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Nerf to Pirate skeleton but not Bloodspawn?

  • Sylosi
    Sylosi
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    Sylosi wrote: »
    Sylosi wrote: »
    Of course Bloodspawn is OP (for PvP), go look at how many streamers/youtubers, etc put out builds for PvP where bloodspawn is the choice (HINT: it is more than even pirate skeleton and no it is not just DK), there is a reason for that and it isn't because it is balanced.

    Using this logic Hunding rage isnt balanced. Also Mother sorrow , necropotence , briarheart , zaan , siroria , god's devotion , vMA weapon. We should nerf it ASAP.
    Also skills like caltrops , endless hail , dawnbreaker , etc. Because every stam build using it.


    No that just shows you don't understand the logic because you don't understand the difference between the use of Bloodspawn and most other things.

    Take your Necropotence example, sure that is a strong set for a limited set of magicka builds on a limited number of classes, something being strong for a very limited number of builds in itself is not a signal something is OP. Bloodspawn on the other hand is so good it gets picked for a multitude of builds across classes on both magicka and staminia for PvP, why? Because it is too good.

    I hate to break it to you, but in games if you have something that has a decent number of options like 40(?) monster sets and a huge number of players are all using one or two of those, then that is a pretty clear indication that those sets are OP relative to the rest.

    How many sets in the game ? More than 300 ( monster included )
    How many actually used ? Probably less then 10 for each role ( tank/dd/healer ) across the board.
    " I dont understand the logic" , righhht.

    I hate to break it to you, but in games if you have something that has a decent number of options like 300(?) sets and a huge number of players are all using two or three of those, then that is a pretty clear indication that those sets are OP relative to the rest.

    No you don't understand logic as you've demonstrated again.

    Putting aside across PvE and PvP way more than 30 sets are used, you've conveniently left out the difference between a set being good in a limited number of builds (Necropotence for instance) and therefore being "used" and a set being SO GOOD across the whole of PvP it gets used across every class, it gets used on magicka as well as stamina builds, by healers, DD, tanky builds, etc and being "hugely used".

    And of course with the nerf to Pirate Skeleton even more will be using Bloodspawn when that patch hits...



    Edited by Sylosi on July 16, 2019 4:27PM
  • Malmai
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    Dreyloch wrote: »
    Ya all cry soo much that pretty soon we'll all just be wearing boring 7 piece Rubidite head to toe with no glyphs, no procs, everyone with the same exact skills, and the game will just die from suckage. Stop feeding the nerf hammer already!

    This game became meme for nabs already 4 gears ago... Now its biggest grind...
    you have to buy game than every 3 months pay for dlc, than sub and dont let me mention lootboxes this is worse than frakin EA... If only there would be performance and some kinda of a balance... But that is in the bottom too so good luck...
  • Massacre_Wurm
    Massacre_Wurm
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    Sylosi wrote: »
    Sylosi wrote: »
    Sylosi wrote: »
    Of course Bloodspawn is OP (for PvP), go look at how many streamers/youtubers, etc put out builds for PvP where bloodspawn is the choice (HINT: it is more than even pirate skeleton and no it is not just DK), there is a reason for that and it isn't because it is balanced.

    Using this logic Hunding rage isnt balanced. Also Mother sorrow , necropotence , briarheart , zaan , siroria , god's devotion , vMA weapon. We should nerf it ASAP.
    Also skills like caltrops , endless hail , dawnbreaker , etc. Because every stam build using it.


    No that just shows you don't understand the logic because you don't understand the difference between the use of Bloodspawn and most other things.

    Take your Necropotence example, sure that is a strong set for a limited set of magicka builds on a limited number of classes, something being strong for a very limited number of builds in itself is not a signal something is OP. Bloodspawn on the other hand is so good it gets picked for a multitude of builds across classes on both magicka and staminia for PvP, why? Because it is too good.

    I hate to break it to you, but in games if you have something that has a decent number of options like 40(?) monster sets and a huge number of players are all using one or two of those, then that is a pretty clear indication that those sets are OP relative to the rest.

    How many sets in the game ? More than 300 ( monster included )
    How many actually used ? Probably less then 10 for each role ( tank/dd/healer ) across the board.
    " I dont understand the logic" , righhht.

    I hate to break it to you, but in games if you have something that has a decent number of options like 300(?) sets and a huge number of players are all using two or three of those, then that is a pretty clear indication that those sets are OP relative to the rest.

    No you don't understand logic as you've demonstrated again.

