I think main problem is healing reduced 2x witht this by battlespirit
1st time it is just reduced by overall reduced damage done by 50%
then when we have reduced damage done by that huge amount then healing done in those skills is additionally reeduced by additional 50% by battlespirit so in practise:
for example if an damage skill is healing you for 50% of damage done by this in theory then in practice with battle spirit this skill is healing you by only 25% of damage done so it is really lower
when everything normal is cutted single time by 50% with battle spirit many heals like those are cutted twice for this 50% which is problem how some skills are jsut unreliable as you said
we can add also to this old dragonblood when normally this was healing you for only for 33% of your lost max health it was also cutted by half and on ppv it was healing you for only 16.5% of lost max health so not so much at all
Should also add that the heal from these skills cannot crit, while the damage done by them does get reduced by impen.
Battle spirit doesnt reduce the healing a second time, but with how tanky people build these days, these skills have fallen greatly in effectiveness.
And yeah looking at wardens living trellis or lotus, vs something like swallow soul or punturing sweeps, the difference in healing between PVE and PVP is far too big.
Sadly i dont expect them to change this system anytime soon
Skills like swallow soul, jabs and embers offer absolutly ridicoulus healing amounts in PvE content due to the high damage multipliers and crits in PvE environment. On the flipside, high target mitigation and battle spirit completly cramper those damage based healing effects down in PvP environment and make them extremely unreliable.
Skills like swallow soul, jabs and embers offer absolutly ridicoulus healing amounts in PvE content due to the high damage multipliers and crits in PvE environment. On the flipside, high target mitigation and battle spirit completly cramper those damage based healing effects down in PvP environment and make them extremely unreliable.
This part makes no sense why it is even in here since it is just saying Battle Spirit is doing what is intended and some players build for high damage mitigation. This says nothing about consistency across classes. It really has nothing to do with what you are trying to say.
I think I know what you are trying to say but it is not coming out very well and I will not try to put words into your mouth.
Should also add that the heal from these skills cannot crit, while the damage done by them does get reduced by impen.
Battle spirit doesnt reduce the healing a second time, but with how tanky people build these days, these skills have fallen greatly in effectiveness.
And yeah looking at wardens living trellis or lotus, vs something like swallow soul or punturing sweeps, the difference in healing between PVE and PVP is far too big.
Sadly i dont expect them to change this system anytime soon
Are you sure they can’t crit? I’m pretty sure my swallow soul heals also crit the last time I checked my combat metrics. Either way, that doesn’t change a lot if my opponent already mitigates >50% of the damage in the first place...
With this patch being advertised to increase consitency over all classes active abilities, I think one major pain point between balance of PvE and PvP has been left out: the discrepenacies of damage based healing.
Skills like swallow soul, jabs and embers offer absolutly ridicoulus healing amounts in PvE content due to the high damage multipliers and crits in PvE environment. On the flipside, high target mitigation and battle spirit completly cramper those damage based healing effects down in PvP environment and make them extremely unreliable.
Here's a (probably not completed) list of damage abilities with damage based healing:Ironically, the new classes don't have this mechanic implemented to their skills anymore.
- inhale
- embers
- jabs
- radiant glory
- (new) grim focus
- swallow soul
To actually balance those skills which do damage and heal you at the same time, the healing effect needs to be untied from the actual damage done and become a statonairy value.
I'll use DK's power lash as a referance, which will heal you for a fixed amount no matter how high the actual damage is done. This closes the insane gap between PvE and PvP and provides a reliable consitency between all classes and builds - and its not hard to implement!
Edited for typos
Skills like swallow soul, jabs and embers offer absolutly ridicoulus healing amounts in PvE content due to the high damage multipliers and crits in PvE environment. On the flipside, high target mitigation and battle spirit completly cramper those damage based healing effects down in PvP environment and make them extremely unreliable.
This part makes no sense why it is even in here since it is just saying Battle Spirit is doing what is intended and some players build for high damage mitigation. This says nothing about consistency across classes. It really has nothing to do with what you are trying to say.
I think I know what you are trying to say but it is not coming out very well and I will not try to put words into your mouth.
I was kind of lazy to describe the PvP side of view, but my original statement actually reflects exactly what the core of the problem is. The healing accessible through said skills is extremely dependant on the actual damage you do (not the tooltip!).
