RinaldoGandolphi wrote: »What they should is:
Give a 1% damage reduction for every X amount of points you have in Health Recovery
Say for example, every 100 points you have in Health Recovery gives you a 1% reduction in damage from all sources.
Sure you cna get 3k Health Regen, but you have to sacrifice a lot of weapon damage, spell damage, and Stamina/Magic Regen to get there.,
it helps Tanks (who need help now that they are no longer regen stamina while blocking), and it makes a stat thats useless worth investing into which should bring more build diversity. It also actually makes the Vampire's Health Regen penalty actually matter instead of being an after thought as non-vamps will have an X amount of damage reduction in compairson to their undead counterparts depending on the value of their health recovery.
Brasseurfb16_ESO wrote: »I think your idea isn't bad at all, but I would go for %healing recieved instead of a %damage reduction.
failkiwib16_ESO wrote: »Brasseurfb16_ESO wrote: »I think your idea isn't bad at all, but I would go for %healing recieved instead of a %damage reduction.
From a healers point of view, this is really bad. I would rather see a tank be able to handle a big hit from a boss, than a tank that looses 90% of his health by one hit, and depends desperately on my heals. There are situations where I can get cc'ed, trapped etc. and the tank would die if he takes too much damage.
For instance the boss in Fungal Grotto that spawns 4 adds, that traps 1 team member. That team member is sometimes me, I am the healer, if the tank can't take the heavy blows from the boss while the dps is trying to free me, he dies and the squishy dps have to deal with the boss till I am freed and the tank is ressurected.
What if you get a -1 damage from all sources per attribute point in health, it's hardly noticeable on normal attacks but it will really help against DoT effects.
failkiwib16_ESO wrote: »It would help the tank healing himself ofcourse. With my NB tank, I basically use HoT's to heal myself and big hits I can take. The tricky part is not getting your health up fast enough. Increased healing received actually would be better then for some builds and to me it actually makes more sense too. We already have a hardcap on damage mitigation, which makes with high health recovery it actually isn't always useful.
Plus, tanking wouldn't be really fun if you could it reduce incoming damage by 80% if it would stack on the hardcap.
Then it may be viable for a magicka based tank, that have enough max magicka and spell power to ensure good heals, otherwise it will still be useless. There are different kinds of damage, so having hardcapped mitigation toward physical damage won't save the tank from elemental, poison, disease and magicka attacks, and the vice versa.
Regarding having fun. I try to keep my team alive normally, because I am healer. If I deliberately went for an inferior build, to give myself and my group a "challenge" in a dungeon, I bet they actually would be pretty pissed off at me. They would loose their trust in me and my intentions as a healer.
failkiwib16_ESO wrote: »Yeah true, but then where is the point in tanking in Heavy Armor when you can do it in Light Armor and doing insane damage. That's what happened before and they (gladly) made a tank wearing Heavy Armor to be a decent tank. I'd find it very disturbing if I'd see tanks doing 10k damage in their linen clothes. Or then the tank could actually tank and heal the complete party with ease and have 3 dps in the group.failkiwib16_ESO wrote: »It would help the tank healing himself ofcourse. With my NB tank, I basically use HoT's to heal myself and big hits I can take. The tricky part is not getting your health up fast enough. Increased healing received actually would be better then for some builds and to me it actually makes more sense too. We already have a hardcap on damage mitigation, which makes with high health recovery it actually isn't always useful.
Plus, tanking wouldn't be really fun if you could it reduce incoming damage by 80% if it would stack on the hardcap.
Then it may be viable for a magicka based tank, that have enough max magicka and spell power to ensure good heals, otherwise it will still be useless. There are different kinds of damage, so having hardcapped mitigation toward physical damage won't save the tank from elemental, poison, disease and magicka attacks, and the vice versa.
Regarding having fun. I try to keep my team alive normally, because I am healer. If I deliberately went for an inferior build, to give myself and my group a "challenge" in a dungeon, I bet they actually would be pretty pissed off at me. They would loose their trust in me and my intentions as a healer.
Nothing wrong if you can do that, but if it's going to be too easy to do that then everyone will do that and I don't see that ending very well.
failkiwib16_ESO wrote: »Increasing maximum stamina and block mitigation for tanking & maximum magicka and spell power for giving better heals will remain as the better choices - unless healing gets big nerf and become dysfunctional then it will never be prioritized high. Since almost all endgame content is group content, then health regen and healing taken will remain inferior to the healing done.