    Putting aside across PvE and PvP way more than 30 sets are used, you've conveniently left out the difference between a set being good in a limited number of builds (Necropotence for instance) and therefore being "used" and a set being SO GOOD across the whole of PvP it gets used across every class, it gets used on magicka as well as stamina builds, by healers, DD, tanky builds, etc and being "hugely used".




    No you don't understand logic as you've demonstrated again.

    Puting aside that i was talking about top perfomance builds ( because you can "use" any set and be more or less ok ) , being good in a limited number of builds is irrelevant. If there is no discussable alternative ( for one archetype or two ) - set is overpowered. Period.
    Lokkestiiz for example being used for stam dps across the board. This isnt enough usage for you ?

    And of course after PS nerf more people will start to use BS. Killing one set , people moving to another , it get killed and now we have made a full circle.
  • Sylosi
    Sylosi
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    being good in a limited number of builds is irrelevant.

    Wrong, being good in a limited number of builds is basically what you want, now that does not preclude a set from being OP, but that isn't relevant to what I stated.

    Where as a "God" set like Bloodspawn that in PvP is a top choice across every class, in some both magicka and stamina builds and for healers, DD and tanky builds, by a huge number of players, that is a clear signal that it is offering far, far too much and is clearly OP.
    Edited by Sylosi on July 16, 2019 5:22PM
  • Lady_Rosabella
    Lady_Rosabella
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    NinchiTV wrote: »
    never once have i thought "wow that bloodspawn is so op" not once in 5 years. i'd like to smoke what you got that you think blood spawn needs nerf.

    DITTO!! I mean, I saw this post a couldn't help but laugh so hard I almost spit out my coffee!!
  • Neoauspex
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    I think Bloodspawn is decently balanced. It's a little better than wearing 1 skele/1 chudan. They already nerfed the ulti gen once. If anything other underperforming sets should be brought up to its level.
  • Huyen
    Huyen
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    Here we go again. Crying to nerf a pve-set because its being "abused" in pvp...
    Huyen Shadowpaw, dedicated nightblade tank - PS4 (Retired)
    Huyen Swiftpaw, nightblade dps - PC EU (Retired)
    Huyen Lightpaw, templar healer - PC EU (Retired)
    Huyen Swiftpaw, necromancer dps - PC EU

    Bring back saptanks!
  • Skinzz
    Skinzz
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    I'm pretty sure the OP is trolling because I mentioned "might as well nerf blood spawn too!" In one of the pirate skeleton nerf topics lol.
    Anybody got a group? LFG, anybody? Hello?
  • _Salty_
    _Salty_
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    Here OP with another Nerf thread. If you hate the game this much why do you play it?
    Psn l---Salty---l

    Patiently waiting to make a Stankcromancer.
  • D0PAMINE
    D0PAMINE
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    This thread is a massive joke lol
  • Rake
    Rake
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    no
  • Murador178
    Murador178
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    Can we just stop nerfing PvE things because of PvP? PvP in this game absolutely suck and no pro-gamer gives a flying f about it. There is no chance this game gets to esports so there is zero need to balance whole game around PvP. Answer is separate balancing for PvE and PvP but ZoS is too stubborn (or lazy?) to do it.

    Show me your BS PvE build

    Show me that one PvE pro gamer :wink:
  • Murador178
    Murador178
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    jcm2606 wrote: »
    Sylosi wrote: »
    Sylosi wrote: »
    Of course Bloodspawn is OP (for PvP), go look at how many streamers/youtubers, etc put out builds for PvP where bloodspawn is the choice (HINT: it is more than even pirate skeleton and no it is not just DK), there is a reason for that and it isn't because it is balanced.

    Using this logic Hunding rage isnt balanced. Also Mother sorrow , necropotence , briarheart , zaan , siroria , god's devotion , vMA weapon. We should nerf it ASAP.
    Also skills like caltrops , endless hail , dawnbreaker , etc. Because every stam build using it.


    No that just shows you don't understand the logic because you don't understand the difference between the use of Bloodspawn and most other things.

    Take your Necropotence example, sure that is a strong set for a limited set of magicka builds on a limited number of classes, something being strong for a very limited number of builds in itself is not a signal something is OP. Bloodspawn on the other hand is so good it gets picked for a multitude of builds across classes on both magicka and staminia for PvP, why? Because it is too good.

    I hate to break it to you, but in games if you have something that has a decent number of options like 40(?) monster sets and a huge number of players are all using one or two of those, then that is a pretty clear indication that those sets are OP relative to the rest.

