their main defensive "heal' would stand a better chance against let's say two players using the scribe against them than a Sorc would.
Block healing won't fair any better. You're still taking DoT pressure which goes through block, and 2 players doing 5k oblivion damage through block will kill that player.
It's definitely not disingenuous if you consider the circumstances. Or we can also acknowledge that Sorc and NB currently have the best mobility in the game with Hurricane + Streak and Cloak. At the very worst, they can just Streak or Cloak away, but pretty much every other class won't have a reliable escape option.
I mean, you’ve literally proved that yourself when we fought in a BG game. You on your 50k+ mag sorc with Hurricane, being able to tank enough damage in a 1v1 and still has the ability to Streak away at high speeds. I can’t do that on a DK or Warden or Necro. I have to tank the damage and eventually die.
That will be the case for next patch. At worst, a Sorc can just streak away if they’re fighting several Oblivion dmg users. Not so much for other classes.
Shields are likely taking 15% more damage (bastion) than typical health for DoTs. I'm not sure if my play experience is just significantly different than yours but DoTs in GvG are just not a crazy part of the incoming damage (with the exception of Dawnbreaker DoT). Your active healing generally counteracts DoTs and when moving around in GvG situations players aren't typically pressuring a single target with a bunch of DoTs (individually) that would take way too much time in a fast paced environment. When I see people die in GvG it's from an overload of direct damage abilities not 10 DoTs that got stacked up because maintaining them in a GvG setting is... Complicated? And there are generally A LOT of purges going around in GvG settings. So once again, direct damage is King in GvG. 1v1s sure DoT pressure matters (I really think this is your area of expertise which makes sense on why most of your arguments have a Bias towards it, no hate, you have amazing dueling analytics and I commend you for those, just think your Open World experience is a bit outdated)
Now that that's cleared up. Block healing will be significantly better against this ability (in group scenarios) than Shields.
1. Brings you out of the execute phase threshold of this ability (most heals will bring you above 50% regardless of what % health you are at at the time of cast).
2. Gives a larger pool to absorb that damage. Two players One Sorc one None Sorc. Both were at 10% health (3k) and cast their Heal/Shield. Sorc now has 7k health and a 14k ward (I would say add a HoT to make it 10k but if a Sorc is defensively Warding this isn't a guaranteed thing), other is at 13-16k health between the heal and HoT active. The Sorc is going to take likely 4500 oblivion damage per instance of this script. The other player will be taking likely 2500 oblivion damage per instance.
3. The Sorc is going to be chasing a non execute threshold constantly where as the Burst heal player will provide relief from Oblivion damage execute scaling.
You said to slot Vigor to counter this new skill. So you are recognizing that this is a SERIOUS threat otherwise you'd suggest playing the same.
All other "defensive" healing classes will continue to play as is, Shield users will have to adapt.
So really you countered your own statements by recognizing that Sorcs will have to slot a RELIABLE HoT to counter the oblivion damage. And isn't that exactly what you've been requesting all along? That Sorcs should have to slot Vigor? And it supports @Bushido2513 comments saying that the changes to Ward were likely in anticipation of this addition.
Because this is a OG shield breaker on steroids. And I'm not sure how many Sorcs were around during those Days but I was and I played similar to how I do now (no traditional burst heal and entirely use Wards, at that time hardened and harness, to absorb damage) and if I didn't focus that player down immediately, I was dead. This will be that, but much worse...
You’re assuming most ppl even slot Bastion in the first place lol. I can assure you a lot of them would rather slot Relentlessness for Major Protection than Bastion, so it’s a moot point.
Also, your scenario is biased. 2 players at 10% HP (3k HP). The 1st player uses a shield and goes to 7k HP with a 14k ward, implying a 4k NON CRIT burst heal. Yet the 2nd player goes from 3k to 13k-16k, implying a 10k non crit? On my NB with 7k WD and 26k mag, my non crit burst heal is around 7k, and when crit it’s around 14k. That’s a 14k tooltip before battle spirit. So if we’re going to be fair, the 2nd will only go from 3k HP to 10k HP.
One thing you’re probably not counting in your scenario is the cross healing from teammates. It’s very unlikely that you will be in execute phase for more than half a second with several cross heals. I know because I’ve been pocketed by a healer and I legit cannot die. The moment I get low, I get healed for 8-9k from my pocket healer, on top of my own Ward heal and HoTs. That’s why in a group setting it isn’t going to matter whether I have Ward or a burst heal.
