Massacre_Wurm wrote: »Who said there is should be one ? Who said each defensive buff should have direct and equal counter ?
If i go full defence i want to see it actually work. Not just be countered by full offence. Because this is makes no sense.
Well actually full offense should be at the very least equal and ideally a bit stronger than full defense. Because people are supposed to die, you know. It's just good game design. Tank meta is no fun.
And in case of mending a direct counter makes a lot of sense. Generally lowering health bar volatility is a good idea because right now we are stuck in this vicious cycle. Since you can heal to full from 20% so quickly everyone wants more and more burst to secure a kill. Which leads to people building more and more tanky to prevent being one-shotted by burst which again incentives more burst.
Massacre_Wurm wrote: »Massacre_Wurm wrote: »Who said there is should be one ? Who said each defensive buff should have direct and equal counter ?
If i go full defence i want to see it actually work. Not just be countered by full offence. Because this is makes no sense.
Well actually full offense should be at the very least equal and ideally a bit stronger than full defense. Because people are supposed to die, you know. It's just good game design. Tank meta is no fun.
And in case of mending a direct counter makes a lot of sense. Generally lowering health bar volatility is a good idea because right now we are stuck in this vicious cycle. Since you can heal to full from 20% so quickly everyone wants more and more burst to secure a kill. Which leads to people building more and more tanky to prevent being one-shotted by burst which again incentives more burst.
Well actually no. If you going full defence you cannot kill anybody. And being killed by full offence on top of that making the whole thing useless. And tank meta is fun. I dont want to play Counter Strike. There is already game fot that.
If we need to lower something - its damage. We have waaay to much damage in no cp campains and bgs. Winning should require tactical thinking and smart recource managment. Not just stun , pew -pew.
Hahaha fantastic popcorn eating thread. "But have you heard of defile?"
I agree with you OP, the only thing I've seen that's close to a counter is heal absorption, and it's not percentage based on that set I'm thinking of (soldier of anguish).
defile has more of an effect then things like vitality or mending because of the way negative effects are taken into account after the fact, it has been this way forever.
for instance
to be extreme, lets add up nearly all healing bonuses, and then apply 1 major defile (with no buffs)
base healing
100%
vitality = 30% and 8%
mending = 25% and 8%
blessed = 15%
quick recovery =15%
so 201% healing
after major defile -30%
140%
it ate over 60% of the bonuses, so both major mending and major vitality plus a little extra
lets add in minor as well -15%
110%
alright it took away 90%, so almost none of your bonuses matter
this is without befoul CP, if we take into account CP, major and minor defile negate maxed out blessed, quick recovery, all vitality buffs, and all mending buffs, COMBINED and continue to reduce your healing to well under 100%
2 debuffs
counter 4 buffs and then some
and still tears?
*its called battle spirit, its applied for free*
defile has more of an effect then things like vitality or mending because of the way negative effects are taken into account after the fact, it has been this way forever.
for instance
to be extreme, lets add up nearly all healing bonuses, and then apply 1 major defile (with no buffs)
base healing
100%
vitality = 30% and 8%
mending = 25% and 8%
blessed = 15%
quick recovery =15%
so 201% healing
after major defile -30%
140%
it ate over 60% of the bonuses, so both major mending and major vitality plus a little extra
lets add in minor as well -15%
110%
alright it took away 90%, so almost none of your bonuses matter
this is without befoul CP, if we take into account CP, major and minor defile negate maxed out blessed, quick recovery, all vitality buffs, and all mending buffs, COMBINED and continue to reduce your healing to well under 100%
2 debuffs
counter 4 buffs and then some
and still tears?
by the way this is before battle spirit -50% flat cut, so 201, cut back to ~100% thanks to battle spirit, then cut 30% thanks to major defile (were at 70%, keeping up?) then cut that by 15% due to minor defile, we end up at around ~60% healing, that's without befoul CP
tid bit of history, in befouls prime it provided a 55% buff to defile, this meant major defile alone was hitting for ~46% and minor was ~23%, the combination of the two was around ~70% total healing reduction, taking our first total of 201% healing done, apply the 50% battle spirit cut, you drop to 101% healing, after defiles that was down to ~30% original healing, and if you DIDNT have any healing bonuses you were around 15% of your original healing. (also werewolf defile was 40% back when, 10% stronger then base, so yeah)
15%
and all that BS is why pvp healers stack regen so they can just cast more heals then trying to make those heals stronger, its just not worth it.