    Or the rest are trash... which they are. Of all the monster sets in the game, the only ones really worth running, aside from Bloodspawn, are:
    • Balorgh -- Damage potential is nuts on classes where you combo around your ultimate, such as Warden or NB.
    • Troll King -- The amount of health recovery this monster set gives is pretty damn good, and it's so damn easy to proc.
    • Valkyn Skoria -- Solid burst on any builds with a few DOT's, but unfortunately is now telegraphed, so people can dodge or block it easily.

    There's a few more that are decent on certain builds and in certain situations, such as Chudan on magsorc for some extra bar space, or Shadowrend in duels, but the rest are at best mediocre, and at worst complete trash, most sit somewhere between these two.

    Looking at the 4 monster sets that are actually good, including Bloodspawn, you can see why Bloodspawn is generally preferred. The two offensive ones are build specific -- Balorgh is only good if you can combo around your ultimate and most of the damage is behind the ultimate, Skoria is only good if you have multiple DOT's to maximise the uptime -- and the other defensive one is only helpful for the pure healing, when you really need the mitigation on top of the healing.

    Bloodspawn is in a pretty good spot, because it has an alright uptime -- not the best, but not the worst -- and it's giving you stats that actually require playing around. Resistance is meaningless if you don't have the healing to pull your health back up, and they're not that strong anyways, the 6450 resists that Bloodspawn provides is only ~9.7% mitigation, compared to the 30% that Pirate Skele provides. Ultimate is also meaningless if you don't use it effectively, so the 14 ultimate isn't that strong by itself.

    9.7% migation only is right if u are sitting at 0 resistance. If u are sitting almost capped bloodspawn offers around 17% damage migation :) .
  • maxjapank
    maxjapank
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    Murador178 wrote: »
    jcm2606 wrote: »
    Sylosi wrote: »
    Sylosi wrote: »
    Of course Bloodspawn is OP (for PvP), go look at how many streamers/youtubers, etc put out builds for PvP where bloodspawn is the choice (HINT: it is more than even pirate skeleton and no it is not just DK), there is a reason for that and it isn't because it is balanced.

    Using this logic Hunding rage isnt balanced. Also Mother sorrow , necropotence , briarheart , zaan , siroria , god's devotion , vMA weapon. We should nerf it ASAP.
    Also skills like caltrops , endless hail , dawnbreaker , etc. Because every stam build using it.


    No that just shows you don't understand the logic because you don't understand the difference between the use of Bloodspawn and most other things.

    Take your Necropotence example, sure that is a strong set for a limited set of magicka builds on a limited number of classes, something being strong for a very limited number of builds in itself is not a signal something is OP. Bloodspawn on the other hand is so good it gets picked for a multitude of builds across classes on both magicka and staminia for PvP, why? Because it is too good.

    I hate to break it to you, but in games if you have something that has a decent number of options like 40(?) monster sets and a huge number of players are all using one or two of those, then that is a pretty clear indication that those sets are OP relative to the rest.

    Or the rest are trash... which they are. Of all the monster sets in the game, the only ones really worth running, aside from Bloodspawn, are:
    • Balorgh -- Damage potential is nuts on classes where you combo around your ultimate, such as Warden or NB.
    • Troll King -- The amount of health recovery this monster set gives is pretty damn good, and it's so damn easy to proc.
    • Valkyn Skoria -- Solid burst on any builds with a few DOT's, but unfortunately is now telegraphed, so people can dodge or block it easily.

    There's a few more that are decent on certain builds and in certain situations, such as Chudan on magsorc for some extra bar space, or Shadowrend in duels, but the rest are at best mediocre, and at worst complete trash, most sit somewhere between these two.

    Looking at the 4 monster sets that are actually good, including Bloodspawn, you can see why Bloodspawn is generally preferred. The two offensive ones are build specific -- Balorgh is only good if you can combo around your ultimate and most of the damage is behind the ultimate, Skoria is only good if you have multiple DOT's to maximise the uptime -- and the other defensive one is only helpful for the pure healing, when you really need the mitigation on top of the healing.

    Bloodspawn is in a pretty good spot, because it has an alright uptime -- not the best, but not the worst -- and it's giving you stats that actually require playing around. Resistance is meaningless if you don't have the healing to pull your health back up, and they're not that strong anyways, the 6450 resists that Bloodspawn provides is only ~9.7% mitigation, compared to the 30% that Pirate Skele provides. Ultimate is also meaningless if you don't use it effectively, so the 14 ultimate isn't that strong by itself.

