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can we please remove the 50% heal reduction from percentage healing

Lucky28
Lucky28
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or at least look at some of the heals that need it removed. i mean, my Surge heals me for on average of 80 HP... no one can do anything with that.

I'll always have a resto heal regardless, some of these heals are just very worthless.
Edited by Lucky28 on April 6, 2016 4:28PM
Invictus
  • Zheg
    Zheg
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    I think ultimately we need wrobel to sober up and tune down the damage numbers in this meta, that will reduce the dire need you likely feel for strong and immediate heals.

    Also, youre exaggerating with 80 ticks.

    EDIT: I missed the % heal in title, and assumed you meant all heals. Skills like GDB need love, but a full removal would need a close eye, and I don't trust wrobel to do so.
    Edited by Zheg on April 6, 2016 4:41PM
  • Lucky28
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    Zheg wrote: »
    It needs tweaking, but a removal is too strong. My breath hits for 16.5k crits at 50% crit chance, and I'm on the tankier end of the spectrum. Devouring bats would be way too strong.

    I think ultimately a better solution is for wrobel to sober up and tune down the damage numbers in this meta, that will reduce the dire need you likely feel for strong and immediate heals.

    Also, youre exaggerating with 80 ticks.

    no i'm not. tested it yesterday. it was mostly 80 HP. it's Impen that's making it so low. on people not in impen it's obviously a lot higher. but most have impen. the reduced Crit damage from impen plus a further 50% reduction to the heal i would get makes for some very small heals.

    I don't mind the damage in this patch. in fact i like it. honestly 1.6 was my favorite patch and this feels a lot closer. i just want the freedom to change around my build, i don't want to be shoehorned into healing ward. ya know
    Edited by Lucky28 on April 6, 2016 5:18PM
    Invictus
  • myrrrorb14_ESO
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    They need to just make PvP it's own thing and stop trying to squeeze it to work in both PvE and PvP.

    Make the skills operate similarly but differently in each circumstance. That should make it easier to adjust relative power and survivability.
  • Dreyloch
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    They need to just make PvP it's own thing and stop trying to squeeze it to work in both PvE and PvP.

    Make the skills operate similarly but differently in each circumstance. That should make it easier to adjust relative power and survivability.

    Been saying this for 2 years. Has yet to happen, and probably never will. =(((((
    "The fear of Death, is often worse than death itself"
  • Bulljoker
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    make dragon blood good again! :D
    PC EU
    EP - Bull the Ironbreaker - MagDK
    EP - They-renamed-me - MagBlade
    AD - Friendly in Cherno - StamSorc
  • imapogostick
    imapogostick
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    Bulljoker wrote: »
    make dragon blood good again! :D

    Agreed at least make it worthy of a slot. I an forced to use it on my magic dk if I'm not running a resto staff. And I don't like to run resto but your forced with only one heal for magic dk... and that dragon blood. My stamina build uses it just for the health and stamina regen not so much for heals since I can run vigor and rally as soon as I get that. But magic dk has no healing besides embers and dragon blood. Ps.forgot about embers which is the best dk heal only if your magic tho. At least make dragon blood restore 33 percent of health every 2 seconds for x amount of time or w.e the one heal from it just blows
  • Erynyes
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    magic dk has no healing besides embers and dragon blood.

    Draw essence/Deep breath?

    Edited by Erynyes on April 6, 2016 8:07PM
    PC NA
    Sword Lhasa magplar
    Dinin Freth magDk
    Shri'Neerune magblade
  • imapogostick
    imapogostick
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    Erynyes wrote: »
    magic dk has no healing besides embers and dragon blood.

    Draw essence/Deep breath?

    Oops yeah forgot that one only as magic tho...and that's a garbage one anyways. Good for pve but garbage for pvp. The skills that use a percentage should give the percentage still in pvp. That dragon blood is only healing me 2k when I'm one to two his left. On my magic dk I have to spam it to not die then I have no magic left.it costs aloooot. And I use coagulation blood on my magic dk with argonian. Still only get a max of 2k health back.

