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Bloodthirsty Value Change.

Gallagher563
Gallagher563
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Bloodthirsty trait went from 20% to 10%.

Bloodthirsty Value Change. 149 votes

Nerf is just right.
26%
vailjohn_ESOSchattenfluegelGigasaxKaradimSodanTokkunvenrwb17_ESOnight_shade3eb17_ESOStill_MindactoshdsalterTavineDerraLudofSanctum74GrimsethMic1007TheHsNTyharMalakithAlamahdiRamiroCruzo 40 votes
Nerf was too much.
67%
patrick.s.donahueb14a_ESOBowserhedna123b14_ESOmechanicalpassionb14_ESOIruil_ESOValveDarlonNebthet78SalzorBobakXylthaxKetarmishNicko_Lpsrosendoichinoveb17_ESOkojouDerpyShadowzwhiteshadow711jppreub18_ESOashigrayMintberry911mooNylo 100 votes
Other
6%
leanthony104_ESOWardenCommander.Costantinob14_ESOTheBonesXXXAnhedonieLeandorItzmichipauli133CzekoludekGallagher563 9 votes
  • Gallagher563
    Gallagher563
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    Other
    I wish they changed the value to 15 percent or capped the value at say 50 percent with three.
  • CatchMeTrolling
    CatchMeTrolling
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    I’m not surprised they changed it, it would’ve been absolutely broken in pvp, especially using spin to win.
  • DuskMarine
    DuskMarine
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    Nerf is just right.
    the nerf was fine cause if your executing someone and you have that on your gonna hit them for 30-40k if you have 3 of those stacked at 20% this might actually keep it down to balanced. and probly a heck of alot more in pve cause pve doesnt have battle spirit.
  • Baconlad
    Baconlad
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    I think the Nerf is good. 30% more damage from only 25% health means you'll still get a huge damage bonus on execute, but ur only losing...what 200 spell or weapon damage from infused? Or 2.5k mag/ stam? Seems balanced to me. Maybe they could have tried 45% instead of 30%...but eh...
  • Waffennacht
    Waffennacht
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    Nerf was too much.
    They heard people were thinking of using it to help Magden
    Gamer tag: DasPanzerKat NA Xbox One
    1300+ CP
    Battleground PvP'er

    Waffennacht' Builds
  • Strider__Roshin
    Strider__Roshin
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    Nerf was too much.
    Baconlad wrote: »
    I think the Nerf is good. 30% more damage from only 25% health means you'll still get a huge damage bonus on execute, but ur only losing...what 200 spell or weapon damage from infused? Or 2.5k mag/ stam? Seems balanced to me. Maybe they could have tried 45% instead of 30%...but eh...

    It was nerfed too hard. It's now only worth running 1 Bloodthirsty and 2 infused on classes with a class execute. Everyone else benefits more from 3 infused. So now we've gone from build diversity to almost exclusively all infused. Terrible change.
  • olsborg
    olsborg
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    Nerf was too much.
    12% would have been as low as id wanted it nerfed.

    PC EU
    PvP only
  • Gallagher563
    Gallagher563
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    Other
    The PVP balance complaints seem misplaced. On a 25k health enemy execute doesn't happen till 6.25 health so it helps but not a ton because you should still be able to finish the enemy quickly with any execute anyways. Where this trait was really going to be useful was pve trials and specifically classes with an execute but now the trait won't be used because it performs worse than infused in all cases.
  • rosendoichinoveb17_ESO
    rosendoichinoveb17_ESO
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    Nerf was too much.
    It was indeed overperforming but nerfing it to 10% is just too much. It should be 15%
  • Tabasco85
    Tabasco85
    Soul Shriven
    Nerf was too much.
    The problem is, nerf was expected but PvE is again and again impacted by PvP balance. 15% looks fair nope ?
  • glavius
    glavius
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    Tabasco85 wrote: »
    The problem is, nerf was expected but PvE is again and again impacted by PvP balance. 15% looks fair nope ?

