???
* All player sources of bleeds will now respect a target’s Physical Resistance. Many adjustments have been made to ensure bleeds deal similar damage to other standard Damage Over Time effects.
This simply means that Bleeds now respect Physical Resistances instead of ignoring them. Bleeds will all-around deal less damage now. So if you run 14k resists in Light Armor, Bleeds aren't going to be dealing damage as if you had zero.. which is what they do now.
This is a straight up nerf to Bleeds and nothing more; the way they scale hasn't been changed to my knowledge.. just that they now no longer totally ignore resistances as they do on live.
So no, you won't be seeing more Bleed builds now.. this change effectively killed them.
Jimmy_The_Fixer wrote: »???
* All player sources of bleeds will now respect a target’s Physical Resistance. Many adjustments have been made to ensure bleeds deal similar damage to other standard Damage Over Time effects.
This simply means that Bleeds now respect Physical Resistances instead of ignoring them. Bleeds will all-around deal less damage now. So if you run 14k resists in Light Armor, Bleeds aren't going to be dealing damage as if you had zero.. which is what they do now.
This is a straight up nerf to Bleeds and nothing more; the way they scale hasn't been changed to my knowledge.. just that they now no longer totally ignore resistances as they do on live.
So no, you won't be seeing more Bleed builds now.. this change effectively killed them.
They also increased the damage of bleeds to compensate for the fact that they’re resisted now.
Twin Slashes: Increased the Damage over Time from this ability and its morphs by approximately 37%.
Heavy Weapons: The axe bleed from this ability now ticks every second instead of every 2 seconds, and has had its total damage increased by approximately 24%
Et cetera
???
* All player sources of bleeds will now respect a target’s Physical Resistance. Many adjustments have been made to ensure bleeds deal similar damage to other standard Damage Over Time effects.
This simply means that Bleeds now respect Physical Resistances instead of ignoring them. Bleeds will all-around deal less damage now. So if you run 14k resists in Light Armor, Bleeds aren't going to be dealing damage as if you had zero.. which is what they do now.
This is a straight up nerf to Bleeds and nothing more; the way they scale hasn't been changed to my knowledge.. just that they now no longer totally ignore resistances as they do on live.
So no, you won't be seeing more Bleed builds now.. this change effectively killed them.
???
* All player sources of bleeds will now respect a target’s Physical Resistance. Many adjustments have been made to ensure bleeds deal similar damage to other standard Damage Over Time effects.
This simply means that Bleeds now respect Physical Resistances instead of ignoring them. Bleeds will all-around deal less damage now. So if you run 14k resists in Light Armor, Bleeds aren't going to be dealing damage as if you had zero.. which is what they do now.
This is a straight up nerf to Bleeds and nothing more; the way they scale hasn't been changed to my knowledge.. just that they now no longer totally ignore resistances as they do on live.
So no, you won't be seeing more Bleed builds now.. this change effectively killed them.
Well that's not true. Like I stated in the OP at 24k resis bleeds will now do the same amount of damage.
Jimmy_The_Fixer wrote: »???
* All player sources of bleeds will now respect a target’s Physical Resistance. Many adjustments have been made to ensure bleeds deal similar damage to other standard Damage Over Time effects.
This simply means that Bleeds now respect Physical Resistances instead of ignoring them. Bleeds will all-around deal less damage now. So if you run 14k resists in Light Armor, Bleeds aren't going to be dealing damage as if you had zero.. which is what they do now.
This is a straight up nerf to Bleeds and nothing more; the way they scale hasn't been changed to my knowledge.. just that they now no longer totally ignore resistances as they do on live.
So no, you won't be seeing more Bleed builds now.. this change effectively killed them.
They also increased the damage of bleeds to compensate for the fact that they’re resisted now.
Twin Slashes: Increased the Damage over Time from this ability and its morphs by approximately 37%.
Heavy Weapons: The axe bleed from this ability now ticks every second instead of every 2 seconds, and has had its total damage increased by approximately 24%
Et cetera
Jimmy_The_Fixer wrote: »???
* All player sources of bleeds will now respect a target’s Physical Resistance. Many adjustments have been made to ensure bleeds deal similar damage to other standard Damage Over Time effects.