This damage is extremely high in PvE since bosses have a fixed amount of mitigation that is always bypassed, and the actual damage done is greatly increased through raid buffs like berserk, force and slayer.
On the flipside in PvP, players run a variety of defensive mechanics, from blocking and dodeging over protection and evasion buffs to debuffs like maim. All these mechanics are obviously working as intended, but they result in very tiny healing amounts, while similar abilities with fixed healing values will also do no damage BUT actually provide you with the heal you need.
There's absolutly no reason this damage-scaling mechanic makes sense anymore - its outdated and one of the main imbalance problems between PvE and PvP.
Skills like swallow soul, jabs and embers offer absolutly ridicoulus healing amounts in PvE content due to the high damage multipliers and crits in PvE environment. On the flipside, high target mitigation and battle spirit completly cramper those damage based healing effects down in PvP environment and make them extremely unreliable.
This part makes no sense why it is even in here since it is just saying Battle Spirit is doing what is intended and some players build for high damage mitigation. This says nothing about consistency across classes. It really has nothing to do with what you are trying to say.
I think I know what you are trying to say but it is not coming out very well and I will not try to put words into your mouth.
I was kind of lazy to describe the PvP side of view, but my original statement actually reflects exactly what the core of the problem is. The healing accessible through said skills is extremely dependant on the actual damage you do (not the tooltip!).
This damage is extremely high in PvE since bosses have a fixed amount of mitigation that is always bypassed, and the actual damage done is greatly increased through raid buffs like berserk, force and slayer.
On the flipside in PvP, players run a variety of defensive mechanics, from blocking and dodeging over protection and evasion buffs to debuffs like maim. All these mechanics are obviously working as intended, but they result in very tiny healing amounts, while similar abilities with fixed healing values will also do no damage BUT actually provide you with the heal you need.
There's absolutly no reason this damage-scaling mechanic makes sense anymore - its outdated and one of the main imbalance problems between PvE and PvP.
First, the tooltips do see accurate in describing the related healing and yes it is based on actual damage.
Further, you are inaccurate that in PvP it results in very tiny healing since it is still based on the same % the tooltip reads.
'
The problem with your argument is you are not being true to the situation. You are describing a skewed story to fit your suggested issue. Not everyone in PvP runs high mitigation builds. Not even those who regularly PvP. If so it would be hard to kill them and somehow I manage to kill players just fine and get killed myself.
So yes, you are correct some run high mitigation builds but you are wrong that is completely the case. If Zos tuned the damage based healing to the high mitigation builds then it would be stupidly OP healing most of the time.
Edit: considering the little interest this has gotten it would seem very little agree with the idea in principle.
Skills like swallow soul, jabs and embers offer absolutly ridicoulus healing amounts in PvE content due to the high damage multipliers and crits in PvE environment. On the flipside, high target mitigation and battle spirit completly cramper those damage based healing effects down in PvP environment and make them extremely unreliable.
This part makes no sense why it is even in here since it is just saying Battle Spirit is doing what is intended and some players build for high damage mitigation. This says nothing about consistency across classes. It really has nothing to do with what you are trying to say.
I think I know what you are trying to say but it is not coming out very well and I will not try to put words into your mouth.
I was kind of lazy to describe the PvP side of view, but my original statement actually reflects exactly what the core of the problem is. The healing accessible through said skills is extremely dependant on the actual damage you do (not the tooltip!).
This damage is extremely high in PvE since bosses have a fixed amount of mitigation that is always bypassed, and the actual damage done is greatly increased through raid buffs like berserk, force and slayer.
On the flipside in PvP, players run a variety of defensive mechanics, from blocking and dodeging over protection and evasion buffs to debuffs like maim. All these mechanics are obviously working as intended, but they result in very tiny healing amounts, while similar abilities with fixed healing values will also do no damage BUT actually provide you with the heal you need.
There's absolutly no reason this damage-scaling mechanic makes sense anymore - its outdated and one of the main imbalance problems between PvE and PvP.
First, the tooltips do see accurate in describing the related healing and yes it is based on actual damage.
Further, you are inaccurate that in PvP it results in very tiny healing since it is still based on the same % the tooltip reads.
'
The problem with your argument is you are not being true to the situation. You are describing a skewed story to fit your suggested issue. Not everyone in PvP runs high mitigation builds. Not even those who regularly PvP. If so it would be hard to kill them and somehow I manage to kill players just fine and get killed myself.