    It was nerfed because it was overperforming in pve
  • WrathOfInnos
    WrathOfInnos
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    Nerf was too much.
    Baconlad wrote: »
    I think the Nerf is good. 30% more damage from only 25% health means you'll still get a huge damage bonus on execute, but ur only losing...what 200 spell or weapon damage from infused? Or 2.5k mag/ stam? Seems balanced to me. Maybe they could have tried 45% instead of 30%...but eh...

    @Baconlad Swapping 3 arcane to 3 bloodthirsty on my Mag Sorc resulted in losing 4478 Max Magicka. Swapping 3 infused to 3 bloodthirsty on my Stam Sorc resulted in losing 469 weapon damage. Neither of these losses are worth it for 30% bonus damage for the shortest "quarter" of a fight.

  • WhipSmartMcoy
    WhipSmartMcoy
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    Baconlad wrote: »
    I think the Nerf is good. 30% more damage from only 25% health means you'll still get a huge damage bonus on execute, but ur only losing...what 200 spell or weapon damage from infused? Or 2.5k mag/ stam? Seems balanced to me. Maybe they could have tried 45% instead of 30%...but eh...

    Losing magic/stamina for execute damage means less healing and weaker shileds too
  • Juhasow
    Juhasow
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    On skeleton still 3x bloodthirsty gives the highest DPS but the difference between this and other traits was reduced to reasonable point of 2-3k instead of 5-7k. Question is will that be enough for real content.
  • Strider__Roshin
    Strider__Roshin
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    Nerf was too much.
    Juhasow wrote: »
    On skeleton still 3x bloodthirsty gives the highest DPS but the difference between this and other traits was reduced to reasonable point of 2-3k instead of 5-7k. Question is will that be enough for real content.

    No it doesn't. Are you doing this on a 6 mil or 3? On a 6 mil is a huge DPS loss. Right now it's only beneficial to run 1 Bloodthirsty on Nightblades and maplars. Other than that infused is meta.
  • Gallagher563
    Gallagher563
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    Other
    The issue with bloodthirsty is that it is a much more situational trait and really benefits classes that have an execute.
  • Juhasow
    Juhasow
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    Daus wrote: »
    Juhasow wrote: »
    On skeleton still 3x bloodthirsty gives the highest DPS but the difference between this and other traits was reduced to reasonable point of 2-3k instead of 5-7k. Question is will that be enough for real content.

    No it doesn't. Are you doing this on a 6 mil or 3? On a 6 mil is a huge DPS loss. Right now it's only beneficial to run 1 Bloodthirsty on Nightblades and maplars. Other than that infused is meta.

    6 and 25 mil.
    Edited by Juhasow on May 9, 2018 12:53PM
  • Strider__Roshin
    Strider__Roshin
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    Nerf was too much.
    Juhasow wrote: »
    Daus wrote: »
    Juhasow wrote: »
    On skeleton still 3x bloodthirsty gives the highest DPS but the difference between this and other traits was reduced to reasonable point of 2-3k instead of 5-7k. Question is will that be enough for real content.

    No it doesn't. Are you doing this on a 6 mil or 3? On a 6 mil is a huge DPS loss. Right now it's only beneficial to run 1 Bloodthirsty on Nightblades and maplars. Other than that infused is meta.

    6 and 25 mil.

    I gained around 5k by going from 3 BT to 2 infused and 1 BT. My DPS was 56k on a stamblade.
  • Juhasow
    Juhasow
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    Daus wrote: »
    Juhasow wrote: »
    Daus wrote: »
    Juhasow wrote: »
    On skeleton still 3x bloodthirsty gives the highest DPS but the difference between this and other traits was reduced to reasonable point of 2-3k instead of 5-7k. Question is will that be enough for real content.

    No it doesn't. Are you doing this on a 6 mil or 3? On a 6 mil is a huge DPS loss. Right now it's only beneficial to run 1 Bloodthirsty on Nightblades and maplars. Other than that infused is meta.

    6 and 25 mil.

