Shokasegambit1 wrote: »GrumpyDuckling wrote: »From PTS Notes 5.0.2
Ruinous Scythe (morph): This morph has been redesigned so it no longer applies Healing Absorption to targets hit. Now, every third cast of the ability will set targets hit Off Balance.
I don't understand why this change was made -- this was a cool morph that did something unique. Why are you so afraid of healing absorption, ZOS? There's not even a dev note about this change. First the Solider of Anguish nerf, now this.Soldier of Anguish
(2 items) Adds 129 Weapon Damage
(3 items) Adds 833 Weapon Critical
(4 items) Adds 129 Weapon Damage
(5 items) When you deal damage with a melee attack, you have a 25% chance to place a ring on the ground that explodes after 1.3 seconds, applying 4800 Heal Absorption to all enemies hit for 4 seconds, negating their next 4800 points of healing done. This effect can occur once every 6 seconds.
Probably because it was broken on stamnecro with major defile lol.
Or you just never l2p - befoul cp tree recieved a nerf. And heavy armour heal buffs and perma block players are the only ones affected by this.
It's disgusting how many of them are out there that hold block and PvP. Then complain on the forums about a debuff or anything that counters your block fighting style.
Fassalas nerfed - Duroks nerfed - Defile poison nerfed - Soldier of Anguish nerfed in PTS - Befoul nerfed - Ruinous Scythe nerfed - if you cant see a pattern that surely favors perma block then shut the front door. And I'm sure your working on blastbones defile next.
This community still hasn't l2p and it baffles me. That's actually laughable to players like myself. But you don't see me here crying about it - I still find ways to kill the perma block players with a broom stick - then it will be nerf broom sticks. Lol
zParallaxz wrote: »Waffennacht wrote: »I really don't see the Necro class being all that PvP BG viable...
I dunno maybe I'm wrong, maybe 2 offensive skills from the class is enough.... Lmfao
Bro this class was tailored made to defile multiple people, has a ult than summons a blastbones per corpse, that same ult gives 5k of each resource per corpse, two different high dot aoe skills, and a skill that purges two effects. That’s just offense, in terms of defense it has minor main, major protection, minor protection, and major resolve and ward.
TheBonesXXX wrote: »Crixus8000 wrote: »Healing absorption doesn't belong in pvp. It's far too strong, especially if it stacked from other necro's.
Neither does capped resistances and 4k weapon damage, but it's bloody in PvP.
People are incredibly selective to what they find acceptable in terms of the game.
Well as for now most selective comment I saw in this thread is Yours where You try to compare resistance caps to healing absorptions ignoring all context.
TheBonesXXX wrote: »
Healing and Resistances are both mitigation.
Absorption takes 2k off a swing, most people build to have way more throughput than that.
So it absorbs healing overflow.
TheBonesXXX wrote: »TheBonesXXX wrote: »Crixus8000 wrote: »Healing absorption doesn't belong in pvp. It's far too strong, especially if it stacked from other necro's.
Neither does capped resistances and 4k weapon damage, but it's bloody in PvP.
People are incredibly selective to what they find acceptable in terms of the game.
Well as for now most selective comment I saw in this thread is Yours where You try to compare resistance caps to healing absorptions ignoring all context.
Healing and Resistances are both mitigation.
Absorption takes 2k off a swing, most people build to have way more throughput than that.
So it absorbs healing overflow.
You forgot about the Soldier of anguish set.Major Defile+2K healing absorption AOES= 2LP
....
TIL
BlackMadara wrote: »TheBonesXXX wrote: »TheBonesXXX wrote: »Crixus8000 wrote: »Healing absorption doesn't belong in pvp. It's far too strong, especially if it stacked from other necro's.
Neither does capped resistances and 4k weapon damage, but it's bloody in PvP.
People are incredibly selective to what they find acceptable in terms of the game.
Well as for now most selective comment I saw in this thread is Yours where You try to compare resistance caps to healing absorptions ignoring all context.
Healing and Resistances are both mitigation.
Absorption takes 2k off a swing, most people build to have way more throughput than that.
So it absorbs healing overflow.
Healing and resistances add to "effective hp." This is different from pure mitigation, although mitigation adds to effective hp. Resistances are a from of mitigation.
Healing absorption is a very powerful effect, too powerful to be readily available. I would rate it in the same level of op as Silence. Healing absorption has no real counter, other than "heal past it."
Here is an example situation of why the effect is too powerful, especially on ruinous scythe. sNecro vs any stamina build. Both keep Vigor up at all times. sNecro spams scythe and the other stamina build uses any other spammable. sNecro deals damage, heals, and negates the opposing players Vigor. The other stamina player deals damage. sNecro will constantly come out on top no matter what the stats of the other player, due to their Vigor being negated. This is a very simple example, i know. Despite that, my point stands.
Ruinous Scythe with healing absorption was overloaded, and absorption itself would need very careful balance.
Yeah, it was obvious that the healing absorption debuff was too much.
I actually like the off balance secondary effect, the only stuns in the necromancer's kit are the bone totem which is a small static aoe fear that triggers after 2 seconds and the glacial colossus ultimate, the first is easy to counter and the second a very costly ultimate.