So yes, you are correct some run high mitigation builds but you are wrong that is completely the case. If Zos tuned the damage based healing to the high mitigation builds then it would be stupidly OP healing most of the time.
Edit: considering the little interest this has gotten it would seem very little agree with the idea in principle.
I don’t really get what you are trying to say. Regarding the little interests, people on the forums tend to jump on brainless threads and spam worthless comments instead of actually putting effort into threads with substance. See the incap thread for referance.
Skills like swallow soul, jabs and embers offer absolutly ridicoulus healing amounts in PvE content due to the high damage multipliers and crits in PvE environment. On the flipside, high target mitigation and battle spirit completly cramper those damage based healing effects down in PvP environment and make them extremely unreliable.
This part makes no sense why it is even in here since it is just saying Battle Spirit is doing what is intended and some players build for high damage mitigation. This says nothing about consistency across classes. It really has nothing to do with what you are trying to say.
I think I know what you are trying to say but it is not coming out very well and I will not try to put words into your mouth.
I was kind of lazy to describe the PvP side of view, but my original statement actually reflects exactly what the core of the problem is. The healing accessible through said skills is extremely dependant on the actual damage you do (not the tooltip!).
This damage is extremely high in PvE since bosses have a fixed amount of mitigation that is always bypassed, and the actual damage done is greatly increased through raid buffs like berserk, force and slayer.
On the flipside in PvP, players run a variety of defensive mechanics, from blocking and dodeging over protection and evasion buffs to debuffs like maim. All these mechanics are obviously working as intended, but they result in very tiny healing amounts, while similar abilities with fixed healing values will also do no damage BUT actually provide you with the heal you need.
There's absolutly no reason this damage-scaling mechanic makes sense anymore - its outdated and one of the main imbalance problems between PvE and PvP.
First, the tooltips do see accurate in describing the related healing and yes it is based on actual damage.
Further, you are inaccurate that in PvP it results in very tiny healing since it is still based on the same % the tooltip reads.
'
The problem with your argument is you are not being true to the situation. You are describing a skewed story to fit your suggested issue. Not everyone in PvP runs high mitigation builds. Not even those who regularly PvP. If so it would be hard to kill them and somehow I manage to kill players just fine and get killed myself.
So yes, you are correct some run high mitigation builds but you are wrong that is completely the case. If Zos tuned the damage based healing to the high mitigation builds then it would be stupidly OP healing most of the time.
Edit: considering the little interest this has gotten it would seem very little agree with the idea in principle.
Regarding the PvP situation, of course you will be able to encounter snipers without any of the defensive mechanics mentioned above, but against these players you don’t need high healing anyways.
Skills like swallow soul, jabs and embers offer absolutly ridicoulus healing amounts in PvE content due to the high damage multipliers and crits in PvE environment. On the flipside, high target mitigation and battle spirit completly cramper those damage based healing effects down in PvP environment and make them extremely unreliable.
This part makes no sense why it is even in here since it is just saying Battle Spirit is doing what is intended and some players build for high damage mitigation. This says nothing about consistency across classes. It really has nothing to do with what you are trying to say.
I think I know what you are trying to say but it is not coming out very well and I will not try to put words into your mouth.
I was kind of lazy to describe the PvP side of view, but my original statement actually reflects exactly what the core of the problem is. The healing accessible through said skills is extremely dependant on the actual damage you do (not the tooltip!).
This damage is extremely high in PvE since bosses have a fixed amount of mitigation that is always bypassed, and the actual damage done is greatly increased through raid buffs like berserk, force and slayer.
On the flipside in PvP, players run a variety of defensive mechanics, from blocking and dodeging over protection and evasion buffs to debuffs like maim. All these mechanics are obviously working as intended, but they result in very tiny healing amounts, while similar abilities with fixed healing values will also do no damage BUT actually provide you with the heal you need.
There's absolutly no reason this damage-scaling mechanic makes sense anymore - its outdated and one of the main imbalance problems between PvE and PvP.
First, the tooltips do see accurate in describing the related healing and yes it is based on actual damage.
Further, you are inaccurate that in PvP it results in very tiny healing since it is still based on the same % the tooltip reads.
