Mystrius_Archaion wrote: »That doesn't look like you did it to yourself, but you certainly helped that Verminous Fabricant. You could always let NPCs kill you anyway before.
But yes, health cost skills always see little to no use because hurting yourself when you need all the health you can get in most content is pretty dumb.
I won't be using it on my nightblade, for one, because I can use better heals from other skills without risk.
inf.toniceb17_ESO wrote: »Well at least SS' morph, Balance, is usable on tanks. Casting unHealthy Offering when you have 20k hp tops is pretty much a suicide.
In pve the 7k damage is really easy to manage. Two simultaneous hots tick (let say : strife + mutagen/spring) will instantly heal you back to full life, and you can even use a shield just before using it. There is so many case when you can cast it without putting you in danger.
In pvp, the 7k damage for halved heal is a little too dangerous. You may mostly cast it when you're out of immediate danger just before/after a healing ward cast on yourself, it'll ask too many micro-management for the heal and the duration. It need more ingame testing, though.
In pve the 7k damage is really easy to manage. Two simultaneous hots tick (let say : strife + mutagen/spring) will instantly heal you back to full life, and you can even use a shield just before using it. There is so many case when you can cast it without putting you in danger.
In pvp, the 7k damage for halved heal is a little too dangerous. You may mostly cast it when you're out of immediate danger just before/after a healing ward cast on yourself, it'll ask too many micro-management for the heal and the duration. It need more ingame testing, though.
Well this skill won't be used in PvE, will it? Sure even 2 Vigor ticks can out heal that. But what kind of trial group would use a NB healer? Solo play? NBs have more than enough healing already and there isn't any sort of solo PvE content where this skill would be a valuable addition to a skill bar over say Inner Light (because that's literally the only thing you can take off a Magblade's bar).
The problem is PvP, which is where most people were looking forward to using this skill. 7k is basically as strong as my own Surprise Attack. Now if it were halved, then there would be absolutely no problem. 3.5k damage is manageable.
In pve the 7k damage is really easy to manage. Two simultaneous hots tick (let say : strife + mutagen/spring) will instantly heal you back to full life, and you can even use a shield just before using it. There is so many case when you can cast it without putting you in danger.
In pvp, the 7k damage for halved heal is a little too dangerous. You may mostly cast it when you're out of immediate danger just before/after a healing ward cast on yourself, it'll ask too many micro-management for the heal and the duration. It need more ingame testing, though.
Well this skill won't be used in PvE, will it? Sure even 2 Vigor ticks can out heal that. But what kind of trial group would use a NB healer? Solo play? NBs have more than enough healing already and there isn't any sort of solo PvE content where this skill would be a valuable addition to a skill bar over say Inner Light (because that's literally the only thing you can take off a Magblade's bar).
The problem is PvP, which is where most people were looking forward to using this skill. 7k is basically as strong as my own Surprise Attack. Now if it were halved, then there would be absolutely no problem. 3.5k damage is manageable.
NB trials healers aren't unheard of.
The problem is that ZOS continues to think of healers as players whose main job is to restore other players' health, instead of players whose job is to buff the team while restoring other players' health. Magblade healers didn't need MOAR HEALING (though the Minor Mending is appreciated), they needed more group utility (a class synergy that isn't Veil of Blades, ways to restore resources to the group other than Orbs, etc.). Unfortunately, ZOS doesn't seem to know what healers do in this game, as they keep introducing sets and skills directed at healers, but which do nothing except add sources of healing -- the one thing healers already have in great abundance.
tested it in duel. you do 7k dmg to your self... every time you cast it. the dmg is not halved.. but the healing is
you guys did notice that healing was reduced? my tooltip used to say 19k healing now it sais 15k healing.
you guys did notice that healing was reduced? my tooltip used to say 19k healing now it sais 15k healing.
ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.
you guys did notice that healing was reduced? my tooltip used to say 19k healing now it sais 15k healing.
Perhaps due to the 2 second less duration ?
And while I'm thinking abut it, I'm afraid that the pvp cost not halved is not a bug. Oblivion damage is the only type of damage who isn't affected by battle spirit : oblivion glyphs, spell symmetry and now healthy offering does exactly the same amount of damage in pvp and in pve, and only by following the classic ingame mechanic...
IxSTALKERxI wrote: »I think it's cool that the combat team are trying something different. Takes a lot of balls. So good on them imo. Kinda why this skill peaked my interest. Tbh I'm not really sure how you would go about making this ability effective - it's a mechanic that hasn't really been in the game before so would take a lot of playing around with to work out how to make it best fit in with the games content.
IxSTALKERxI wrote: »I think it's cool that the combat team are trying something different. Takes a lot of balls. So good on them imo. Kinda why this skill peaked my interest. Tbh I'm not really sure how you would go about making this ability effective - it's a mechanic that hasn't really been in the game before so would take a lot of playing around with to work out how to make it best fit in with the games content.
i used this skill in many duels... horrible horrible idea. dmg is to high. duration is short.. to much micromanaging.
first week of PTS.... the skill was wired .. but I saw the benefit after using it for a while. This change is an un necessary pressure on your self ... when you are fighting a competent player.
IxSTALKERxI wrote: »I think it's cool that the combat team are trying something different. Takes a lot of balls. So good on them imo. Kinda why this skill peaked my interest. Tbh I'm not really sure how you would go about making this ability effective - it's a mechanic that hasn't really been in the game before so would take a lot of playing around with to work out how to make it best fit in with the games content.
i used this skill in many duels... horrible horrible idea. dmg is to high. duration is short.. to much micromanaging.
first week of PTS.... the skill was wired .. but I saw the benefit after using it for a while. This change is an un necessary pressure on your self ... when you are fighting a competent player.
ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.