Get enough magicka players to *** on the forums and this is the result you get. Meanwhile they still have higher tooltips with mutagen, a buff to all shields, and most single target DoTs are MAGICKA. Good luck trying to get an actual intelligent answer.
Factually incorrect info. 2 types of bleed, rending, carve, soul trap, poison injection, carve all stamina and not class specific.
Vs flame reach, soul trap, entropy and 1 class based dot (or 2 if DK)
1) You named 3 different weapon skill lines
2) Carve is aoe not single target
3) Bleeds now scale with resists and actually do less damage than live (mind you I think its well deserved)
I will correct what I said with it being mostly magicka. Kudos
Same char, same food, same gear.
OtarTheMad wrote: »They listened to feedback, a lot of people were saying Vigor was OP and needed changing. They are testing this change. We need to try it out and give feedback and see how it is live.
OtarTheMad wrote: »They listened to feedback, a lot of people were saying Vigor was OP and needed changing. They are testing this change. We need to try it out and give feedback and see how it is live.
Op on the pts with the massive buffs... sure but then balanced by a dot meta and loss of FM/rally hot...
Now it’s weaker than live... fm hot still gone. Dot meta still going live...
OtarTheMad wrote: »OtarTheMad wrote: »They listened to feedback, a lot of people were saying Vigor was OP and needed changing. They are testing this change. We need to try it out and give feedback and see how it is live.
Op on the pts with the massive buffs... sure but then balanced by a dot meta and loss of FM/rally hot...
Now it’s weaker than live... fm hot still gone. Dot meta still going live...
Well yes but with this change after we test it maybe they adjust Rally/FM a bit to compensate some. I totally agree that some of the people crying OP were making builds for it, usually unrealistic builds but I am just going to test this change, give my feedback and see what happens.
INinjaNinja wrote: »quality patch notes as usual, with the age old adage from ZoS "if it aint broke, break it".
Why tamper with the only real HoT available to most stamina characters after injecting DoTs with horse steroids.
Going to be real fun advancing towards any mag class as hes loading you up with every sexually transmitted disease in the game and your trying to out heal it with this pitiful excuse of a heal
OtarTheMad wrote: »OtarTheMad wrote: »They listened to feedback, a lot of people were saying Vigor was OP and needed changing. They are testing this change. We need to try it out and give feedback and see how it is live.
Op on the pts with the massive buffs... sure but then balanced by a dot meta and loss of FM/rally hot...
Now it’s weaker than live... fm hot still gone. Dot meta still going live...
Well yes but with this change after we test it maybe they adjust Rally/FM a bit to compensate some. I totally agree that some of the people crying OP were making builds for it, usually unrealistic builds but I am just going to test this change, give my feedback and see what happens.
If this was 5.1.2 or .3... sure but this drops on the 12th lol there won’t be a balancing chance most likely.
How I undertand the patch notes with a quick example calculation:
Lets say on an example build and the current version of the game base vigor heals for 10k (to work with a round number).
1) Current version of the game
--> Base vigor heals for 10k health over 5 seconds with 6 ticks. Each tick heals for ~ 1667 health
--> Resolving vigor heals for ~ 29.1% more than base vigor. This leads to 12910 health over 5 seconds with 6 ticks. Each tick would heal for ~ 2152 health.
2) PTS 5.1.0
--> Base vigor got a 85% buff, but resolving vigor lost its healing bonus and instead kept the current properties of vigor (5 seconds duration, 6 ticks).
--> Resolving vigor heals for 18500 health over 5 seconds with 6 ticks. Each tick would heal for ~ 3083 health.
PTS 5.1.4
--> Resolving vigor got a 28% nerf to the healing output of each tick compared to 5.1.0 and additionally lost one tick of healing altogether.
--> Resolving vigor heals for 18500 * 0.72 * (5/6) = 11100 health over 4 seconds with 5 ticks. Each tick would heal for 2220 health.
Overall this clearly looks like a nerf to me compared to the live version, because the total healing got significantly reduced versus a pretty small increase of the HPS. Additionally, resolving vigor completely lost its AOE team heal capabilities. Tbh, I really don't know what ZOS is doing. First they overbuff the skill and then they nerf is so it becomes weaker than the current version. Seems like they lack a clear direction - as almost always.
If any of the calculations are wrong please correct me.
How I undertand the patch notes with a quick example calculation:
Lets say on an example build and the current version of the game base vigor heals for 10k (to work with a round number).
1) Current version of the game
--> Base vigor heals for 10k health over 5 seconds with 6 ticks. Each tick heals for ~ 1667 health
--> Resolving vigor heals for ~ 29.1% more than base vigor. This leads to 12910 health over 5 seconds with 6 ticks. Each tick would heal for ~ 2152 health.
2) PTS 5.1.0
--> Base vigor got a 85% buff, but resolving vigor lost its healing bonus and instead kept the current properties of vigor (5 seconds duration, 6 ticks).
--> Resolving vigor heals for 18500 health over 5 seconds with 6 ticks. Each tick would heal for ~ 3083 health.
PTS 5.1.4
--> Resolving vigor got a 28% nerf to the healing output of each tick compared to 5.1.0 and additionally lost one tick of healing altogether.
--> Resolving vigor heals for 18500 * 0.72 * (5/6) = 11100 health over 4 seconds with 5 ticks. Each tick would heal for 2220 health.
Overall this clearly looks like a nerf to me compared to the live version, because the total healing got significantly reduced versus a pretty small increase of the HPS. Additionally, resolving vigor completely lost its AOE team heal capabilities. Tbh, I really don't know what ZOS is doing. First they overbuff the skill and then they nerf is so it becomes weaker than the current version. Seems like they lack a clear direction - as almost always.
If any of the calculations are wrong please correct me.
OtarTheMad wrote: »They listened to feedback, a lot of people were saying Vigor was OP and needed changing. They are testing this change. We need to try it out and give feedback and see how they do it when it hits live.
How I undertand the patch notes with a quick example calculation:
Lets say on an example build and the current version of the game base vigor heals for 10k (to work with a round number).
1) Current version of the game
--> Base vigor heals for 10k health over 5 seconds with 6 ticks. Each tick heals for ~ 1667 health
--> Resolving vigor heals for ~ 29.1% more than base vigor. This leads to 12910 health over 5 seconds with 6 ticks. Each tick would heal for ~ 2152 health.
2) PTS 5.1.0
--> Base vigor got a 85% buff, but resolving vigor lost its healing bonus and instead kept the current properties of vigor (5 seconds duration, 6 ticks).
--> Resolving vigor heals for 18500 health over 5 seconds with 6 ticks. Each tick would heal for ~ 3083 health.
PTS 5.1.4
--> Resolving vigor got a 28% nerf to the healing output of each tick compared to 5.1.0 and additionally lost one tick of healing altogether.
--> Resolving vigor heals for 18500 * 0.72 * (5/6) = 11100 health over 4 seconds with 5 ticks. Each tick would heal for 2220 health.
Overall this clearly looks like a nerf to me compared to the live version, because the total healing got significantly reduced versus a pretty small increase of the HPS. Additionally, resolving vigor completely lost its AOE team heal capabilities. Tbh, I really don't know what ZOS is doing. First they overbuff the skill and then they nerf is so it becomes weaker than the current version. Seems like they lack a clear direction - as almost always.
If any of the calculations are wrong please correct me.
This is incorrect. Unless there were different changes on PTS then what the notes say, echoing vigor was 85% higher then live on PTS 5.13.
Logged onto PTS and looked at values on my build with CPs.