'
The problem with your argument is you are not being true to the situation. You are describing a skewed story to fit your suggested issue. Not everyone in PvP runs high mitigation builds. Not even those who regularly PvP. If so it would be hard to kill them and somehow I manage to kill players just fine and get killed myself.
So yes, you are correct some run high mitigation builds but you are wrong that is completely the case. If Zos tuned the damage based healing to the high mitigation builds then it would be stupidly OP healing most of the time.
Edit: considering the little interest this has gotten it would seem very little agree with the idea in principle.
The problem lies in the reliability of said skills. If you run a damage oriented build and use these skills, you should be rewarded with the appropriate healing these skills were designed for. I don’t see how this is even an argument, probably you don’t play any class that relies on these skills for healing because otherwise you’d know how bad their healing is.
BTW, I play all classes and enjoy the variety. Magplar, Mag NB, Mag Sorc and Stamplar are my fav with the mag NB probably being the one I have spent the most time on the past couple of years. So your assumption is very much incorrect.
If you are having trouble damaging some player because of their resistance the smart thing to do is to run more penetration.
Skills like swallow soul, jabs and embers offer absolutly ridicoulus healing amounts in PvE content due to the high damage multipliers and crits in PvE environment. On the flipside, high target mitigation and battle spirit completly cramper those damage based healing effects down in PvP environment and make them extremely unreliable.
This part makes no sense why it is even in here since it is just saying Battle Spirit is doing what is intended and some players build for high damage mitigation. This says nothing about consistency across classes. It really has nothing to do with what you are trying to say.
I think I know what you are trying to say but it is not coming out very well and I will not try to put words into your mouth.
I was kind of lazy to describe the PvP side of view, but my original statement actually reflects exactly what the core of the problem is. The healing accessible through said skills is extremely dependant on the actual damage you do (not the tooltip!).
This damage is extremely high in PvE since bosses have a fixed amount of mitigation that is always bypassed, and the actual damage done is greatly increased through raid buffs like berserk, force and slayer.
On the flipside in PvP, players run a variety of defensive mechanics, from blocking and dodeging over protection and evasion buffs to debuffs like maim. All these mechanics are obviously working as intended, but they result in very tiny healing amounts, while similar abilities with fixed healing values will also do no damage BUT actually provide you with the heal you need.
There's absolutly no reason this damage-scaling mechanic makes sense anymore - its outdated and one of the main imbalance problems between PvE and PvP.
First, the tooltips do see accurate in describing the related healing and yes it is based on actual damage.
Further, you are inaccurate that in PvP it results in very tiny healing since it is still based on the same % the tooltip reads.
'
The problem with your argument is you are not being true to the situation. You are describing a skewed story to fit your suggested issue. Not everyone in PvP runs high mitigation builds. Not even those who regularly PvP. If so it would be hard to kill them and somehow I manage to kill players just fine and get killed myself.
So yes, you are correct some run high mitigation builds but you are wrong that is completely the case. If Zos tuned the damage based healing to the high mitigation builds then it would be stupidly OP healing most of the time.
Edit: considering the little interest this has gotten it would seem very little agree with the idea in principle.
Didn't someone test new Grim Focus heal and find that it was getting double cut by Battle Spirit? Despite the fact that damage based heals aren't supposed to be double cut?
(Though I swear damage based heals often have been getting double cut over the years. I suppose due to the messy legacy code. And the painfulness of keeping the skills working properly when changing things due to that messy coding.)
Edit: Typo
Didn't someone test new Grim Focus heal and find that it was getting double cut by Battle Spirit? Despite the fact that damage based heals aren't supposed to be double cut?
(Though I swear damage based heals often have been getting double cut over the years. I suppose due to the messy legacy code. And the painfulness of keeping the skills working properly when changing things due to that messy coding.)
Edit: Typo
IDK, but I've done excessive testing with my new brawlerish magblade build too, and while I was able to hit the 10k AW combos, the resutling heaing never exceeded more than 4k. So yeah, its super trash, I mean nice to have, but just completly missplaced on the ability and should've never been introduced here. Off topic though
I would have to disagree, especially making a blanket statement like this.