Yes, I said slot Vigor to help with healing. Isn’t that how almost every magsorc was using last patch? I agree Oblivion damage on a spammable is aids, but we aren’t playing with old shields anymore. We have max stat scaling and can use more tools to counter that now. Things like Vigor can help tremendously, especially when Sorc just got a 10% max mag buff to increase the heal tooltip AND Blood Magic buff. I’m sure Sorc will be fine.
StaticWave wrote: »Bushido2513 wrote: »StaticWave wrote: »If you're using a Shield at let's say 20% of your health (6k), each oblivion proc will be doing ~4500 damage to you. Any class that uses a burst heal as their main defensive "heal' would stand a better chance against let's say two players using the scribe against them than a Sorc would.
And same goes for if you pop a shield at super low health like 5% (1500). You will die next patch against this ability, where as someone with a true burst heal like Coagulating or Healthy offering will survive.
And you can always counter that by slotting Vigor over Bound Aegis. You will still have a decent shield and burst heal tooltip (12k shield and 6-7k burst heal), while also having Vigor, Blood Magic, and Crit Surge. Sorc is going to fair much better vs Oblivion damage than other classes due to Ward's mechanic.
It's pretty simple to test. Have 2 players apply 4+ DoTs and heavy attack you with Knight Slayer. Use a modified shield build with Vigor for 1st test and burst heal build for 2nd test. You'll see why the shield build is better defensively.
Then you'd have to test what happens if you add more players doing damage because that's what happens in gvg. Whoever is there to be targeted will eventually get targeted. That's just the ebb and flow of gvg no matter how damage resistant an opponent is.
A Sorc might survive better due to having Streak, but generally any class will have a fairly good chance of surviving in a GvG. There's going to be cross-healing involved, and eventually someone will die, but that depends entirely on the group optimization, synchronization, and individual skill.
Of course when we analyze the larger fights then most of the weaknesses of a class have already been covered by group optimization. You could be playing a class with zero burst heal and you'd do fine if there are 3-4 healers providing that for you and 7-8+ HoTs rolling every 2s.
It's usually the smaller sized groups down to an individual player that we tend to see more specific imbalances between classes, as the players have to manage more roles and cover more weaknesses with limited resources.
xylena_lazarow wrote: »Yeah! About time the devs respect my preferences to be good at everything and have no weaknesses! /sBushido2513 wrote: »preferences also play a part
StaticWave wrote: »StaticWave wrote: »
This is only considering 1v1s. While yes I agree that the oblivion damage script isn't a death sentence to a Sorc in a 1v1, in Open world this quickly changes (and I'm not saying it's a death sentence open world).
If you're using a Shield at let's say 20% of your health (6k), each oblivion proc will be doing ~4500 damage to you. Any class that uses a burst heal as their main defensive "heal' would stand a better chance against let's say two players using the scribe against them than a Sorc would.
Block healing won't fair any better. You're still taking DoT pressure which goes through block, and 2 players doing 5k oblivion damage through block will kill that player.
It's definitely not disingenuous if you consider the circumstances. Or we can also acknowledge that Sorc and NB currently have the best mobility in the game with Hurricane + Streak and Cloak. At the very worst, they can just Streak or Cloak away, but pretty much every other class won't have a reliable escape option.
I mean, you’ve literally proved that yourself when we fought in a BG game. You on your 50k+ mag sorc with Hurricane, being able to tank enough damage in a 1v1 and still has the ability to Streak away at high speeds. I can’t do that on a DK or Warden or Necro. I have to tank the damage and eventually die.
That will be the case for next patch. At worst, a Sorc can just streak away if they’re fighting several Oblivion dmg users. Not so much for other classes.
Shields are likely taking 15% more damage (bastion) than typical health for DoTs. I'm not sure if my play experience is just significantly different than yours but DoTs in GvG are just not a crazy part of the incoming damage (with the exception of Dawnbreaker DoT). Your active healing generally counteracts DoTs and when moving around in GvG situations players aren't typically pressuring a single target with a bunch of DoTs (individually) that would take way too much time in a fast paced environment. When I see people die in GvG it's from an overload of direct damage abilities not 10 DoTs that got stacked up because maintaining them in a GvG setting is... Complicated? And there are generally A LOT of purges going around in GvG settings. So once again, direct damage is King in GvG. 1v1s sure DoT pressure matters (I really think this is your area of expertise which makes sense on why most of your arguments have a Bias towards it, no hate, you have amazing dueling analytics and I commend you for those, just think your Open World experience is a bit outdated)
Now that that's cleared up. Block healing will be significantly better against this ability (in group scenarios) than Shields.