Being able to easily put an enemy off balance lets you quickly medium attack to stun or heavy attack for double resource, make it every second cast and it should be good.
Sanguinor2 wrote: »TheBonesXXX wrote: »
Healing and Resistances are both mitigation.
Absorption takes 2k off a swing, most people build to have way more throughput than that.
So it absorbs healing overflow.
Actually healing isnt. Healing doesnt reduce the amount of Incoming Damage but resistances and other forms of Mitigation do.
mitigation
noun [ U ] uk /ˌmɪt.ɪˈɡeɪ.ʃən/ us /ˌmɪt̬.əˈɡeɪ.ʃən/
formal: the act of reducing how harmful, unpleasant, or bad something is:
effective mitigation of climate change
There has been no significant increase in funding for flood mitigation works.
specialized law: something that causes you to judge a crime to be less serious, or to make a punishment less severe:
"I was very young at the time," he said in mitigation.
His defence lawyers presented their mitigation plea.
TheBonesXXX wrote: »
Healing through damage has been damage mitigation since MMOs day one.
TheBonesXXX wrote: »There's already many sources of off-balance.
The new secondary effect is uncreative and lazy.
Sanguinor2 wrote: »TheBonesXXX wrote: »
Healing through damage has been damage mitigation since MMOs day one.
Then it has been wrongfully labelled as such, by the very Definition of the word mitigation, healing is not Damage Mitigation because it does not reduce the Damage you take but undoes the Damage you have taken.TheBonesXXX wrote: »There's already many sources of off-balance.
The new secondary effect is uncreative and lazy.
What would you give necro instead? Because a spammable heal Absorption without a cooldown in AoE combined with Major defile in the kit(well even without) is something that shouldnt exist, especially if you look at cyro or bgs having 2 or more stamcros spam this, something like a stamdk wont outheal a 4k healing Absorption that gets reapplied potentionally every second.
Alpha-Lupi wrote: »You forgot about the Soldier of anguish set.Major Defile+2K healing absorption AOES= 2LP
....
TIL
Previously, if the 2k tooltip of ruinous scythe was used with the soldier of anguish set, well take a guess. (But since the 2k healing absorption was removed, from one perspective, I see it as a good thing seeing as it has incredible healing to boot.)
The guys who now justify the Skythe nerf are most likely the same that will cry the loudest when even bad ballgroups become "unbeatable" again after the next patch.
They should have removed the Soldier of Anguish set, and kept the skythe.
I´ve tested Soldier of Anguish yesterday against several ballgroups, and that set just doesn´t do the job, whereas the Skythe would have given Stam Solo players a fighting chance.
Sanguinor2 wrote: »The guys who now justify the Skythe nerf are most likely the same that will cry the loudest when even bad ballgroups become "unbeatable" again after the next patch.
They should have removed the Soldier of Anguish set, and kept the skythe.
I´ve tested Soldier of Anguish yesterday against several ballgroups, and that set just doesn´t do the job, whereas the Skythe would have given Stam Solo players a fighting chance.
And how *** will said solo stam Player be when the People that outnumber him stack scythes on him? Not being able to do any healing at all when entering melee range sounds nice to you? Im sure that this is what stam solo Players all waited for.
Sanguinor2 wrote: »
And how *** will said solo stam Player be when the People that outnumber him stack scythes on him? Not being able to do any healing at all when entering melee range sounds nice to you? Im sure that this is what stam solo Players all waited for.
Sanguinor2 wrote: »
And how *** will said solo stam Player be when the People that outnumber him stack scythes on him? Not being able to do any healing at all when entering melee range sounds nice to you? Im sure that this is what stam solo Players all waited for.
Trollking (the main survivability tool for Stam classes, along with block/ dodge roll) is not being affected by healing absorbtion but by Defile. You will get swarmed by defiling Blastbones still. From 50 m away. They nerfed the wrong skill.
They could've just given every third cast a 1.5k healing absorption. 2k every cast was too much but 1.5k - 2k every third cast would be fine.
Nemesis7884 wrote: »Maybe the scythe needed nerfing...but now its jist boring and bland...before it was interesting....why not give it minor fracture or something
Nemesis7884 wrote: »Maybe the scythe needed nerfing...but now its jist boring and bland...before it was interesting....why not give it minor fracture or something
TheBonesXXX wrote: »Borrowed time negates 5k healing on enemies that are stunned.
Often spammed in PvP.
@ZOS_BrianWheeler If you're going to gut something, at least add a unique secondary effect.
Since BGs stopped happening after the initial couple days of Week-1 PTS, it's hard to get much actual PvP testing done. However, going by that initial experience + plenty of experience from live + reading over various changes, I think Stamina Necromancer is going to be quite strong, while Magicka is going to have really bad offense but potentially powerful healing.I have a feeling necromancers will be the new forum magsorcs
"Waaa, my class is the weakest , why you nerf that why you change that.". While at the same time outperforming any other class lol.
TheBonesXXX wrote: »Borrowed time negates 5k healing on enemies that are stunned.
Often spammed in PvP.
@ZOS_BrianWheeler If you're going to gut something, at least add a unique secondary effect.
Borrowed Time isn’t instant though and the effect takes a few seconds. I think strong debuffs just should never be AoE.