In terms of Embers I think that it is ok, in fact the heal from that is quite strong at the end and I do not think it needs a buff. Yes I play a Mag DK CP and no CP. It remains to be seen how much of an effect the Wing change has, but on live IMO Mag DKs are quite strong in a variety of situations when played correctly. Moving on to Inhale, yes this is a small heal but it can be very useful and sizable when used properly, which means hitting multiple opponents. Though healing on a Mag DK can take some getting used to, the combo of embers, coag blood (which is getting a huge buff) and also inhale is enough to keep you alive. Again lets see what happens with the wings nerf but also the coag blood buff.
Jabs. Well again here I think the heal is quite good. The issue in greater detail would have to do with really heavy nerfs to Templar healing in the past and whether those are still needed in this day and age. Getting a bigger heal from jabs wouldn't really be that advantageous to Magplars since the have all the burst healing they need in BoL. A decent HoT of some sort could be more beneficial, something allowing them to transition from defense to offense a bit more easily. The jabs heal also rewards more for an offensive build which I think is a pretty good tradeoff. Radiant Glory is the same kind of idea. This can actually heal for quite a bit, but it just doesn't make a lot of sense.
Swallow soul probably didnt need any nerfs. Magblade healing as a whole was nerfed needlessly. So ill mostly agree with you here.
Grim focus is fine for now is my guess, though I haven't played NB for a while. Stamina NBs really don't need more healing as they have access to all the same heals as other classes yet they still get a 33% of damage heal from this. Magblades get 50% of damage heal from it which is quite a lot since that ability can hit for a LOT of damage. Plus you're also gaining mitigation from procing it. Im not sure how good this will be in practice, but my guess is that skilled NBs will use it to good effect and that those values are pretty good at this time. Maglades however may still require quite a bit of help aside from this skill.
From my experience Embers and Inhale are extremely reliable when used properly. Jabs heal can be a bit finicky but this is due to the unreliability of jabs as a damage skill since the two are related. Otherwise the heal is quite useful when the skill isn't lagging and you can hit people properly. How the grim focus heal performs in terms of reliability on live remains to be seen.
Didn't someone test new Grim Focus heal and find that it was getting double cut by Battle Spirit? Despite the fact that damage based heals aren't supposed to be double cut?
(Though I swear damage based heals often have been getting double cut over the years. I suppose due to the messy legacy code. And the painfulness of keeping the skills working properly when changing things due to that messy coding.)
Edit: Typo
IDK, but I've done excessive testing with my new brawlerish magblade build too, and while I was able to hit the 10k AW combos, the resutling heaing never exceeded more than 4k. So yeah, its super trash, I mean nice to have, but just completly missplaced on the ability and should've never been introduced here. Off topic though
Pointing out that the heal in PvP is truthfully pretty marginal in the best of circumstances is valuable. Also those numbers do seem off if the heal is 50% of the damage dealt while not being reduced by Battle Spirit. Maybe it is getting double cut and sometimes criting? This is originally about a consistency pass on these skills and a new one acting off is a sign in favor off that pass.
(The heal is also my least favorite part of new Grim Focus which I really like overall. I kinda feels like it should have been removed when the mitigation was added in v5.0.2. While the devs' explanation made sense without the added mitigation it feels like that self healing budget should probably be moved to another skill if possible in a way that prevents PVE dps from benefiting as much. That stationary value idea would potentially help accomplish that.)
Skills like swallow soul, jabs and embers offer absolutly ridicoulus healing amounts in PvE content due to the high damage multipliers and crits in PvE environment. On the flipside, high target mitigation and battle spirit completly cramper those damage based healing effects down in PvP environment and make them extremely unreliable.
This part makes no sense why it is even in here since it is just saying Battle Spirit is doing what is intended and some players build for high damage mitigation. This says nothing about consistency across classes. It really has nothing to do with what you are trying to say.
I think I know what you are trying to say but it is not coming out very well and I will not try to put words into your mouth.
I was kind of lazy to describe the PvP side of view, but my original statement actually reflects exactly what the core of the problem is. The healing accessible through said skills is extremely dependant on the actual damage you do (not the tooltip!).
This damage is extremely high in PvE since bosses have a fixed amount of mitigation that is always bypassed, and the actual damage done is greatly increased through raid buffs like berserk, force and slayer.
On the flipside in PvP, players run a variety of defensive mechanics, from blocking and dodeging over protection and evasion buffs to debuffs like maim. All these mechanics are obviously working as intended, but they result in very tiny healing amounts, while similar abilities with fixed healing values will also do no damage BUT actually provide you with the heal you need.