1. Brings you out of the execute phase threshold of this ability (most heals will bring you above 50% regardless of what % health you are at at the time of cast).
2. Gives a larger pool to absorb that damage. Two players One Sorc one None Sorc. Both were at 10% health (3k) and cast their Heal/Shield. Sorc now has 7k health and a 14k ward (I would say add a HoT to make it 10k but if a Sorc is defensively Warding this isn't a guaranteed thing), other is at 13-16k health between the heal and HoT active. The Sorc is going to take likely 4500 oblivion damage per instance of this script. The other player will be taking likely 2500 oblivion damage per instance.
3. The Sorc is going to be chasing a non execute threshold constantly where as the Burst heal player will provide relief from Oblivion damage execute scaling.
You said to slot Vigor to counter this new skill. So you are recognizing that this is a SERIOUS threat otherwise you'd suggest playing the same.
All other "defensive" healing classes will continue to play as is, Shield users will have to adapt.
So really you countered your own statements by recognizing that Sorcs will have to slot a RELIABLE HoT to counter the oblivion damage. And isn't that exactly what you've been requesting all along? That Sorcs should have to slot Vigor? And it supports @Bushido2513 comments saying that the changes to Ward were likely in anticipation of this addition.
Because this is a OG shield breaker on steroids. And I'm not sure how many Sorcs were around during those Days but I was and I played similar to how I do now (no traditional burst heal and entirely use Wards, at that time hardened and harness, to absorb damage) and if I didn't focus that player down immediately, I was dead. This will be that, but much worse...
You’re assuming most ppl even slot Bastion in the first place lol. I can assure you a lot of them would rather slot Relentlessness for Major Protection than Bastion, so it’s a moot point.
Also, your scenario is biased. 2 players at 10% HP (3k HP). The 1st player uses a shield and goes to 7k HP with a 14k ward, implying a 4k NON CRIT burst heal. Yet the 2nd player goes from 3k to 13k-16k, implying a 10k non crit? On my NB with 7k WD and 26k mag, my non crit burst heal is around 7k, and when crit it’s around 14k. That’s a 14k tooltip before battle spirit. So if we’re going to be fair, the 2nd will only go from 3k HP to 10k HP.
One thing you’re probably not counting in your scenario is the cross healing from teammates. It’s very unlikely that you will be in execute phase for more than half a second with several cross heals. I know because I’ve been pocketed by a healer and I legit cannot die. The moment I get low, I get healed for 8-9k from my pocket healer, on top of my own Ward heal and HoTs. That’s why in a group setting it isn’t going to matter whether I have Ward or a burst heal.
Yes, I said slot Vigor to help with healing. Isn’t that how almost every magsorc was using last patch? I agree Oblivion damage on a spammable is aids, but we aren’t playing with old shields anymore. We have max stat scaling and can use more tools to counter that now. Things like Vigor can help tremendously, especially when Sorc just got a 10% max mag buff to increase the heal tooltip AND Blood Magic buff. I’m sure Sorc will be fine.
You're right I probably have a Bias on healing values because I don't venture outside of Sorcs much (I can't play without the degree of mobility and AoE CC that Sorc offers it's too good for outnumbered fights).
But I regularly see Templars, Nightblades, DKs burst heal from execute to over 75% health (so going from 7k to like 30k health). Maybe it's because I fight around keeps and resources a lot where healing is buffed? But I know I'm not crazy and that 15-20k heals 100% exist within the scope of cyrodiil (where as you're likely quoting dueling values). And 4k heal is a very common number I see with my own healing.
But agreed when a healer is present it won't really matter class to class.
And not every Sorc, I did perfectly fine without Vigor and played at a very competitive level open world.
Welp disregard anything about oppressive oblivion damage since they walked that back (thank Sotha Sil).
So yeah Ward is still Overtuned and would benefit from an adjustment (HoT that properly scales seems to be a favorite).
xylena_lazarow wrote: »
Turtle_Bot wrote: »This way there's no (or super minimal) Temporary health buffer when it's cast at low health, but the heal is more like other class's burst heals and when it is cast at/near max health there's no heal component and it basically functions like the old ward used to before it got the heal added.
StaticWave wrote: »I think one of the more needed changes right now is a rework to Mage's Fury and its morph. For an execute that requires slotting on your bar, it's laughably weak and is really only useful in Deathmatch modes to steal kills. Either increasing the required HP threshold to 50% to standardize with other executes if we want to keep the delayed dmg mechanic, or remove the delay mechanic and increasing the threshold to 50% is warranted by now.