    I gained around 5k by going from 3 BT to 2 infused and 1 BT. My DPS was 56k on a stamblade.

    I had 58k with 3 bloodthirsty. Additional 200 wep dmg should never give You 5k DPS increase even if You would have jewelery without traits and then put infused into it so it's impossible that You would gain 5k from changing 2 bloodthirsty to 2 infused without changing anything else or beeing super lucky in that parse with 2 infused and having super bad luck in parse with 3 bloodthirsty.
    Edited by Juhasow on May 9, 2018 1:04PM
  • Amdar_Godkiller
    Amdar_Godkiller
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    Nerf was too much.
    The issue with bloodthirsty is that it is a much more situational trait and really benefits classes that have an execute.

    Since I'm not on PC, this is what I wanted to know. If the trait multiplied with execute damage, then yes, it was too OP at 20%. If it was however additive towards damage done bonuses like CP in MIghty or minor berserk and just about everything else, then that 20% is really more like 15% already, and the nerf was thus too much, the actual number should be 14%-16%.
  • Leandor
    Leandor
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    Other
    I have a feeling that the nerf is not fixing the issue. A better way and possible something that needs to be done in addition is that execute abilities should be exempt from the damage buff.

    If this would be done and double dipping damage boost (there goes my d alliteration...), maybe the value could be increased a bit to 12 or 15%.

    As it is now, this trait is still going to favor 2H cheesecakes in PvP too much and many discussions will be held here...
  • Trenia
    Trenia
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    Nerf was too much.
    The nerf is great. Now I don't even have to think about using it.
  • TheBonesXXX
    TheBonesXXX
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    Other
    Now they can reduce the cost of Summerset because it's value is too inflated for the lack of content.

  • MandaWa
    MandaWa
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    Nerf was too much.
    glavius wrote: »
    Tabasco85 wrote: »
    The problem is, nerf was expected but PvE is again and again impacted by PvP balance. 15% looks fair nope ?

    It was nerfed because it was overperforming in pve

    It was'nt. The lost of dips before 25% was consequent.
    It was verry interesting to find a balance for every trial, every bosses.
    I now nerf was expected, but 10% make this trait useless in the most of cases.
    Does it impossible to make a trait like :
    " 15% on monsters bellow 25% HP
    8% on players bellow 25/20% HP" ?
    • Manda Wa - Magicka Sorcerer - Flawless Conqueror, Dro-m'Athra Destroyer, Divayth Fyr's Coadjutor, Voice of Reason, Shadow Breaker
    • Man'da - Templar healer - Dro-m'Athra Destroyer - Shadow Breaker
  • DuskMarine
    DuskMarine
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    Nerf is just right.
    MandaWa wrote: »
    glavius wrote: »
    Tabasco85 wrote: »
    The problem is, nerf was expected but PvE is again and again impacted by PvP balance. 15% looks fair nope ?

    It was nerfed because it was overperforming in pve

    It was'nt. The lost of dips before 25% was consequent.
    It was verry interesting to find a balance for every trial, every bosses.
    I now nerf was expected, but 10% make this trait useless in the most of cases.
    Does it impossible to make a trait like :
    " 15% on monsters bellow 25% HP
    8% on players bellow 25/20% HP" ?

    its not useless by any means its still powerful 30% is still alot of damage and i mean a lot of damage. cutting it in half was the right call on zenimaxes part cause 60% more damage youd hit someone for litterally their whole health bar in pvp and youd practically be doing almost god damage in pve itd make dps rediculous and make the game far to easy. so 10% a pieace is perfectly fine for where it honestly should be. cause combine that 30% with an already stupidly powerful execute youll be pulling much much much more dps than you were before.
  • MandaWa
    MandaWa
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    Nerf was too much.
    DuskMarine wrote: »
    MandaWa wrote: »
    glavius wrote: »
    Tabasco85 wrote: »
    The problem is, nerf was expected but PvE is again and again impacted by PvP balance. 15% looks fair nope ?