    9.7% migation only is right if u are sitting at 0 resistance. If u are sitting almost capped bloodspawn offers around 17% damage migation :) .
    And...there’s that amazing Ulti gen so you can consistently use powerful ultis. They really should nerf the Ulti to at least 10 or lower. I’d say 8.
  • Oreyn_Bearclaw
    Oreyn_Bearclaw
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    What year is it? Didnt pirate skeleton already get hit by the nerf hammer back in the 90's?
    Alliance/Platform: Ebonheart Pact - PC/NA - CP 1,300ish

    My Toons:
    DKs: Oreyn ßearclaw - Dunmer, Bear-m'Athra - Khajiit, Bearzilla - Argonian
    Sorcs: Beary Jane - AR42- Breton, Bearricane - Orc, Molag Bear - Altmer
    NBs: Bearclaw Oreyn - Dunmer, Bearblade - Bosmer, ßearblade - Dunmer (DC)
    Temps: Gandalf Likes To Party - Altmer, Bearplar - Orc, Bearamedic - Argonian
    Wardens: Warden Bearclaw - Altmer, Bear Jordan - Redguard, Bear's Hippie Girlfriend - Bosmer (DC)
    Necros: Bearomancer - Dunmer, ßearßones - Orc, Bearona Virus - Breton

    vKAHM, vSSHM, vCR+3, vAS+2, vHOFHM, vMOLHM, vSOHM, vHRCHM, vAAHM, vBRP, vDSA, Flawless Conqueror-All Classes
  • susmitds
    susmitds
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    Murador178 wrote: »
    jcm2606 wrote: »
    Sylosi wrote: »
    Sylosi wrote: »
    Of course Bloodspawn is OP (for PvP), go look at how many streamers/youtubers, etc put out builds for PvP where bloodspawn is the choice (HINT: it is more than even pirate skeleton and no it is not just DK), there is a reason for that and it isn't because it is balanced.

    Using this logic Hunding rage isnt balanced. Also Mother sorrow , necropotence , briarheart , zaan , siroria , god's devotion , vMA weapon. We should nerf it ASAP.
    Also skills like caltrops , endless hail , dawnbreaker , etc. Because every stam build using it.


    No that just shows you don't understand the logic because you don't understand the difference between the use of Bloodspawn and most other things.

    Take your Necropotence example, sure that is a strong set for a limited set of magicka builds on a limited number of classes, something being strong for a very limited number of builds in itself is not a signal something is OP. Bloodspawn on the other hand is so good it gets picked for a multitude of builds across classes on both magicka and staminia for PvP, why? Because it is too good.

    I hate to break it to you, but in games if you have something that has a decent number of options like 40(?) monster sets and a huge number of players are all using one or two of those, then that is a pretty clear indication that those sets are OP relative to the rest.

    Or the rest are trash... which they are. Of all the monster sets in the game, the only ones really worth running, aside from Bloodspawn, are:
    • Balorgh -- Damage potential is nuts on classes where you combo around your ultimate, such as Warden or NB.
    • Troll King -- The amount of health recovery this monster set gives is pretty damn good, and it's so damn easy to proc.
    • Valkyn Skoria -- Solid burst on any builds with a few DOT's, but unfortunately is now telegraphed, so people can dodge or block it easily.

    There's a few more that are decent on certain builds and in certain situations, such as Chudan on magsorc for some extra bar space, or Shadowrend in duels, but the rest are at best mediocre, and at worst complete trash, most sit somewhere between these two.

    Looking at the 4 monster sets that are actually good, including Bloodspawn, you can see why Bloodspawn is generally preferred. The two offensive ones are build specific -- Balorgh is only good if you can combo around your ultimate and most of the damage is behind the ultimate, Skoria is only good if you have multiple DOT's to maximise the uptime -- and the other defensive one is only helpful for the pure healing, when you really need the mitigation on top of the healing.

    Bloodspawn is in a pretty good spot, because it has an alright uptime -- not the best, but not the worst -- and it's giving you stats that actually require playing around. Resistance is meaningless if you don't have the healing to pull your health back up, and they're not that strong anyways, the 6450 resists that Bloodspawn provides is only ~9.7% mitigation, compared to the 30% that Pirate Skele provides. Ultimate is also meaningless if you don't use it effectively, so the 14 ultimate isn't that strong by itself.