Chilly-McFreeze wrote: »Turtle_Bot wrote: »This way there's no (or super minimal) Temporary health buffer when it's cast at low health, but the heal is more like other class's burst heals and when it is cast at/near max health there's no heal component and it basically functions like the old ward used to before it got the heal added.
Wouldn't that just still elude the original intended drawback of wards? That they are not "get out of execute"-reactive sources of mitigation unlike other classes' burst heals?
We know, we tried to give it backBushido2513 wrote: »Well they gave you nightblade previously.
Welp disregard anything about oppressive oblivion damage since they walked that back (thank Sotha Sil).
So yeah Ward is still Overtuned and would benefit from an adjustment (HoT that properly scales seems to be a favorite).
StaticWave wrote: »StaticWave wrote: »StaticWave wrote: »
This is only considering 1v1s. While yes I agree that the oblivion damage script isn't a death sentence to a Sorc in a 1v1, in Open world this quickly changes (and I'm not saying it's a death sentence open world).
If you're using a Shield at let's say 20% of your health (6k), each oblivion proc will be doing ~4500 damage to you. Any class that uses a burst heal as their main defensive "heal' would stand a better chance against let's say two players using the scribe against them than a Sorc would.
Block healing won't fair any better. You're still taking DoT pressure which goes through block, and 2 players doing 5k oblivion damage through block will kill that player.
It's definitely not disingenuous if you consider the circumstances. Or we can also acknowledge that Sorc and NB currently have the best mobility in the game with Hurricane + Streak and Cloak. At the very worst, they can just Streak or Cloak away, but pretty much every other class won't have a reliable escape option.
I mean, you’ve literally proved that yourself when we fought in a BG game. You on your 50k+ mag sorc with Hurricane, being able to tank enough damage in a 1v1 and still has the ability to Streak away at high speeds. I can’t do that on a DK or Warden or Necro. I have to tank the damage and eventually die.
That will be the case for next patch. At worst, a Sorc can just streak away if they’re fighting several Oblivion dmg users. Not so much for other classes.
Shields are likely taking 15% more damage (bastion) than typical health for DoTs. I'm not sure if my play experience is just significantly different than yours but DoTs in GvG are just not a crazy part of the incoming damage (with the exception of Dawnbreaker DoT). Your active healing generally counteracts DoTs and when moving around in GvG situations players aren't typically pressuring a single target with a bunch of DoTs (individually) that would take way too much time in a fast paced environment. When I see people die in GvG it's from an overload of direct damage abilities not 10 DoTs that got stacked up because maintaining them in a GvG setting is... Complicated? And there are generally A LOT of purges going around in GvG settings. So once again, direct damage is King in GvG. 1v1s sure DoT pressure matters (I really think this is your area of expertise which makes sense on why most of your arguments have a Bias towards it, no hate, you have amazing dueling analytics and I commend you for those, just think your Open World experience is a bit outdated)
Now that that's cleared up. Block healing will be significantly better against this ability (in group scenarios) than Shields.
1. Brings you out of the execute phase threshold of this ability (most heals will bring you above 50% regardless of what % health you are at at the time of cast).
2. Gives a larger pool to absorb that damage. Two players One Sorc one None Sorc. Both were at 10% health (3k) and cast their Heal/Shield. Sorc now has 7k health and a 14k ward (I would say add a HoT to make it 10k but if a Sorc is defensively Warding this isn't a guaranteed thing), other is at 13-16k health between the heal and HoT active. The Sorc is going to take likely 4500 oblivion damage per instance of this script. The other player will be taking likely 2500 oblivion damage per instance.
3. The Sorc is going to be chasing a non execute threshold constantly where as the Burst heal player will provide relief from Oblivion damage execute scaling.
You said to slot Vigor to counter this new skill. So you are recognizing that this is a SERIOUS threat otherwise you'd suggest playing the same.
All other "defensive" healing classes will continue to play as is, Shield users will have to adapt.
So really you countered your own statements by recognizing that Sorcs will have to slot a RELIABLE HoT to counter the oblivion damage. And isn't that exactly what you've been requesting all along? That Sorcs should have to slot Vigor? And it supports @Bushido2513 comments saying that the changes to Ward were likely in anticipation of this addition.
Because this is a OG shield breaker on steroids. And I'm not sure how many Sorcs were around during those Days but I was and I played similar to how I do now (no traditional burst heal and entirely use Wards, at that time hardened and harness, to absorb damage) and if I didn't focus that player down immediately, I was dead. This will be that, but much worse...