    It was nerfed because it was overperforming in pve

    It was'nt. The lost of dips before 25% was consequent.
    It was verry interesting to find a balance for every trial, every bosses.
    I now nerf was expected, but 10% make this trait useless in the most of cases.
    Does it impossible to make a trait like :
    " 15% on monsters bellow 25% HP
    8% on players bellow 25/20% HP" ?

    its not useless by any means its still powerful 30% is still alot of damage and i mean a lot of damage. cutting it in half was the right call on zenimaxes part cause 60% more damage youd hit someone for litterally their whole health bar in pvp and youd practically be doing almost god damage in pve itd make dps rediculous and make the game far to easy. so 10% a pieace is perfectly fine for where it honestly should be. cause combine that 30% with an already stupidly powerful execute youll be pulling much much much more dps than you were before.

    As I said, How I can made a god dips with a spell damage reduction from ≈ 100 to ≈ 300 during 75% of the fight, for 60%* of gain damages on 25% ?
    That could be just a was to change balance of actual group and stats too. Now, you can just throw it.


    Edit : 60%
    Edited by MandaWa on May 9, 2018 9:34PM
    • Manda Wa - Magicka Sorcerer - Flawless Conqueror, Dro-m'Athra Destroyer, Divayth Fyr's Coadjutor, Voice of Reason, Shadow Breaker
    • Man'da - Templar healer - Dro-m'Athra Destroyer - Shadow Breaker
  • DuskMarine
    DuskMarine
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    Nerf is just right.
    MandaWa wrote: »
    DuskMarine wrote: »
    MandaWa wrote: »
    glavius wrote: »
    Tabasco85 wrote: »
    The problem is, nerf was expected but PvE is again and again impacted by PvP balance. 15% looks fair nope ?

    It was nerfed because it was overperforming in pve

    It was'nt. The lost of dips before 25% was consequent.
    It was verry interesting to find a balance for every trial, every bosses.
    I now nerf was expected, but 10% make this trait useless in the most of cases.
    Does it impossible to make a trait like :
    " 15% on monsters bellow 25% HP
    8% on players bellow 25/20% HP" ?

    its not useless by any means its still powerful 30% is still alot of damage and i mean a lot of damage. cutting it in half was the right call on zenimaxes part cause 60% more damage youd hit someone for litterally their whole health bar in pvp and youd practically be doing almost god damage in pve itd make dps rediculous and make the game far to easy. so 10% a pieace is perfectly fine for where it honestly should be. cause combine that 30% with an already stupidly powerful execute youll be pulling much much much more dps than you were before.

    As I said, How I can made a god dips with a spell damage reduction from ≈ 100 to ≈ 300 during 75% of the fight, for 60%* of gain damages on 25% ?
    That could be just a was to change balance of actual group and stats too. Now, you can just throw it.


    Edit : 60%

    60% on blood thirst was just to much not only for pve but also for pvp. itd make a trial boss way to easy especially after a certain point. itd make things like rakkat probly one of the biggest jokes in the game with 30% its balanced out nicely. and in pvp as broken as executes like jesus beam are you would be dead in seconds. beamplars would rule pvp because of how buggy it still is being able to shoot through things like rocks mountains and trees it doesnt get affected by line of sight 99.99% of the time. once you get in execute range with 60% more youll be dead before you even blink at your heal. 30% makes it fine.
  • MandaWa
    MandaWa
    ✭✭✭
    Nerf was too much.
    DuskMarine wrote: »
    MandaWa wrote: »
    DuskMarine wrote: »
    MandaWa wrote: »
    glavius wrote: »
    Tabasco85 wrote: »
    The problem is, nerf was expected but PvE is again and again impacted by PvP balance. 15% looks fair nope ?

