Freakin_Hytte wrote: »I agree on the off healing, healing in general is too strong atm. They should use battle spirit to Balance that so that it won't affect PvE.
I don't agree on the mitigation, they would destroy PvE tanking if that would actually happen. It would be too big to just include in battle spirit.
Freakin_Hytte wrote: »I agree on the off healing, healing in general is too strong atm. They should use battle spirit to Balance that so that it won't affect PvE.
I don't agree on the mitigation, they would destroy PvE tanking if that would actually happen. It would be too big to just include in battle spirit.
I forgot to include all as battle spirit changes, PvE balance should be totally separate
MartiniDaniels wrote: »Imo there are too many "broken" combinations in the game now to have any chances to fix game by global nerfs. ZOS should just address particular combinations. For example let's say S&B block+healing is OP. Separate nerf of healing or block wouldn't solve anything, because combining mitigation+healing will still be most efficient. But ZOS can add debuff to S&B blocking (healing done, not healing received), something like -50% to healing done if you are blocking with S&B. So you need for example to block ultimate and then release block and heal. If you are PVE tank you still be healed by healer for full value. Yeah, this will hurt 3dd PVE dungeon runs and some trials will became rougher... but everybody is complaining that healer is not needed in PVE outside of vet trials, so why PVE-ers would object to this?
brandonv516 wrote: »Freakin_Hytte wrote: »I agree on the off healing, healing in general is too strong atm. They should use battle spirit to Balance that so that it won't affect PvE.
I don't agree on the mitigation, they would destroy PvE tanking if that would actually happen. It would be too big to just include in battle spirit.
I forgot to include all as battle spirit changes, PvE balance should be totally separate
When is the last time they added anything else to Battle Spirit? As long as I've been playing it's always been the same buffs/debuffs.
I always loved the idea of making more things inclusive with Battle Spirit because it doesn't *** off the PvE players when PvP NEEDS changes. But I think that ship has sailed at this point.
Capping HP will never happen (diminishing returns on all HP above 25k would however be welcomed) and the rest of your ideas are basically:
"Lets roleplay as a ZOS dev and turn upside down on literally everything and see how it goes"
The reduction of cross healing will also most likely don't happen since PvE is a thing. Adding a healing debuff for blocking is probably the dumbest thing I've heard as well (not related to OP's original statement but to the comments after made by others).If you want to adress the high survivability in PvP start small like:
* Add diminishing returns on max HP above 25k
* Reduce minor maim from 15% down to 8%
* Increase DoT damage by 15-20%
* Brint down major protection and major vulnerability to 20%
* Rework armor pots to give less armor or get rid of it for something else.
These are small and relatively "easy" changes that won't have gamebreaking effects, but still adress the issues.
OrderoftheDarkness wrote: »Capping HP will never happen (diminishing returns on all HP above 25k would however be welcomed) and the rest of your ideas are basically:
"Lets roleplay as a ZOS dev and turn upside down on literally everything and see how it goes"
The reduction of cross healing will also most likely don't happen since PvE is a thing. Adding a healing debuff for blocking is probably the dumbest thing I've heard as well (not related to OP's original statement but to the comments after made by others).If you want to adress the high survivability in PvP start small like:
* Add diminishing returns on max HP above 25k
* Reduce minor maim from 15% down to 8%
* Increase DoT damage by 15-20%
* Brint down major protection and major vulnerability to 20%
* Rework armor pots to give less armor or get rid of it for something else.
These are small and relatively "easy" changes that won't have gamebreaking effects, but still adress the issues.
You're saying that adding a debuff to the healing block is the stupidest idea you've heard. Why don't you think what you are offering might be even more stupid? Although what Martini suggested is a very original idea and I don't think it's stupid in any way.
*Add diminishing returns on max HP above 25k - Are you suggesting that we break down an already poorly working system called - play as you like? Due to the fact that the already established standards HP
* Reduce minor maim from 15% down to 8% - I don't think this has anything to do with big healing patch. Because the pressure itself is dead. I can give you an example of how people refuse to use 2h Sword in favor of 2h Axe or Maul.
* Increase DoT damage by 15-20% - You offer UP a standard set of pressure for DK without calculations.
* Brint down major protection and major vulnerability to 20% - The event chain will be started. Most likely after this you will have to process other types of buff such as Mending, Vitality and etc
*Rework armor pots to give less armor or get rid of it for something else - Ah, armor is armor, it's only a slight bonus in the meta healing. Although this may be your only thoughtful suggestion.
MartiniDaniels wrote: »OrderoftheDarkness wrote: »Capping HP will never happen (diminishing returns on all HP above 25k would however be welcomed) and the rest of your ideas are basically:
"Lets roleplay as a ZOS dev and turn upside down on literally everything and see how it goes"
The reduction of cross healing will also most likely don't happen since PvE is a thing. Adding a healing debuff for blocking is probably the dumbest thing I've heard as well (not related to OP's original statement but to the comments after made by others).If you want to adress the high survivability in PvP start small like:
* Add diminishing returns on max HP above 25k
* Reduce minor maim from 15% down to 8%
* Increase DoT damage by 15-20%
* Brint down major protection and major vulnerability to 20%
* Rework armor pots to give less armor or get rid of it for something else.