You’re assuming most ppl even slot Bastion in the first place lol. I can assure you a lot of them would rather slot Relentlessness for Major Protection than Bastion, so it’s a moot point.
Also, your scenario is biased. 2 players at 10% HP (3k HP). The 1st player uses a shield and goes to 7k HP with a 14k ward, implying a 4k NON CRIT burst heal. Yet the 2nd player goes from 3k to 13k-16k, implying a 10k non crit? On my NB with 7k WD and 26k mag, my non crit burst heal is around 7k, and when crit it’s around 14k. That’s a 14k tooltip before battle spirit. So if we’re going to be fair, the 2nd will only go from 3k HP to 10k HP.
One thing you’re probably not counting in your scenario is the cross healing from teammates. It’s very unlikely that you will be in execute phase for more than half a second with several cross heals. I know because I’ve been pocketed by a healer and I legit cannot die. The moment I get low, I get healed for 8-9k from my pocket healer, on top of my own Ward heal and HoTs. That’s why in a group setting it isn’t going to matter whether I have Ward or a burst heal.
Yes, I said slot Vigor to help with healing. Isn’t that how almost every magsorc was using last patch? I agree Oblivion damage on a spammable is aids, but we aren’t playing with old shields anymore. We have max stat scaling and can use more tools to counter that now. Things like Vigor can help tremendously, especially when Sorc just got a 10% max mag buff to increase the heal tooltip AND Blood Magic buff. I’m sure Sorc will be fine.
You're right I probably have a Bias on healing values because I don't venture outside of Sorcs much (I can't play without the degree of mobility and AoE CC that Sorc offers it's too good for outnumbered fights).
But I regularly see Templars, Nightblades, DKs burst heal from execute to over 75% health (so going from 7k to like 30k health). Maybe it's because I fight around keeps and resources a lot where healing is buffed? But I know I'm not crazy and that 15-20k heals 100% exist within the scope of cyrodiil (where as you're likely quoting dueling values). And 4k heal is a very common number I see with my own healing.
But agreed when a healer is present it won't really matter class to class.
And not every Sorc, I did perfectly fine without Vigor and played at a very competitive level open world.
Those burst heal numbers are most likely inflated by Combat Medic passive (20% healing done when near a keep), especially if you do Cyrodiil a lot. When I was testing Dragon's Appetite with around 41k max stam, I was getting an 18k heal tooltip before Battle Spirit with Combat Medic passive. Combined with Minor Vitality and Focused Mending CP, I got around 10k non crit burst heal with Battle Spirit and 17k crit. The actual non-inflated tooltip value would probably be closer to 15k, which is still plenty and equivalent to a standard burst heal in a full damage build.
I think the most important thing that allowed you to play at a competitive level open world without relying on Vigor is Streak and mobility. A Sorc that can make good use of Streak and mobility is extremely difficult to kill. I think with Ward giving a HoT instead of a burst heal, a Sorc can have some added survivability but isn't too ahead of other classes in terms of tankiness.
DUTCH_REAPER wrote: »Came across an unkillable sorc last night in grey host. He never ran away. Just “took” the damage from 2 people, hardened ward, with his ice staff right through it. Health barely moving.
Bushido2513 wrote: »DUTCH_REAPER wrote: »Came across an unkillable sorc last night in grey host. He never ran away. Just “took” the damage from 2 people, hardened ward, with his ice staff right through it. Health barely moving.
These kinds of post should always come with a video. Either the sorc had very little damage or the two attackers didn't have much of a rotation/damage. People can definitely be unkillable in the 1v1 but with a 2v1 it's just a matter of the two attackers having enough damage. I'm saying this in regards to a sorc or really any class being able to just tank damage and not move yet still have any actual damage.
DUTCH_REAPER wrote: »Came across an unkillable sorc last night in grey host. He never ran away. Just “took” the damage from 2 people, hardened ward, with his ice staff right through it. Health barely moving.
DUTCH_REAPER wrote: »Came across an unkillable sorc last night in grey host. He never ran away. Just “took” the damage from 2 people, hardened ward, with his ice staff right through it. Health barely moving.
DUTCH_REAPER wrote: »Hi 👋 just coming back for response.
The “2” have damage lol. Oh yes 👍
And I agree tho a video should be included. I will ensure GeForce is on for clips for future reference.
Face it. These sorcs have builds that are epic and can take punishment then dish it right back out.