This simply means that Bleeds now respect Physical Resistances instead of ignoring them. Bleeds will all-around deal less damage now. So if you run 14k resists in Light Armor, Bleeds aren't going to be dealing damage as if you had zero.. which is what they do now.
This is a straight up nerf to Bleeds and nothing more; the way they scale hasn't been changed to my knowledge.. just that they now no longer totally ignore resistances as they do on live.
So no, you won't be seeing more Bleed builds now.. this change effectively killed them.
They also increased the damage of bleeds to compensate for the fact that they’re resisted now.
Twin Slashes: Increased the Damage over Time from this ability and its morphs by approximately 37%.
Heavy Weapons: The axe bleed from this ability now ticks every second instead of every 2 seconds, and has had its total damage increased by approximately 24%
Et cetera
Yet Carve was nerfed for whatever reason?
That aside, adhering to resistances now is still going to neuter Bleeds. If you're running Light Armor in PvP you're going to get deleted anyway, so I'm not sure what the OP's issue really is.
The main issue is that armor types need normalized in PvP so the whole "tank meta" can finally die off entirely.
John_Falstaff wrote: »What I'm curious about is... if bleeds respect resistances now - what makes them bleeds? As in... purely from semantic viewpoint, I'm not sure anymore what makes bleeds bleeds and not physical damage, for example. ^^ You know, if it walks like a duck, quacks like a duck...
Said this many times, bleeds should scale inversely with armor so it does very little to a light armor build and smokes a heavy armor build. The counter we want, the counter we need.
Said this many times, bleeds should scale inversely with armor so it does very little to a light armor build and smokes a heavy armor build. The counter we want, the counter we need.
Totaly agree, I was also supporting this way of bleeds implementation. bleed vs 20k resists deal more or less the same damage as usual dot, vs 10k- resistances it deals 50% less damage, vs 30k+ resistances deals 50% more damage. Now just scale it and you have bleeds doing their job.
Well that's not true. Like I stated in the OP at 24k resis bleeds will now do the same amount of damage.
Finedaible wrote: »I don't think Bleeds are working as OP believes. Bleeds Do not ignore targets' resistances now, so they are like any other physical dot except for the bleed tag/description. It's definitely a big nerf to bleeds across all armor types, even if heavy armor takes comparatively less now (like anything else). Oblivion damage on the other hand, is the one which continues to ignore resistances and also scales with the targets' health now (with some sort of cap).
Finedaible wrote: »I don't think Bleeds are working as OP believes. Bleeds Do not ignore targets' resistances now, so they are like any other physical dot except for the bleed tag/description. It's definitely a big nerf to bleeds across all armor types, even if heavy armor takes comparatively less now (like anything else). Oblivion damage on the other hand, is the one which continues to ignore resistances and also scales with the targets' health now (with some sort of cap).
Yes and this is exactly the problem with the change taking into account that bleeds were introduced in the game to counter targets with high resistances.
This change will hit light armour builds very hard next patch. From the "leaked" patch notes it said that on a 24k resis target bleeds will hit the normal value. On my magplar I run around 14k resis so basically bleeds will hit me +/- 40% harder next patch. Combine that with the new set that is introduced and thus more people running bleed setups will cause for disaster for light armour players in Cyrodill/BG's.
Dont really know why they did this. Bleeds are here to target high resist targets but now end up being much stronger against light armor targets.
Like sloads..... ZOS never learns from their mistakes.....
Marshall1289 wrote: »This change will hit light armour builds very hard next patch. From the "leaked" patch notes it said that on a 24k resis target bleeds will hit the normal value. On my magplar I run around 14k resis so basically bleeds will hit me +/- 40% harder next patch. Combine that with the new set that is introduced and thus more people running bleed setups will cause for disaster for light armour players in Cyrodill/BG's.
Why bother talking about rumors of the patch notes, when the real notes are currently available. Your math is off anyway. 24k resist is about 37% mitigation and Twin Slashes was buffed by 37% which is why that person used that example.. If you use a build with only 14k resist, first of all WHY? Secondly, 14k resists is 21% mitigation which is not +40% dmg increase. The real issue now lies with 2H ulti allowing all stam builds to ignore resists, but that's not inclusive of bleeds, that's all physical based damage.
