sodantokb16_ESO wrote: »Vigor was too cheap as selfheal. ZoS knew it, many players knew it. Changing to selfheal only and reverting the cost increase does not change anything that was wrong with it.
That and it was powerful given stamina was never intended to have a self heal. But given the changes over the years, they needed something though many players were using that heal to bypass situations where the skill wasnt intended to do (it's an hot yet itwas used to single heal the player back to full, especially given the way heavy armor boosted the heal.)
Overall it was a change that was coming. Be lucky they didn't listen to us mag class tryhards otherwise you wouldn't even have it lol.
It's not just a nerf for individual DPS in PVE.
You think you're going to stay alive during the execute phase of the mage without the extra HoT ticks from the tank(s) firing shields + vigor? That's cute. You'll be trying to keep harness magicka up and you'll run dry and die trying to heavy attack her to death. Not to mention powerful assault is DEAD. So, no more group buffs there.
All nerfs stack. This does affect you magicka guys and gals as well.
Increasing the cost was a great change. Honestly they should reduce the amount it heals by about 2%
Increasing the cost was a great change. Honestly they should reduce the amount it heals by about 2%
Please read the post ... they did reduce it with less major mending and champ point passives.... it's much more then 2% for me it's -37% less healing and cost 50% more ... most people haveno clue....
DisgracefulMind wrote: »All they did was increase the cost. Now I get that the sustain changes are hitting everyone hard, but vigor literally costs nothing on live as it is currently.
sodantokb16_ESO wrote: »Vigor was too cheap as selfheal. ZoS knew it, many players knew it. Changing to selfheal only and reverting the cost increase does not change anything that was wrong with it.
That and it was powerful given stamina was never intended to have a self heal. But given the changes over the years, they needed something though many players were using that heal to bypass situations where the skill wasnt intended to do (it's an hot yet itwas used to single heal the player back to full, especially given the way heavy armor boosted the heal.)
Overall it was a change that was coming. Be lucky they didn't listen to us mag class tryhards otherwise you wouldn't even have it lol.
A single cast of vigor to heal you to full health would delve for 56k ... that's a 28k heal in PVP lol... ok you have no clue what your talking about....
VIGOR delves for 11k in heavy without major mending lol....you have to keep vigor going in PVP not hit it one time lol
For most NB it's around 10k
LiquidPony wrote: »sodantokb16_ESO wrote: »LiquidPony wrote: »sodantokb16_ESO wrote: »Vigor was too cheap as selfheal. ZoS knew it, many players knew it. Changing to selfheal only and reverting the cost increase does not change anything that was wrong with it.
@sodantokb16_ESO
What you're basically saying is that ZOS lied in the PTS v3.0.0 patch notes, then:Vigor was too cheap for an area of effect healing ability, so we’ve increased its cost so there is more of an impact to keeping the heal over time buff active.
Vigor's ticks are pretty small even when they crit.
They didn't lie. It was too cheap for AoE HoT. It would be still too cheap for single target AoE.
You can all complain whatever you want. About shields or smth, but dont tell me it was not god damn cheap skill that you could run always forever. Complain about shields if thats what your problem is with, not about deserved nerf.
@sodantokb16_ESO I didn't say anything about shields, keep your conversations straight.
And what, exactly, is a "single-target AoE?"
You don't seem to know what you're talking about.
Rohamad_Ali wrote: »DisgracefulMind wrote: »All they did was increase the cost. Now I get that the sustain changes are hitting everyone hard, but vigor literally costs nothing on live as it is currently.
But those cost reductions in CP are no longer available like on live and getting stamina back is a pain in butt with new passive changes . There so many changes to consider , I wish they would hold off on chopping everything until we can see exactly the effects with sustaine and cp changes before cutting a AW Skill up .
It should cost more, even without major mending its a huge heal over time. Its twice the heal of bol and enables stam users to go on the offensive. The resto heal ticks are tiny compared to vigor unless you wanna spam heals or invest heavily into cp healing. So in comparison to other heals its still a great skill for the cost.
It should cost more, even without major mending its a huge heal over time. Its twice the heal of bol and enables stam users to go on the offensive. The resto heal ticks are tiny compared to vigor unless you wanna spam heals or invest heavily into cp healing. So in comparison to other heals its still a great skill for the cost.
