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Battle Spirit: How It Could Be

AEAltadoonPadhome
AEAltadoonPadhome
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Hi guys, I've been looking at the battle spirit buff:

Increase Health by 5000
Reduce damage taken by 50%
Reduce healing received and damage shield strength by 50%
Increase range of abilities with greater than 28m range by 8m in Cyrodiil

And I think this PvP nerf is really strange. Why?
Because it is just a rewording of the same ability:

Increase Health by 100%
Increase Health by an additional 10000
Increase Health Recovery by 100%
Increase range of abilities with greater than 28m range by 8m in Cyrodiil

If you do the math, you see that these bonuses do exactly the same thing, balance wise. The only difference is that percentual heals would be stronger, such as Dragon Blood. Might even be better, seeing that nobody uses that in PvP.
Why is it worded the first way and not the second way?
In my opinion the second way is much cleaner and straightforward. It would mean tooltips of abilities are actually correct in Cyrodiil, that your skills do the same in PvE and PvP, and that it feels as a buff instead of a nerf, although this does not matter much.
Changing the buff that way is much more clear and less confusing for both old and new players alike. Now both PvE and PvP players could say: Wow, my attack hit for 20k damage!
How it now is: My attack would hit for 20k, but because of Battle Spirit it only hits for 10k!
Sounds lame, right?
  • BurritoESO
    BurritoESO
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    You can already get 80k health in cyrodill... We don't need more health
    Edited by BurritoESO on December 7, 2016 4:08PM
  • AEAltadoonPadhome
    AEAltadoonPadhome
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    That's not the idea. The idea is that adding more health means we can remove the unneccessary battle spirit buff completely with the same effect. In fact, the battle spirit already adds more health but in another way. I'm not asking for a balance change.
    Edited by AEAltadoonPadhome on December 7, 2016 4:24PM
  • Redn3ck
    Redn3ck
    It would be better to reduce the pve overall by 50% health and damage etc for npc's bosses mobs etc. Then scale the player damage output to match the current outputs in PVP. The tool tips would be the same across the board then.
    I still like you'd have to add 5k health for pvp, reduce damage shields and healing.
  • AEAltadoonPadhome
    AEAltadoonPadhome
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    That would be exactly the same thing yes. It only affects the scale, not the balance. Just dont nerf the healing and shields only for pvp then, since then the balance would change.
  • Redn3ck
    Redn3ck
    The healing is and shields are balanced correctly in pvp in my opinion. Unless you reduced the damage npcs deal then yeah maybe chance that part of battle spirit as well.
  • Toast_STS
    Toast_STS
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    Are you proposing doubling the health and removing the damage shield nerf? Everyone would be a blazing shield tank then.
    VR14 DK Leaps-in-keeps
  • AEAltadoonPadhome
    AEAltadoonPadhome
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    Hmm that's true. I forgot about Blazing Shield. Perhaps half all max health based abilities too?
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