@ Wing
You've slightly missed the point mate - you are still talking about Healing Received. I want a viable counter to Healing Done. There should be a way to damage a tanky healer's ability to heal their tanky teammates. I can stack a million points into defile and stop the healer from healing themselves up, but there is no option short of outright killing, gimmicky heal absorption, or silencing with ultimates that will stop the healer from making their teammates unkillable. A defiled healer can still bring their teammates up from near death in an instant. This is why I suggested incorporating something like negative Mending on a nightblade's toolkit to give them an incentive to target the back line in large fightsrather than being glorified gankers for squishy players.
nafensoriel wrote: »Did everyone forget there is a major and minor defile?
Ok, at this point it's not even funny. Did you read anything from this thread at all?
Massacre_Wurm wrote: »Massacre_Wurm wrote: »Who said there is should be one ? Who said each defensive buff should have direct and equal counter ?
If i go full defence i want to see it actually work. Not just be countered by full offence. Because this is makes no sense.
Well actually full offense should be at the very least equal and ideally a bit stronger than full defense. Because people are supposed to die, you know. It's just good game design. Tank meta is no fun.
And in case of mending a direct counter makes a lot of sense. Generally lowering health bar volatility is a good idea because right now we are stuck in this vicious cycle. Since you can heal to full from 20% so quickly everyone wants more and more burst to secure a kill. Which leads to people building more and more tanky to prevent being one-shotted by burst which again incentives more burst.
Well actually no. If you going full defence you cannot kill anybody. And being killed by full offence on top of that making the whole thing useless. And tank meta is fun. I dont want to play Counter Strike. There is already game fot that.
If we need to lower something - its damage. We have waaay to much damage in no cp campains and bgs. Winning should require tactical thinking and smart recource managment. Not just stun , pew -pew.
Yeah, because tank meta is so fun everything that enables it got the nerf hammer this patch.
And I said it in my post that both damage and healing need to be lowered more in PvP. That's what I meant by less volatility in healthbars.
@ Wing
You've slightly missed the point mate - you are still talking about Healing Received. I want a viable counter to Healing Done. There should be a way to damage a tanky healer's ability to heal their tanky teammates. I can stack a million points into defile and stop the healer from healing themselves up, but there is no option short of outright killing, gimmicky heal absorption, or silencing with ultimates that will stop the healer from making their teammates unkillable. A defiled healer can still bring their teammates up from near death in an instant. This is why I suggested incorporating something like negative Mending on a nightblade's toolkit to give them an incentive to target the back line in large fightsrather than being glorified gankers for squishy players.
I get the frustration, you target the healer, they cry and their friends dogpile you, you target the friends, the healers make anything you do irrelevant. same with troll tanks, its possible for people to just not die if they don't want to.
none of it is fun or engaging gameplay.
@ Wing
You've slightly missed the point mate - you are still talking about Healing Received. I want a viable counter to Healing Done. There should be a way to damage a tanky healer's ability to heal their tanky teammates. I can stack a million points into defile and stop the healer from healing themselves up, but there is no option short of outright killing, gimmicky heal absorption, or silencing with ultimates that will stop the healer from making their teammates unkillable. A defiled healer can still bring their teammates up from near death in an instant. This is why I suggested incorporating something like negative Mending on a nightblade's toolkit to give them an incentive to target the back line in large fightsrather than being glorified gankers for squishy players.