There's absolutly no reason this damage-scaling mechanic makes sense anymore - its outdated and one of the main imbalance problems between PvE and PvP.
First, the tooltips do see accurate in describing the related healing and yes it is based on actual damage.
Further, you are inaccurate that in PvP it results in very tiny healing since it is still based on the same % the tooltip reads.
'
The problem with your argument is you are not being true to the situation. You are describing a skewed story to fit your suggested issue. Not everyone in PvP runs high mitigation builds. Not even those who regularly PvP. If so it would be hard to kill them and somehow I manage to kill players just fine and get killed myself.
So yes, you are correct some run high mitigation builds but you are wrong that is completely the case. If Zos tuned the damage based healing to the high mitigation builds then it would be stupidly OP healing most of the time.
Edit: considering the little interest this has gotten it would seem very little agree with the idea in principle.
The point is that the healing of dmg based heals differs greatly - between PvE and PvP but also within PvP. Which makes them much harder to balance compared to non dmg based heals that don't suffer from nearly as much variation. And his suggestion was not to balance them arround high mitigation - because that would indeed be op in other situations (which is exactly his point) but to untie the healing value from the dmg value.
And it does not sound like a stupid idea to me.
If you are having trouble damaging some player because of their resistance the smart thing to do is to run more penetration.
It is not the raw resistance that is causing unreliable heals, it's the differnt defensive mechanics that really hurt these skills. Protection, evasion, blocking, all pretty much deny you healing whilst skills like power lash or scythe can still be used against high mitigation targets for reliable healing.
As you main magblade, I can hardly imagine you're happy with your swallow soul healing if you actually check your CMX and realize it heals for even less than leeching strikes passively does.
What OP is saying is that the skills should ignore buffs and blocking that reduce damage taken or at least have a much more complicated design where the damage is still reduced but the servers calculate what it would have been without the player being smart about reducing their damage.
That would not only be complicated but also add more load to the server since the current design of the game would require that calculation be done server side.
I would have to disagree, especially making a blanket statement like this.
Your Jabs TT would liike like "hit enemy 5 times for X damage and heal for Y damage", with the heal component being a fixed value scaling off of your max stats. How is it so complicated to understand?? It has nothing to do with target you're fighting anymore.
What OP is saying is that the skills should ignore buffs and blocking that reduce damage taken or at least have a much more complicated design where the damage is still reduced but the servers calculate what it would have been without the player being smart about reducing their damage.
That would not only be complicated but also add more load to the server since the current design of the game would require that calculation be done server side.
WHAT? No thats not what im saying at all, I just want a seperate fricking hot instance instead of healing scaled off of damage done.
Your Jabs TT would liike like "hit enemy 5 times for X damage and heal for Y damage", with the heal component being a fixed value scaling off of your max stats. How is it so complicated to understand?? It has nothing to do with target you're fighting anymore.
What OP is saying is that the skills should ignore buffs and blocking that reduce damage taken or at least have a much more complicated design where the damage is still reduced but the servers calculate what it would have been without the player being smart about reducing their damage.
That would not only be complicated but also add more load to the server since the current design of the game would require that calculation be done server side.
WHAT? No thats not what im saying at all, I just want a seperate fricking hot instance instead of healing scaled off of damage done.
Your Jabs TT would liike like "hit enemy 5 times for X damage and heal for Y damage", with the heal component being a fixed value scaling off of your max stats. How is it so complicated to understand?? It has nothing to do with target you're fighting anymore.
Actually, this is the first time you have said this and you now make more sense.
I would still suggest it should not be the case as it means ineffective builds still get the same healing. Say someone comes in without any penetration and attacks a heavy armor player. Clearly their damage is pretty much wet noodles yet they are still getting huge heals
In the end those there could be unintended issues including it turns those skills more into a heal rather than a damage skill with a healing component since you do not even need to do damage to get the heal. The skill would just need to touch something.
DeadlyRecluse wrote: »I don't think it's complicated to understand, but I don't like it, at least not as a universal rule. I'd like to be able to invest in penetration and get more heals out of sweeps, for instance. Having it be a preset value somewhat pigeonholes you to push spell damage at the expense of other stats.
I think your solution would work well for some spells, for sure, but I'm not sure it needs to be a blanket rule.