Lets use your example with a simple number like 1000.
Live: Twin Slashes Bleed of 1000 dmg ignores resists
This encouraged stacking of WPD and Max Stam allowing for a build that doesn't need to build for penetration for stronger heals AND damage.
PTS: Twin Slashes Bleed of 1000 dmg * 1.37 = 1370.
Mitigation = 14,000/660 = 21%
1370 * 0.79% = 1082 dmg
Now, this is a little stronger vs YOUR build and if they build properly by investing in to penetration they can make short work of your little resistance, but now there is less investment in to overall Damage and Healing which is a proper trade off.
Oblivion damage is the new tool available to everyone for dealing with tanky targets and since it's not tied to abilities, it can be easily balanced and available to both MAG and STAM builds instead of just Stam which meant tank builds could utilize it against you. It allowed tanky builds to stack WPD and Max stam for HIGH heals and damage since they never had to worry about penetration.
So.. TLDR. Adapt. This change is good whether you see it or not.
Yes and now they're changing it just like they changed a lot of other things this patch, maybe it's time for you to change your build if you feel your too squishy. Just because you use a squishy build in pvp, doesn't mean the change is bad. 14k resists is low for most players.Thing is squishy people will become squishier and tanky people will become tankier with this change. Let me state this again to stay on topic for this post: "Bleeds were introduced into the game to COUNTER high resistance targets". With these changes the opposite will happen.Marshall1289 wrote: »This change will hit light armour builds very hard next patch. From the "leaked" patch notes it said that on a 24k resis target bleeds will hit the normal value. On my magplar I run around 14k resis so basically bleeds will hit me +/- 40% harder next patch. Combine that with the new set that is introduced and thus more people running bleed setups will cause for disaster for light armour players in Cyrodill/BG's.
Why bother talking about rumors of the patch notes, when the real notes are currently available. Your math is off anyway. 24k resist is about 37% mitigation and Twin Slashes was buffed by 37% which is why that person used that example.. If you use a build with only 14k resist, first of all WHY? Secondly, 14k resists is 21% mitigation which is not +40% dmg increase. The real issue now lies with 2H ulti allowing all stam builds to ignore resists, but that's not inclusive of bleeds, that's all physical based damage.
Lets use your example with a simple number like 1000.
Live: Twin Slashes Bleed of 1000 dmg ignores resists
This encouraged stacking of WPD and Max Stam allowing for a build that doesn't need to build for penetration for stronger heals AND damage.
PTS: Twin Slashes Bleed of 1000 dmg * 1.37 = 1370.
Mitigation = 14,000/660 = 21%
1370 * 0.79% = 1082 dmg
Now, this is a little stronger vs YOUR build and if they build properly by investing in to penetration they can make short work of your little resistance, but now there is less investment in to overall Damage and Healing which is a proper trade off.
Oblivion damage is the new tool available to everyone for dealing with tanky targets and since it's not tied to abilities, it can be easily balanced and available to both MAG and STAM builds instead of just Stam which meant tank builds could utilize it against you. It allowed tanky builds to stack WPD and Max stam for HIGH heals and damage since they never had to worry about penetration.
So.. TLDR. Adapt. This change is good whether you see it or not.
Ragnaroek93 wrote: »Stack up dots -> use Onslaught -> ezclap
So when ZOS announced that bleeds were not going to ignore resistances with next patch but now scale off resistances the only question left was how bleeds would scale. Given the purpose why bleeds are in the game in the first place "to counter high resistance enemies" I would expect that on the PTS bleeds do more damage versus high resistance targets and less versus low resistance targets. Unfortunately this is not the case.
This change will hit light armour builds very hard next patch. From the "leaked" patch notes it said that on a 24k resis target bleeds will hit the normal value. On my magplar I run around 14k resis so basically bleeds will hit me +/- 40% harder next patch. Combine that with the new set that is introduced and thus more people running bleed setups will cause for disaster for light armour players in Cyrodill/BG's.