It should cost more, even without major mending its a huge heal over time. Its twice the heal of bol and enables stam users to go on the offensive. The resto heal ticks are tiny compared to vigor unless you wanna spam heals or invest heavily into cp healing. So in comparison to other heals its still a great skill for the cost.
If tooltip says 10k over 5 seconds, that's 2k per tick. Even troll King is less heal per second lol. Extended ritual is like 1k every 2 sec with 40k mag/2k SD.
Malamar1229 wrote: »they dont have to give after taking. game balanced around groups not solos. Get your healing from a healer.....
shouldnt have ever given big ass heals to giant sword wielding, heavy armor, hard hitting melee classes. thats not balance.
It should cost more, even without major mending its a huge heal over time. Its twice the heal of bol and enables stam users to go on the offensive. The resto heal ticks are tiny compared to vigor unless you wanna spam heals or invest heavily into cp healing. So in comparison to other heals its still a great skill for the cost.
If tooltip says 10k over 5 seconds, that's 2k per tick. Even troll King is less heal per second lol. Extended ritual is like 1k every 2 sec with 40k mag/2k SD.
Your comparing it to extended ritual why??????lol omg .... doesn't that also give you major mending and purge .. my stamplar i use that purging and major mending not healing..... please... and also comparing it to troll why would you do that???
Keep in mind most of us are talking from a PVP perspective not PVE ... in PVP it's divided x2 and you pretty much have to keep it going constantly in fights it's not as strong a heal per cast as you think ... about 5k to 7k over 5 secs .
Malamar1229 wrote: »they dont have to give after taking. game balanced around groups not solos. Get your healing from a healer.....
shouldnt have ever given big ass heals to giant sword wielding, heavy armor, hard hitting melee classes. thats not balance.
Lol you do know that this game is based off of a rpg.. right ... the game is designed to be played solo if wanted
It more than 30$ with the removal of cost reduction from Cp and the change to medium armor its more than a 30% increase.You have to look at all the changes made.DisgracefulMind wrote: »Increasing the cost was a great change. Honestly they should reduce the amount it heals by about 2%
Please read the post ... they did reduce it with less major mending and champ point passives.... it's much more then 2% for me it's -37% less healing and cost 50% more ... most people haveno clue....
*30% more.
And I agree, adjusting the healing is not needed with the cost increase.
Keep in mind most of us are talking from a PVP perspective not PVE ... in PVP it's divided x2 and you pretty much have to keep it going constantly in fights it's not as strong a heal per cast as you think ... about 5k to 7k over 5 secs .
Name another heal that's 1k per tick that doesn't require slotting a weapon? There's legitimate reasons why the cost was increased.
No reason to increase the cost of vigor. ...after buffing defile, increasing stam cost (nerf)... changes in healing (nerf) .
The major mending (nerf)
Right now ...
VIGOR costs 50% more this to much period...
VIGOR heals for less cham point change
VIGOR heals for less because of major mending nerf
VIGOR heals for less because defile is more potent
Malamar1229 wrote: »Malamar1229 wrote: »they dont have to give after taking. game balanced around groups not solos. Get your healing from a healer.....
shouldnt have ever given big ass heals to giant sword wielding, heavy armor, hard hitting melee classes. thats not balance.
Lol you do know that this game is based off of a rpg.. right ... the game is designed to be played solo if wanted
im not going to bother elaborating since you are clueless to what an MMO is and what this game was advertised as.
No reason to increase the cost of vigor. ...after buffing defile, increasing stam cost (nerf)... changes in healing (nerf) .
The major mending (nerf)
Right now ...
VIGOR costs 50% more this to much period...
VIGOR heals for less cham point change
VIGOR heals for less because of major mending nerf
VIGOR heals for less because defile is more potent
That basicly affects all heals.
And the funny thing is, damage-shields stay exactly the same.
Malamar1229 wrote: »Malamar1229 wrote: »they dont have to give after taking. game balanced around groups not solos. Get your healing from a healer.....
shouldnt have ever given big ass heals to giant sword wielding, heavy armor, hard hitting melee classes. thats not balance.
Lol you do know that this game is based off of a rpg.. right ... the game is designed to be played solo if wanted
im not going to bother elaborating since you are clueless to what an MMO is and what this game was advertised as.