    9.7% migation only is right if u are sitting at 0 resistance. If u are sitting almost capped bloodspawn offers around 17% damage migation :) .

    Nope it doesn't. It offers lesser than 9% mitigation at all times. Mitigation is multiplicative, not additive. Stop spreading BS
  • leepalmer95
    leepalmer95
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    Huyen wrote: »
    Here we go again. Crying to nerf a pve-set because its being "abused" in pvp...

    How is it a pve set? There are far more builds using bloodspawn in pvp than in pve.


    Anyway the sets fine, not sure whats the problem with it.
    PS4 EU DC

    Current CP : 756+

    I have every character level 50, both a magicka and stamina version.


    RIP my effort to get 5x v16 characters...
  • D0PAMINE
    D0PAMINE
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    Huyen wrote: »
    Here we go again. Crying to nerf a pve-set because its being "abused" in pvp...

    How is it a pve set? There are far more builds using bloodspawn in pvp than in pve.


    Anyway the sets fine, not sure whats the problem with it.

    Its a Tanking set.
    Edited by D0PAMINE on July 17, 2019 5:56AM
  • Olupajmibanan
    Olupajmibanan
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    D0PAMINE wrote: »
    Huyen wrote: »
    Here we go again. Crying to nerf a pve-set because its being "abused" in pvp...

    How is it a pve set? There are far more builds using bloodspawn in pvp than in pve.


    Anyway the sets fine, not sure whats the problem with it.

    Its a Tanking set.

    It's a prime tanking set.
  • danara
    danara
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    Dreyloch wrote: »
    Ya all cry soo much that pretty soon we'll all just be wearing boring 7 piece Rubidite head to toe with no glyphs, no procs, everyone with the same exact skills, and the game will just die from suckage. Stop feeding the nerf hammer already!

    Nerf rubedite pls
  • Crixus8000
    Crixus8000
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    Now people want bloodspawn nerfed ? It's actually insane with how many nerf threads pop up on these forums, and 90% of them are just because something is popular, I see so many people trying to justify a nerf request by saying " almost everyone uses it" well ye have you seen the choices stam payers have for monster sets ? Like 2-3 options, so of course bloodspawn is going to be a popular choice, it doesn't make it op though. A lot of people use spriggans/hundings, are they op too ?

    Give the nerfs a break, you can nerf everything in the game 20 times and there will still be a best in slot and you will still lose to better players.
  • Somber97866
    Somber97866
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    Heck ,need everything I cannot think of a way to beat NERF'd! RIGHT NOW!
  • StaticWave
    StaticWave
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    Here is Bloodspawn on live:

    (1 item) Adds 129 Stamina Recovery
    (2 items) When you take damage, you have a 6% chance to generate 14 Ultimate and increase your Physical Resistance and Spell Resistance by 6450 for 6 seconds. This effect can occur once every 6 seconds.

    And here is Pirate Skeleton on live:

    (1 item) Adds 2975 Physical Resistance, Adds 2975 Spell Resistance
    (2 items) When you take damage to your Health, you have a 8% chance to transform into a skeleton and gain Major Protection and Minor Defile for 12 seconds, reducing your damage taken by 30% but reducing your healing received and Health Recovery by 15%. This effect can occur once every 15 seconds.

    Right off the bat we can see that Bloodspawn is a regen/defensive set, whereas Pirate Skeleton is a pure defensive set.

    These 2 sets are like apples and oranges. 1 mainly provides resources with some dmg mitigation, whereas the other gives pure defense.

    The real value of Bloodspawn is ulti regen, not resistances. When you're fighting more than 1 people, having better ult gen can save your life (ie. more defensive ults) or net you more kills. Sure, the 8~ dmg mitigation that BS gives is nice, but it's affected by penetration, and becomes obsolete in many builds that can easily reach the cap without needing the set.

    Meanwhile, Pirate Skeleton has the best defensive capability in the game. The 1st bonus alone gives 47% of Bloodspawn's procced resistances. The 2nd bonus gives 30% dmg mitigation which isn't affected by penetration and resist cap. As of this patch, it is the only type of mitigation that can reduce damage from bleeds. When paired with a build that reaches resist cap, this set can make the user near unkillable in a 1v1 scenario.

    Again, apples and oranges. If you want to compare Pirate Skeleton with other pure defensive sets, take Chudan and Lord Warden. Both of them give resistances as a 1st bonus, but their 2nd set bonus are far inferior to Pirate Skeleton.