These are small and relatively "easy" changes that won't have gamebreaking effects, but still adress the issues.
You're saying that adding a debuff to the healing block is the stupidest idea you've heard. Why don't you think what you are offering might be even more stupid? Although what Martini suggested is a very original idea and I don't think it's stupid in any way.
*Add diminishing returns on max HP above 25k - Are you suggesting that we break down an already poorly working system called - play as you like? Due to the fact that the already established standards HP
* Reduce minor maim from 15% down to 8% - I don't think this has anything to do with big healing patch. Because the pressure itself is dead. I can give you an example of how people refuse to use 2h Sword in favor of 2h Axe or Maul.
* Increase DoT damage by 15-20% - You offer UP a standard set of pressure for DK without calculations.
* Brint down major protection and major vulnerability to 20% - The event chain will be started. Most likely after this you will have to process other types of buff such as Mending, Vitality and etc
*Rework armor pots to give less armor or get rid of it for something else - Ah, armor is armor, it's only a slight bonus in the meta healing. Although this may be your only thoughtful suggestion.
That player has answer in his own signature - he runs FOTM nowadays, and all the current meta is build upon s&b backbar + bloodspawn + 2 damage sets, nord. That kind of build has crazy mitigation, but damage potential is at borderline of needed for quick burst and concentrated around small time window, so if there are at least couple of factors on target like 28k+ HP (which is reachable in CP without any sacrifices simply bewitched skulls+all tri-glyphs), 35k+ resistances or god save us, access to minor maim, meta build simply can't burst targets...
Cap health at 30k, significantly reduce group and off healing, remove the upper cap on proxy det, add a snare/immobilise cooldown like CCs have, standardise CC animations and break times, fix double CC glitch, nerf tri pots and poisons, change block to add resistances rather than stop % mitigation, lower movement speed cap, buff guard skill mitigation to 50% but make it a channel and nerf sources of minor and major protection and stop guards from being able to CC.
MartiniDaniels wrote: »OrderoftheDarkness wrote: »Capping HP will never happen (diminishing returns on all HP above 25k would however be welcomed) and the rest of your ideas are basically:
"Lets roleplay as a ZOS dev and turn upside down on literally everything and see how it goes"
The reduction of cross healing will also most likely don't happen since PvE is a thing. Adding a healing debuff for blocking is probably the dumbest thing I've heard as well (not related to OP's original statement but to the comments after made by others).If you want to adress the high survivability in PvP start small like:
* Add diminishing returns on max HP above 25k
* Reduce minor maim from 15% down to 8%
* Increase DoT damage by 15-20%
* Brint down major protection and major vulnerability to 20%
* Rework armor pots to give less armor or get rid of it for something else.
These are small and relatively "easy" changes that won't have gamebreaking effects, but still adress the issues.
You're saying that adding a debuff to the healing block is the stupidest idea you've heard. Why don't you think what you are offering might be even more stupid? Although what Martini suggested is a very original idea and I don't think it's stupid in any way.
*Add diminishing returns on max HP above 25k - Are you suggesting that we break down an already poorly working system called - play as you like? Due to the fact that the already established standards HP
* Reduce minor maim from 15% down to 8% - I don't think this has anything to do with big healing patch. Because the pressure itself is dead. I can give you an example of how people refuse to use 2h Sword in favor of 2h Axe or Maul.
* Increase DoT damage by 15-20% - You offer UP a standard set of pressure for DK without calculations.
* Brint down major protection and major vulnerability to 20% - The event chain will be started. Most likely after this you will have to process other types of buff such as Mending, Vitality and etc
*Rework armor pots to give less armor or get rid of it for something else - Ah, armor is armor, it's only a slight bonus in the meta healing. Although this may be your only thoughtful suggestion.
That player has answer in his own signature - he runs FOTM nowadays, and all the current meta is build upon s&b backbar + bloodspawn + 2 damage sets, nord. That kind of build has crazy mitigation, but damage potential is at borderline of needed for quick burst and concentrated around small time window, so if there are at least couple of factors on target like 28k+ HP (which is reachable in CP without any sacrifices simply bewitched skulls+all tri-glyphs), 35k+ resistances or god save us, access to minor maim, meta build simply can't burst targets...
My signature is more of a jest since I used to play alot of werewolf (which never really was a meta alternative, at least if you ask me), and since ww got nerfed to the ground in scalebreaker I current enjoy the "fotm" like everyone else, since ZOS doesn't seem to like diversity since everything needs to be standardized.......
Cap health at 30k, significantly reduce group and off healing, remove the upper cap on proxy det, add a snare/immobilise cooldown like CCs have, standardise CC animations and break times, fix double CC glitch, nerf tri pots and poisons, change block to add resistances rather than stop % mitigation, lower movement speed cap, buff guard skill mitigation to 50% but make it a channel and nerf sources of minor and major protection and stop guards from being able to CC.
Judging from your other thread "Bows need buff", are you a frustrated bowganker?
