LordDragonSlayer wrote: »Most WWs have about 15 to 18k mag and stamina and about 40 to 44k health. With these new numbers they will be out of resources in seconds. They do not have burst damage
I think that' the point and what ZOS was going for. If you choose to build with that little bit of resource pools, you'll now suffer the consequences like everyone else that does. 15k to 18k mag and stamina and that much of a lopsided build would be bad anywhere in the game, esp. in a PvP environment except on certain "special" builds.
That it wasn't before actually proves that the costs were too low in the first place regardless of what you or the others that enjoyed paying next to nothing for skills without any investment want to claim.
That's why they did it. Because putting the requirement to either build sustain or get good enough not to have to do it will put a limit and cap on the defensive or offensive power that's possible with your build. Which is the cap that everyone except DK abides by (though even DK needs to build into resource pools, though again, there's other builds possible that can bypass it).
The probability of you convincing them is likely 0. Skill costs should have never been that low in the first place. Literally proving that sustain was previously far too easy and ignorable with that comment, not that anyone here didn't know so already.
You don't 'suffer the consequences'. You just run sorc and potentially Arteum and you're set. In a '1 v 1' dueling parse or 'on a practice dummy', nothing meaningfully changes in these scenarios, even post-nerf. Even still, the stamina values from your own perspective do not make sense with PTS werewolf either.
I want to build 30k health on my wolf like I used to before DK rework... but I can't when a non-corro whip can easily land for 15-18k on a crit and a corro whip can near take my entire health bar with 27k. Even if I wanted to build less health, my heals across the board become worse in PvE and PvP in just about every way.
Every other class has access to 'easy' defensive buffs like minor protection (I have to lose significant damage with my roar morph to access), minor resolve (which wolf is incapable of gaining), major protection from Monomyth (which I am incapable of properly using due to bugs especially; can never gain both components), sword and board backbar (which I cannot access without tanking my damage even further; I don't receive all defense passives from this), and much more.
Meanwhile, if I want to recoup more damage from my 'damage healing howl', I essentially use a heal that provides no meaningful healing value (even if I stack nothing but stam and wep/spell damage sets; definitely not enough to outheal 15-27k whips depending on setting) and up to a 12% increase in damage taken. Werewolf berserker (as mentioned) completely forgoes my major protection as well and my overarching reward for an 'even' major buff is a 1 second, highly unforgiving dot.
These are mediums of defense (and offense via buffs) that everyone is able to adhere to that I am fully excluded from on a werewolf.
I get that you have disdain for werewolf, but please try to be logical and objective to at least what I'm clearly stating above. 'Being 1 bar' doesn't magically provide me some intangible benefit that makes up for these glaring deficiencies that the current, efficient PTS stat spread disallows appropriate remediation on.
Tendo163
Alchimiste1 wrote: »VinnyGambini wrote: »Wrong skill chief, core of flame
Also lets please add Conservation of Energy to the mix.
No need to go from a dk/ww/sorc meta to sorc only meta
For Sorc nerfing the healing is actually a better move. If you nerf the sustain from conservation sorc will now be stuck with old bars and limited builds. No bueno
Don't be selfish. Both Conservation of Energy (healing AND sustain) and Heart of flame (sustain) must be disbled in PvP.
I'm not being selfish lol. It's one or the other, not both. I have already tested fighing without that passive in PvP and the result was not good.
On this we will have to disagree. HOF should sustain definitely needs a nerf but so does the sorc class mastery. I’m not saying to remove it but it should be adjusted.
It does, and I made an entire thread about it:
https://forums.elderscrollsonline.com/en/discussion/691944/conservation-of-energy-needs-to-be-adjusted-for-the-health-of-the-game#latest
I suggested these:
1) Either remove the interaction with Blood Magic and introduce a fixed heal tooltip upon activating a cost (around 1k - 1.5k) OR making Blood Magic scale off offensive stats only. This ensures that the extreme cases of manipulating this skill are removed, while also providing a decent "heal over time" for people with less experience in PvP
2) Reintroduce the fixed 1k stam and mag value per proc to allow for more fluid game play.
Granted that my suggestions were a while ago during the PTS cycle and things have changed, I still firmly believe that, strictly for sorc, the sustain from Conservation allows for more build diversity, which is a good thing for the class. Sorc has struggled with bar space for a long time and was limited to running a few builds because it had to slot Dark Deal and waste an entire slot. Nerfing the heal would be a much better approach while keeping the build options.
Some people want that entire passive removed though, and I have to disagree with them. But let’s say we did remove the entire passive. I would just switch to Calculated Defense instead and gain 6% WD (100% uptime) and a fat HP scaling shield every time I use a Sorc ability or one with a cast time. I tested this btw and found that my survivability was mostly untouched, while that extra 6% WD let me use 2-3 recovery glyphs anyway. But guess what? Build options became limited because you’d have bar space issues, so Sorc went back to pre u50, just with more tankiness lol.
The most ideal fix for this passive imo would be to make Blood Magic give a fixed heal tooltip (maybe 1.5k per proc) and a fixed stam + mag return. This value can be adjusted.