Necrotech_Master wrote: »yeah heal absorption is both uncommon and woefully underpowered
most avg heal absorb skills only do about 4500 heal absorb, the avg heal most people can do is at least equal up to double of that
in a 1v1 it might be ok at countering like 5 sec worth of a single hot, but with 2 hots and a burst heal most heal absorb lasts maybe 2 GCD if that
Avran_Sylt wrote: »Necrotech_Master wrote: »yeah heal absorption is both uncommon and woefully underpowered
most avg heal absorb skills only do about 4500 heal absorb, the avg heal most people can do is at least equal up to double of that
in a 1v1 it might be ok at countering like 5 sec worth of a single hot, but with 2 hots and a burst heal most heal absorb lasts maybe 2 GCD if that
There's also the fact that it only applies the Healing absorption if the skill lands the stun (so if they're CC immune it can't apply the healing negation), and that the player doesn't move out of the zone, or that you don't get interrupted in any manner while performing the channel.
Given the channel itself, you can view the total healing absorption as half it's actual value when considering it compared to other abilities that can be tossed out twice (plus weaving), in the time it would take for the skill to complete.
So it's effectively 2500 heal absorption per second on CC vulnerable targets (that then lose their CC vulnerability once the skill lands, while doing no damage) that stay within an area for at least 2 seconds so long as you're not interrupted. (That also is ineffective against damage shields).
BixenteN7Akantor wrote: »Playing as Tank sometimes, I know well about Heal Absorption from enemies in Dungeons and Trials ^^
But the Heal Absorption you can apply is extremely rare :
-Borrowed Time skill
-Soldier of Anguish set
-Poison of Heroism (yes yes)
-Trauma script
Annnnnd that's all !
Avran_Sylt wrote: »BixenteN7Akantor wrote: »Playing as Tank sometimes, I know well about Heal Absorption from enemies in Dungeons and Trials ^^
But the Heal Absorption you can apply is extremely rare :
-Borrowed Time skill
-Soldier of Anguish set
-Poison of Heroism (yes yes)
-Trauma script
Annnnnd that's all !
Interesting, I didn't know about the posion and trauma script.
Does the Trauma script scale with anything, or is it flat value?
Healing Absorb would really need an overhaul in how it is implemented to really become a thing.
The way that Healing Absorb functions as a mechanic, is that it prolongs the window for which burst damage can be dangerous, by providing that buffer before someone can begin to recover via healing. (For other games this can force usage of less resource efficient but more time efficient skill usage, since you need to overcome the buffer AND then restore the target to a safe level of health)
Healing Absorb by itself, is useless. It has to be paired up with a source of damage to matter, otherwise it's not doing anything. With this damage needing to be focused around bursting a target to death to have a significant impact.
Even when considering burst windows, the current game has shields being prevalent (And quite powerful) which is unaffected by heal absorb at all.
Overall, the mechanic is flawed in ESO due to:
1) Low values
2) Low duration
3) Invalidation by common shield abilities
Meanwhile, you have the much better Defile which is not only more available, it doesn't come instead of damage (It's an Affix Script or secondary effect on skills) AND it affects shields too.
Healing Absorb would really need an overhaul in how it is implemented to really become a thing.
The way that Healing Absorb functions as a mechanic, is that it prolongs the window for which burst damage can be dangerous, by providing that buffer before someone can begin to recover via healing. (For other games this can force usage of less resource efficient but more time efficient skill usage, since you need to overcome the buffer AND then restore the target to a safe level of health)
Healing Absorb by itself, is useless. It has to be paired up with a source of damage to matter, otherwise it's not doing anything. With this damage needing to be focused around bursting a target to death to have a significant impact.
Even when considering burst windows, the current game has shields being prevalent (And quite powerful) which is unaffected by heal absorb at all.
Overall, the mechanic is flawed in ESO due to:
1) Low values
2) Low duration
3) Invalidation by common shield abilities
Meanwhile, you have the much better Defile which is not only more available, it doesn't come instead of damage (It's an Affix Script or secondary effect on skills) AND it affects shields too.
Avran_Sylt wrote: »Maybe Oblivion Damage could be reworked to act like heal absorb? (to better consolidate damage types).
Avran_Sylt wrote: »I don't think the duration needs to be too high, as it is about enabling more burst (and then dedicated support roles/sets could amplify this).
Avran_Sylt wrote: »Maybe Oblivion Damage could be reworked to act like heal absorb? (to better consolidate damage types).
Oblivion Damage already has a role though, it is the damage type that counters tanks with its percentage health damage and resistance bypassing effect.
If Oblivion Damage was to be changed, it'd be better to have something like it factoring shields into its percentage damage (So if someone has 40k HP and a 20k shield it would deal a percentage of 60k total "EHP") allowing it to better chew through "Tank" builds that spam giant shields. With a raised damage cap so it can actually hit the actual numbers it should to properly do its job at punishing high health tanks.Avran_Sylt wrote: »I don't think the duration needs to be too high, as it is about enabling more burst (and then dedicated support roles/sets could amplify this).
Duration is one method of making heal absorb relevant. By way of enabling you to stack it up over a period of time so when you eventually burst a target, there's a significant barrier of "Heal absorb" to chew through to start recovering the target.
Which allows it to function without necessarily requiring absurd levels of heal absorb from a singular cast and enables counterplay to burst set ups by managing the stacking heal absorb with more healing.