    It was nerfed because it was overperforming in pve

    It was'nt. The lost of dips before 25% was consequent.
    It was verry interesting to find a balance for every trial, every bosses.
    I now nerf was expected, but 10% make this trait useless in the most of cases.
    Does it impossible to make a trait like :
    " 15% on monsters bellow 25% HP
    8% on players bellow 25/20% HP" ?

    its not useless by any means its still powerful 30% is still alot of damage and i mean a lot of damage. cutting it in half was the right call on zenimaxes part cause 60% more damage youd hit someone for litterally their whole health bar in pvp and youd practically be doing almost god damage in pve itd make dps rediculous and make the game far to easy. so 10% a pieace is perfectly fine for where it honestly should be. cause combine that 30% with an already stupidly powerful execute youll be pulling much much much more dps than you were before.

    As I said, How I can made a god dips with a spell damage reduction from ≈ 100 to ≈ 300 during 75% of the fight, for 60%* of gain damages on 25% ?
    That could be just a was to change balance of actual group and stats too. Now, you can just throw it.


    Edit : 60%

    60% on blood thirst was just to much not only for pve but also for pvp. itd make a trial boss way to easy especially after a certain point. itd make things like rakkat probly one of the biggest jokes in the game with 30% its balanced out nicely. and in pvp as broken as executes like jesus beam are you would be dead in seconds. beamplars would rule pvp because of how buggy it still is being able to shoot through things like rocks mountains and trees it doesnt get affected by line of sight 99.99% of the time. once you get in execute range with 60% more youll be dead before you even blink at your heal. 30% makes it fine.

    What I wrote wrong in : "
    Does it impossible to make a trait like :
    " 15% on monsters bellow 25% HP
    8% on players bellow 25/20% HP" ?"
    • Manda Wa - Magicka Sorcerer - Flawless Conqueror, Dro-m'Athra Destroyer, Divayth Fyr's Coadjutor, Voice of Reason, Shadow Breaker
    • Man'da - Templar healer - Dro-m'Athra Destroyer - Shadow Breaker
  • DuskMarine
    DuskMarine
    ✭✭✭✭✭
    Nerf is just right.
    MandaWa wrote: »
    DuskMarine wrote: »
    MandaWa wrote: »
    DuskMarine wrote: »
    MandaWa wrote: »
    glavius wrote: »
    Tabasco85 wrote: »
    The problem is, nerf was expected but PvE is again and again impacted by PvP balance. 15% looks fair nope ?

    It was nerfed because it was overperforming in pve

    It was'nt. The lost of dips before 25% was consequent.
    It was verry interesting to find a balance for every trial, every bosses.
    I now nerf was expected, but 10% make this trait useless in the most of cases.
    Does it impossible to make a trait like :
    " 15% on monsters bellow 25% HP
    8% on players bellow 25/20% HP" ?

    its not useless by any means its still powerful 30% is still alot of damage and i mean a lot of damage. cutting it in half was the right call on zenimaxes part cause 60% more damage youd hit someone for litterally their whole health bar in pvp and youd practically be doing almost god damage in pve itd make dps rediculous and make the game far to easy. so 10% a pieace is perfectly fine for where it honestly should be. cause combine that 30% with an already stupidly powerful execute youll be pulling much much much more dps than you were before.

    As I said, How I can made a god dips with a spell damage reduction from ≈ 100 to ≈ 300 during 75% of the fight, for 60%* of gain damages on 25% ?
    That could be just a was to change balance of actual group and stats too. Now, you can just throw it.


    Edit : 60%

    60% on blood thirst was just to much not only for pve but also for pvp. itd make a trial boss way to easy especially after a certain point. itd make things like rakkat probly one of the biggest jokes in the game with 30% its balanced out nicely. and in pvp as broken as executes like jesus beam are you would be dead in seconds. beamplars would rule pvp because of how buggy it still is being able to shoot through things like rocks mountains and trees it doesnt get affected by line of sight 99.99% of the time. once you get in execute range with 60% more youll be dead before you even blink at your heal. 30% makes it fine.

    What I wrote wrong in : "
    Does it impossible to make a trait like :
    " 15% on monsters bellow 25% HP
    8% on players bellow 25/20% HP" ?"

    10% across the board honestly is perfectly fine for balance. its not to op in either and will provide some sort of risk for reward.
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