Iron_Blurr wrote: »So it went from 4.5% to 6%.. Are we supposed to be thankful??
A tank with 45k health casting live dark cloak. 32% of 45k = 14400 healing. 14400/3 seconds = 4800 health per second.
First round of pts changes made it 4.5%..
So 45k hp * 0.045 = 2025 health per second.
With this new slight buff its now 6% per second.
So 45k hp * 0.06 = 2700 health per second.
But its still way weaker than it was originally. And even originally it was weaker than dk self heal, sorc self heal, warden self heal, and even templar self heal.
I don't think the devs understand that tanks need immediate healing for high incoming burst damage. Some examples are vHrc hm when warrior is channeling his heavy. A hot will help but wont save you from death if a healer is down or stoned.
Another example is in vCr as a portal tank you get leeching shadow on you and have to heal to heal yourself back up fast when you are about to get heavy attacked.
Guys this "buff" simply puts it on par with a tank using vigor as a self heal. My tank has like 1200-1800 weapon damage and resolving vigor still heals for more than this new dark cloak change. The question is why bother slotting dark cloak at all???
The devs can’t make the skill just give one large heal because the devs do not want to use cooldowns. And tankblades using the skill will normally not have very large resource pools because the heal increases with larger health pools. So, if it was a skill where the nightblade would get for example 32% of their health instantly players could run a high mag regeneration build and use the skill frequently. So, the devs cant raise the cost because of the function and they don’t want to add cooldowns.
Which means tankblades end up stuck with something that’s better than nothing but not really all that good. My suggestion would be to remove the minor protection because the minor/major system is not flexible when needing to adjust the numerical granularity of the skill systems. And replace the minor protection on the skill with a flat damage reduction percent value that is not affected by current damage mitigation diminishing returns.
This would allow tankblades to boost their damage mitigation to respond both preemptively and reactively to large burst damage. While not needing to adjust the cost or adding cooldowns. And allowing time for the healing to be effective. If necessary, the devs could also add a modifier that reduces damage done by the nightblade while the damage mitigation portion of the buff is active. If their intent is that dark cloak is meant for tankblades. It would keep the skill useful for tankblades but limit the use for dps nightblades both stam and mag variants.
I can work with 6% but I still think it should be a higher HPS. The problem with running a high health build is that some content actually punishes you for having high health -- maintanking Z'Maja for example, you want to have as little health as you can possibly get away with because the less health you have, the easier it is to handle Baneful Mark which is an unavoidable (for the MT) execute mechanic. But you can't maintank Z'Maja without some way to heal yourself up quickly -- NBs who want to maintank will basically have to dedicate an entire bar to heals, because while a healer can carry a tank upstairs, the portal is a different story. You can't dodge Nocturnal's Favour, and mitigating it with Absorb Magicka is impossible when there are 3 orbs exposed and they're all pelting you with purple garbage. Granted, that doesn't happen that often (and doesn't last long) but you have to be prepared for it, and a NB without a bursty self-heal like Live cloak + path (and Earthgore...) simply isn't.
If Absorb Magic were changed to absorb up to X damage from however many projectiles instead of expiring as soon as it's hit whether the hit is 3K or 21K, that would make a self-heal unnecessary as long as you can manage your stamina, but now I'm just dreaming. If only there were a way to make a skill work one way in PVP and another in PVE....
cpuScientist wrote: »Just leave it as it was on live, heck base it off mag if you dont want stamBlades to use it. The problem with magBlade is self healing, and they kill the only heal? Everyone just go be a roach in stealth and have no heal.
or put the motherloving heal back on healing HEALING H E A L I N G WARD
It didn't need to be buffed to 6%. What it needs is an initial burst.
15% on the first tick. Then small 3.5% ticks afterwards. That's really the only change that needs to be made for this skill to be useful for PvE tanking.
I have no idea why it's taking ZOS so bloody long to come to this kind of solution.
It didn't need to be buffed to 6%. What it needs is an initial burst.
15% on the first tick. Then small 3.5% ticks afterwards. That's really the only change that needs to be made for this skill to be useful for PvE tanking.
I have no idea why it's taking ZOS so bloody long to come to this kind of solution.
Iron_Blurr wrote: »Im still hoping they increase the healing from dark cloak or give it some kind of passive that makes heals stronger. 6% of your max health per second isnt much. I think a good level would be somewhere around 8% of max health per second. With 45k hp 8% healing per second would be 3600. That brings it into the realm of useful healing for a pve endgame tank player.
Now let's look at this from a dps perspective. Lets say you have 20k hp. 8% of that per second is 1600 health per second. In pvp that healing is cut in half and can be affected by things like defile etc.
I think the way to balance this skill is to make it comparable to other class self heals.
Iron_Blurr wrote: »How could it even get worse? It's going from restoring 32% max hp over 3 seconds to restoring 18% over 3 seconds. Sounds like a huge nerf to me. The 4.5% they originally changed it to would only be 13.5% max health over a period of 3 seconds.
If it gets increased to 8% per second that mean over 3 seconds it will restore 24% of your max health. Still a nerf compared go where it was on live but at least it's somewhat useful then.