    Better to spam igneous shield. And yes I use igneous shield before dragon blood for an extra 30 percent and that's added into my 2k heal.
    Edited by imapogostick on April 6, 2016 10:08PM
  • Ghost-Shot
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    Erynyes wrote: »
    magic dk has no healing besides embers and dragon blood.

    Draw essence/Deep breath?

    Oops yeah forgot that one only as magic tho...and that's a garbage one anyways

    That's actually your best heal in an outnumbered setting.
  • imapogostick
    imapogostick
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    Ghost-Shot wrote: »
    Erynyes wrote: »
    magic dk has no healing besides embers and dragon blood.

    Draw essence/Deep breath?

    Oops yeah forgot that one only as magic tho...and that's a garbage one anyways

    That's actually your best heal in an outnumbered setting.

    Yeah if it's 3 or more but we all know in pvp that= death. Cuz magic dk can't run or dodge away like a stam players can

    And if your taking your time using inhale in pvp I hope you got a zerg behind you to cover you
    Edited by imapogostick on April 6, 2016 10:27PM
  • Zheg
    Zheg
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    Ghost-Shot wrote: »
    Erynyes wrote: »
    magic dk has no healing besides embers and dragon blood.

    Draw essence/Deep breath?

    Oops yeah forgot that one only as magic tho...and that's a garbage one anyways

    That's actually your best heal in an outnumbered setting.

    Yeah if it's 3 or more but we all know in pvp that= death. Cuz magic dk can't run or dodge away like a stam players can

    And if your taking your time using inhale in pvp I hope you got a zerg behind you to cover you

    If I have 3 or more good people on me, I'm not healing through that on my templar healer either, so that point is pretty moot. I can delay my death with LoS and mist form, but winning that kind of 1vX scenario is unlikely. What that heal does for a DK is it lets you stay up while still doing damage so a cross heal can reach you from an ally. It also allows a potential pocket healer enough of a cushion to get off a dark flare/jesus beam without you dying and therefore potentially eliminate someone you were fighting and relieve some pressure.

    If you aren't using that skill at all, maybe that's one reason you're finding sustain difficult.
  • imapogostick
    imapogostick
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    Zheg wrote: »
    Ghost-Shot wrote: »
    Erynyes wrote: »
    magic dk has no healing besides embers and dragon blood.

    Draw essence/Deep breath?

    Oops yeah forgot that one only as magic tho...and that's a garbage one anyways

    That's actually your best heal in an outnumbered setting.

    Yeah if it's 3 or more but we all know in pvp that= death. Cuz magic dk can't run or dodge away like a stam players can

    And if your taking your time using inhale in pvp I hope you got a zerg behind you to cover you

    If I have 3 or more good people on me, I'm not healing through that on my templar healer either, so that point is pretty moot. I can delay my death with LoS and mist form, but winning that kind of 1vX scenario is unlikely. What that heal does for a DK is it lets you stay up while still doing damage so a cross heal can reach you from an ally. It also allows a potential pocket healer enough of a cushion to get off a dark flare/jesus beam without you dying and therefore potentially eliminate someone you were fighting and relieve some pressure.

    If you aren't using that skill at all, maybe that's one reason you're finding sustain difficult.

    Yeah... templar if only we all had a templar following us... but this is about self heal not getting healed by others.
  • Ghost-Shot
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    Ghost-Shot wrote: »
    Erynyes wrote: »
    magic dk has no healing besides embers and dragon blood.

    Draw essence/Deep breath?

    Oops yeah forgot that one only as magic tho...and that's a garbage one anyways

    That's actually your best heal in an outnumbered setting.

    Yeah if it's 3 or more but we all know in pvp that= death. Cuz magic dk can't run or dodge away like a stam players can

    And if your taking your time using inhale in pvp I hope you got a zerg behind you to cover you

    Idk i do pretty well with it, its a strong heal, AOE interrupt and and a fairly hard hitting AOE on the exhale which you can time with a prox det and meteor or dawn breaker to win those scenarios.
  • Zheg
    Zheg
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    Zheg wrote: »
    Ghost-Shot wrote: »
    Erynyes wrote: »
    magic dk has no healing besides embers and dragon blood.

    Draw essence/Deep breath?

    Oops yeah forgot that one only as magic tho...and that's a garbage one anyways

    That's actually your best heal in an outnumbered setting.