    Edited by StaticWave on July 17, 2019 6:59AM
    Platform:
    PC NA

    Main:
    Static Wave - AD stamsorc

  • maxjapank
    maxjapank
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    @StaticWave you conveniently left out the minor defile in your critique. You listed in the tooltip, but went on to compare without mentioning that. Some players say that minor defile is everywhere so PS makes those less. True. But other sources are much, much shorter, and can be purged. PS’s defile was unpurgeable. It lasted on you the full time. And did result in a penalty to healing.
  • hakan
    hakan
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    How the hell all these sets are overperforming if all of them overperforming?(hits blunt)

    One of the beauties of this game is various amount of build option so please just quit it. Quit with the nerfs.

    Most used sets doesnt mean they are broken.
  • StaticWave
    StaticWave
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    maxjapank wrote: »
    @StaticWave you conveniently left out the minor defile in your critique. You listed in the tooltip, but went on to compare without mentioning that. Some players say that minor defile is everywhere so PS makes those less. True. But other sources are much, much shorter, and can be purged. PS’s defile was unpurgeable. It lasted on you the full time. And did result in a penalty to healing.

    I didn’t mention Minor defile because it’s insignificant. 15% of a 5k breath of life is only 750. 15% of a 1.6k vigor tick is only 240, and it can be further minimized mending, vitality, and other sources of healing buffs such as cp, passives, etc. But 30% dmg mitigation boosts your survivability much more, especially when attacked by multiple people. Taking 30% less dmg from 3 ultimates that deal 6k each is worth the 750 healing loss. Combined with Major Evasion, Minor Protection, Minor Maim, we can get up to 53% single target dmg reduction and 83% aoe dmg reduction. All this mitigation is why people don’t care about the minuscule minor defile.
    Edited by StaticWave on July 17, 2019 7:49AM
    Platform:
    PC NA

    Main:
    Static Wave - AD stamsorc

  • Sharee
    Sharee
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    StaticWave wrote: »
    maxjapank wrote: »
    @StaticWave you conveniently left out the minor defile in your critique. You listed in the tooltip, but went on to compare without mentioning that. Some players say that minor defile is everywhere so PS makes those less. True. But other sources are much, much shorter, and can be purged. PS’s defile was unpurgeable. It lasted on you the full time. And did result in a penalty to healing.

    I didn’t mention Minor defile because it’s insignificant. 15% of a 5k breath of life is only 750. 15% of a 1.6k vigor tick is only 240, and it can be further minimized by minor mending, minor vitality, and other sources of healing buff. But 30% dmg mitigation boosts your survivability much more, especially when attacked by multiple people. Taking 30% less dmg from 3 ultimates that deal 6k each is worth the 750 healing loss.

    When taking damage and healing yourself, 15% reduction in healing taken is just as significant as 15% reduction in damage taken.

    Of course, when you are healing yourself for little while taking huge damage then the damage reduction is more valuable, but that's just because you set up the scenario that way. You can do it the other way around - 15K BOL and three guys hitting you for 5K each, and suddenly the 15% healing reduction isn't so insignificant anymore.


    Using the same logic, you might claim that healing debuffs are worthless because they do not do anything if you are not healing yourself.
    Edited by Sharee on July 17, 2019 7:53AM
  • maxjapank
    maxjapank
    ✭✭✭✭✭
    StaticWave wrote: »
    maxjapank wrote: »
    @StaticWave you conveniently left out the minor defile in your critique. You listed in the tooltip, but went on to compare without mentioning that. Some players say that minor defile is everywhere so PS makes those less. True. But other sources are much, much shorter, and can be purged. PS’s defile was unpurgeable. It lasted on you the full time. And did result in a penalty to healing.

    I didn’t mention Minor defile because it’s insignificant. 15% of a 5k breath of life is only 750. 15% of a 1.6k vigor tick is only 240, and it can be further minimized by minor mending, minor vitality, and other sources of healing buff. But 30% dmg mitigation boosts your survivability much more, especially when attacked by multiple people. Taking 30% less dmg from 3 ultimates that deal 6k each is worth the 750 healing loss.

    I never felt it was negligible. It was a choice I made when I chose to use this set. But in your mind, then BRP duel wield weapons would be much more powerful than PS. And you have full control on when to get major protection with BRP weapons. And you can wear 2 sets, a monster, and one bar your major protection. So shouldn’t we nerf those before PS? They have zero downside at all.
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