AssaultLemming wrote: »They should remove the cooldown entirely and limit the max targets that can return a heal to 6.
AssaultLemming wrote: »They should remove the cooldown entirely and limit the max targets that can return a heal to 6.
AssaultLemming wrote: »They should remove the cooldown entirely and limit the max targets that can return a heal to 6.
AssaultLemming wrote: »They should remove the cooldown entirely and limit the max targets that can return a heal to 6.
AssaultLemming wrote: »They should remove the cooldown entirely and limit the max targets that can return a heal to 6.
"We plan to rebalance the game via buffs and not nerfs."
One of the community-managers said that on one of those livestreams a few weeks ago, just sayin'.
Every class has a skill that deals damage while healing you at the same time: DKs have Inhale/Draw Essence, NBs have Sap Essence, and Templars have Puncturing Sweep.
Sorcerers HAD critical surge but it got nerfed into oblivion: is nobody annoyed that the healing is only 40% of the critical-damage instead of the previous 65%?
That alone is a huge nerf, the cooldown is just....broken.
At this point the heal from Entropy is bigger. I'm serious, test it.
You get a better heal from spamming Entropy over and over again than Surge.
s7732425ub17_ESO wrote: »The issue is that 65% healing from crits is really strong. They could have easily reduced the healing to 30%, not implemented this cooldown crap, and the complaining would be much, much less.
AssaultLemming wrote: »They should remove the cooldown entirely and limit the max targets that can return a heal to 6.
As a DW stamina sorcerer, this change got me killed. The problem is the heals will proc off any DoT or weak ability - meaning it is essentially a RNG heal. If you use Blood Craze, Flurry (only first hit triggers), or any Axe, or Lightning Form, any of these can kill your heals. And this is just one build... there are a lot of potential DoT and low damage sources available that can crit and reduced your healing.
As it stands, it is better to use a critical potion and avoid Critical Surge - at least that way you won't be fooled into believing you have a viable, reliable form of healing in melee.
I guess one potential solution would be to remove the CD for critical surge (or allow X [8?] heals from the ability within 0.25 seconds) and keep the CD for Power Surge - but honestly that would be a bit harsh on magicka builds.
AssaultLemming wrote: »They should remove the cooldown entirely and limit the max targets that can return a heal to 6.