    Yeah if it's 3 or more but we all know in pvp that= death. Cuz magic dk can't run or dodge away like a stam players can

    And if your taking your time using inhale in pvp I hope you got a zerg behind you to cover you

    If I have 3 or more good people on me, I'm not healing through that on my templar healer either, so that point is pretty moot. I can delay my death with LoS and mist form, but winning that kind of 1vX scenario is unlikely. What that heal does for a DK is it lets you stay up while still doing damage so a cross heal can reach you from an ally. It also allows a potential pocket healer enough of a cushion to get off a dark flare/jesus beam without you dying and therefore potentially eliminate someone you were fighting and relieve some pressure.

    If you aren't using that skill at all, maybe that's one reason you're finding sustain difficult.

    Yeah... templar if only we all had a templar following us... but this is about self heal not getting healed by others.

    Well, then yeah, I think most agree GDB needs love as a solo heal. But that doesn't mean deep/draw should be disregarded, there is certainly a place for it on a DKs bars. In fact, until GDB gets the love it needs, it probably should be on a DKs bars.
    Edited by Zheg on April 6, 2016 10:51PM
  • RoamingRiverElk
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    Zheg wrote: »
    Zheg wrote: »
    Ghost-Shot wrote: »
    Erynyes wrote: »
    magic dk has no healing besides embers and dragon blood.

    Draw essence/Deep breath?

    Oops yeah forgot that one only as magic tho...and that's a garbage one anyways

    That's actually your best heal in an outnumbered setting.

    Yeah if it's 3 or more but we all know in pvp that= death. Cuz magic dk can't run or dodge away like a stam players can

    And if your taking your time using inhale in pvp I hope you got a zerg behind you to cover you

    If I have 3 or more good people on me, I'm not healing through that on my templar healer either, so that point is pretty moot. I can delay my death with LoS and mist form, but winning that kind of 1vX scenario is unlikely. What that heal does for a DK is it lets you stay up while still doing damage so a cross heal can reach you from an ally. It also allows a potential pocket healer enough of a cushion to get off a dark flare/jesus beam without you dying and therefore potentially eliminate someone you were fighting and relieve some pressure.

    If you aren't using that skill at all, maybe that's one reason you're finding sustain difficult.

    Yeah... templar if only we all had a templar following us... but this is about self heal not getting healed by others.

    Well, then yeah, I think most agree GDB needs love as a solo heal. But that doesn't mean deep/draw should be disregarded, there is certainly a place for it on a DKs bars. In fact, until GDB gets the love it needs, it probably should be on a DKs bars.

    Inhale is a great ability now. I think that both burning embers and inhale are a must, plus another healing skill that is either healing ward or coagulating blood. Coagulating blood is too weak though to be considered a good skill... But it's better than nothing... Dragon Blood really, really, really needs to not be affected by the Cyro debuff.
    Dalris Aalr - Magicka (Stamina) DK | Dalfish - Magicka Sorc | Dal Aalr - Magicka Warden | Dalrish - Mag/Stam NB | Irana Aalr - PvE Templar
  • Yolokin_Swagonborn
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    The whole blanket nerf to damage, heals and shields was just a bandaid fix that broke as much as it fixed.

    It ensured that only the strongest healing, damage, and shielding abilities would still be used and all else would be rendered useless.

    Lesser shields, like shielded assault, brawler etc are pretty useless in PvP now. Lesser damage abilities hit for next to nothing. Lesser heals like the sorc dark exchange would be awesome without the nerf.

    But why use a 4k heal that is nerfed to 2k when you can use a 16k heal that is nerfed to 8K?

    This pigeonholes everyone into only a few FOTM burst builds where you can really crank up your damage and kills build diversity.

    The problem is that certain abilities are just completely superior to others as far as damage, healing or shielding goes. But its easier to just nerf damage instead of figuring out how to reign some of those abilities in.

    Softcaps did a pretty good job of keeping things from getting ridiculous. If you don't put controls on attributes and resources, you have to put them everywhere else in the game and things just get more complicated.
    Edited by Yolokin_Swagonborn on April 6, 2016 11:09PM
  • imapogostick
    imapogostick
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    Zheg wrote: »
    Zheg wrote: »
    Ghost-Shot wrote: »
    Erynyes wrote: »
    magic dk has no healing besides embers and dragon blood.