@ Wing
You've slightly missed the point mate - you are still talking about Healing Received. I want a viable counter to Healing Done. There should be a way to damage a tanky healer's ability to heal their tanky teammates. I can stack a million points into defile and stop the healer from healing themselves up, but there is no option short of outright killing, gimmicky heal absorption, or silencing with ultimates that will stop the healer from making their teammates unkillable. A defiled healer can still bring their teammates up from near death in an instant. This is why I suggested incorporating something like negative Mending on a nightblade's toolkit to give them an incentive to target the back line in large fightsrather than being glorified gankers for squishy players.
Or minor mending for that matter. I mean the "increase healing done" passive. For example,
Protection has Vulnerability
Maim has Berserk
Vitality has Defile
But nothing for Mending? Tanky players can stack stars into both Blessed and Quick Recovery, and DK can get both mending and vitality from fragmented shield + lingering health pots, but the only reply to this is defile?
Is it meant to be Heal Absorption? Because that is not a viable or functional "debuff" atm, limited to a gimmicky set or expensive potions. There should be a counter to Vitality, something like Major/Minor Suppression that reduces target's healing done by 10-25%. Better yet, put it on Incap / Soul Harvest so NBs actually have a role in group fights, targeting and crippling the squishy back line healers. Right now healing is double stacked without adequate counters.
heres an idea for future :
Minor Taint = reduced healing delt by 8%
Major Taint = reduced healing delt by 25%
now you have 2 ways to reduce healing, defile and taint, applying both to a healer would more or less cripple them where as applying say... minor taint to a healer reduces their outgoing while if the target that healer who is tainted tries to heal another player who has minor vitality they'll cancel eachother out and the healer will deal normal healing.
heres an idea for future :
Minor Taint = reduced healing delt by 8%
Major Taint = reduced healing delt by 25%
now you have 2 ways to reduce healing, defile and taint, applying both to a healer would more or less cripple them where as applying say... minor taint to a healer reduces their outgoing while if the target that healer who is tainted tries to heal another player who has minor vitality they'll cancel eachother out and the healer will deal normal healing.
You should Just look up, there is a very Nice message with a lot of numbers you cant deny
@cheemers,
I mean, im sorry if you disagree, but i find it laughable to see how stubborn you are when People show you there is no point to implement in game the debuff you want with numbers (what i love with numbers is that you cant deny it) but you keep going with "it s not what i am speaking about/what i want"
And yeah maybe "drop the mic" was too much, but you cant disagree how awesome his post was, i m too lazy to write something like that 😂 but im sorry if you feel like i disrespected you, sincerely
Love 😍
@ Wing
There should be a way to damage a tanky healer's ability to heal their tanky teammates. I can stack a million points into defile and stop the healer from healing themselves up, but there is no option short of outright killing
@cheemers,
I mean, im sorry if you disagree, but i find it laughable to see how stubborn you are when People show you there is no point to implement in game the debuff you want with numbers (what i love with numbers is that you cant deny it) but you keep going with "it s not what i am speaking about/what i want"
And yeah maybe "drop the mic" was too much, but you cant disagree how awesome his post was, i m too lazy to write something like that 😂 but im sorry if you feel like i disrespected you, sincerely
Love 😍
I agree the numbers support the argument that defile adequately reduces healing taken, but I keep repeating my point that it doesn't cover Healing Done because the fancy number don't address that. I'm glad you're wowed by his long post but I hope you're not too ?lazy or ?dense to understand that his post doesn't address my argument. Thanks for your contribution in any case, love
@StaticWave
Thanks for the detailed post but again I'm not concerned as much about the healer's ability to heal themselves (healing taken/received whatever) but more importantly their ability to Heal their teammates (Healing Done) which currently has no matching negative debuff to the positive Mending buff. A defiled healer can still heal their entire group with 10k breath of lifes or ritual of rebirth etc, and regardless of how much you've defiled them, there's no way to reduce that healing unless you kill or silence the healer.