    Draw essence/Deep breath?

    Oops yeah forgot that one only as magic tho...and that's a garbage one anyways

    That's actually your best heal in an outnumbered setting.

    Yeah if it's 3 or more but we all know in pvp that= death. Cuz magic dk can't run or dodge away like a stam players can

    And if your taking your time using inhale in pvp I hope you got a zerg behind you to cover you

    If I have 3 or more good people on me, I'm not healing through that on my templar healer either, so that point is pretty moot. I can delay my death with LoS and mist form, but winning that kind of 1vX scenario is unlikely. What that heal does for a DK is it lets you stay up while still doing damage so a cross heal can reach you from an ally. It also allows a potential pocket healer enough of a cushion to get off a dark flare/jesus beam without you dying and therefore potentially eliminate someone you were fighting and relieve some pressure.

    If you aren't using that skill at all, maybe that's one reason you're finding sustain difficult.

    Yeah... templar if only we all had a templar following us... but this is about self heal not getting healed by others.

    Well, then yeah, I think most agree GDB needs love as a solo heal. But that doesn't mean deep/draw should be disregarded, there is certainly a place for it on a DKs bars. In fact, until GDB gets the love it needs, it probably should be on a DKs bars.

    Agreed but as a stamina dk I can't use deep/draw and as magic dk it's only good if there are 3 or more ppl it's a lot better pve which is great
  • Zheg
    Zheg
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    The whole blanket nerf to damage, heals and shields was just a bandaid fix that broke as much as it fixed.

    It ensured that only the strongest healing, damage, and shielding abilities would still be used and all else would be rendered useless.

    Lesser shields, like shielded assault, brawler etc are pretty useless in PvP now. Lesser damage abilities hit for next to nothing. Lesser heals like the sorc dark exchange would be awesome without the nerf.

    But why use a 4k heal that is nerfed to 2k when you can use a 16k heal that is nerfed to 8K?

    This pigeonholes everyone into only a few FOTM burst builds where you can really crank up your damage and kills build diversity.

    The problem is that certain abilities are just completely superior to others as far as damage, healing or shielding goes. But its easier to just nerf damage instead of figuring out how to reign some of those abilities in.

    Softcaps did a pretty good job of keeping things from getting ridiculous. If you don't put controls on attributes and resources, you have to put them everywhere else in the game and things just get more complicated.

    The simple fact that we needed to reduce damage and healing by FIFTY percent shows how absurdly out of control wrobel was allowed to go both in terms of combat and itemization 'balancing'. If you need that large of an artificial dampener, maybe your numbers were broke as eff to begin with, and/or maybe your lead combat designer was broke as eff when you hired him.
  • imapogostick
    imapogostick
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    N
    Zheg wrote: »
    The whole blanket nerf to damage, heals and shields was just a bandaid fix that broke as much as it fixed.

    It ensured that only the strongest healing, damage, and shielding abilities would still be used and all else would be rendered useless.

    Lesser shields, like shielded assault, brawler etc are pretty useless in PvP now. Lesser damage abilities hit for next to nothing. Lesser heals like the sorc dark exchange would be awesome without the nerf.

    But why use a 4k heal that is nerfed to 2k when you can use a 16k heal that is nerfed to 8K?

    This pigeonholes everyone into only a few FOTM burst builds where you can really crank up your damage and kills build diversity.

    The problem is that certain abilities are just completely superior to others as far as damage, healing or shielding goes. But its easier to just nerf damage instead of figuring out how to reign some of those abilities in.

    Softcaps did a pretty good job of keeping things from getting ridiculous. If you don't put controls on attributes and resources, you have to put them everywhere else in the game and things just get more complicated.

    The simple fact that we needed to reduce damage and healing by FIFTY percent shows how absurdly out of control wrobel was allowed to go both in terms of combat and itemization 'balancing'. If you need that large of an artificial dampener, maybe your numbers were broke as eff to begin with, and/or maybe your lead combat designer was broke as eff when you hired him.

    I concur. Good point.
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