MartiniDaniels wrote: »MartiniDaniels wrote: »OrderoftheDarkness wrote: »Capping HP will never happen (diminishing returns on all HP above 25k would however be welcomed) and the rest of your ideas are basically:
"Lets roleplay as a ZOS dev and turn upside down on literally everything and see how it goes"
The reduction of cross healing will also most likely don't happen since PvE is a thing. Adding a healing debuff for blocking is probably the dumbest thing I've heard as well (not related to OP's original statement but to the comments after made by others).If you want to adress the high survivability in PvP start small like:
* Add diminishing returns on max HP above 25k
* Reduce minor maim from 15% down to 8%
* Increase DoT damage by 15-20%
* Brint down major protection and major vulnerability to 20%
* Rework armor pots to give less armor or get rid of it for something else.
These are small and relatively "easy" changes that won't have gamebreaking effects, but still adress the issues.
You're saying that adding a debuff to the healing block is the stupidest idea you've heard. Why don't you think what you are offering might be even more stupid? Although what Martini suggested is a very original idea and I don't think it's stupid in any way.
*Add diminishing returns on max HP above 25k - Are you suggesting that we break down an already poorly working system called - play as you like? Due to the fact that the already established standards HP
* Reduce minor maim from 15% down to 8% - I don't think this has anything to do with big healing patch. Because the pressure itself is dead. I can give you an example of how people refuse to use 2h Sword in favor of 2h Axe or Maul.
* Increase DoT damage by 15-20% - You offer UP a standard set of pressure for DK without calculations.
* Brint down major protection and major vulnerability to 20% - The event chain will be started. Most likely after this you will have to process other types of buff such as Mending, Vitality and etc
*Rework armor pots to give less armor or get rid of it for something else - Ah, armor is armor, it's only a slight bonus in the meta healing. Although this may be your only thoughtful suggestion.
That player has answer in his own signature - he runs FOTM nowadays, and all the current meta is build upon s&b backbar + bloodspawn + 2 damage sets, nord. That kind of build has crazy mitigation, but damage potential is at borderline of needed for quick burst and concentrated around small time window, so if there are at least couple of factors on target like 28k+ HP (which is reachable in CP without any sacrifices simply bewitched skulls+all tri-glyphs), 35k+ resistances or god save us, access to minor maim, meta build simply can't burst targets...
My signature is more of a jest since I used to play alot of werewolf (which never really was a meta alternative, at least if you ask me), and since ww got nerfed to the ground in scalebreaker I current enjoy the "fotm" like everyone else, since ZOS doesn't seem to like diversity since everything needs to be standardized.......
Then I don't understand why you think that nerfing healing done while blocking with shield will be so bad idea. Block+healing is current meta and majority says that current meta is worst what we had in N last patches, so what do we lose if block healing will be somewhat limited? -50% to healing done was exaggeration of course, but if 85% of players including magicka ones are running with S&B back bar something is wrong with balance.
MartiniDaniels wrote: »MartiniDaniels wrote: »OrderoftheDarkness wrote: »Capping HP will never happen (diminishing returns on all HP above 25k would however be welcomed) and the rest of your ideas are basically:
"Lets roleplay as a ZOS dev and turn upside down on literally everything and see how it goes"
The reduction of cross healing will also most likely don't happen since PvE is a thing. Adding a healing debuff for blocking is probably the dumbest thing I've heard as well (not related to OP's original statement but to the comments after made by others).If you want to adress the high survivability in PvP start small like:
* Add diminishing returns on max HP above 25k
* Reduce minor maim from 15% down to 8%
* Increase DoT damage by 15-20%
* Brint down major protection and major vulnerability to 20%
* Rework armor pots to give less armor or get rid of it for something else.
These are small and relatively "easy" changes that won't have gamebreaking effects, but still adress the issues.
You're saying that adding a debuff to the healing block is the stupidest idea you've heard. Why don't you think what you are offering might be even more stupid? Although what Martini suggested is a very original idea and I don't think it's stupid in any way.
*Add diminishing returns on max HP above 25k - Are you suggesting that we break down an already poorly working system called - play as you like? Due to the fact that the already established standards HP
* Reduce minor maim from 15% down to 8% - I don't think this has anything to do with big healing patch. Because the pressure itself is dead. I can give you an example of how people refuse to use 2h Sword in favor of 2h Axe or Maul.
* Increase DoT damage by 15-20% - You offer UP a standard set of pressure for DK without calculations.
* Brint down major protection and major vulnerability to 20% - The event chain will be started. Most likely after this you will have to process other types of buff such as Mending, Vitality and etc
*Rework armor pots to give less armor or get rid of it for something else - Ah, armor is armor, it's only a slight bonus in the meta healing. Although this may be your only thoughtful suggestion.
That player has answer in his own signature - he runs FOTM nowadays, and all the current meta is build upon s&b backbar + bloodspawn + 2 damage sets, nord. That kind of build has crazy mitigation, but damage potential is at borderline of needed for quick burst and concentrated around small time window, so if there are at least couple of factors on target like 28k+ HP (which is reachable in CP without any sacrifices simply bewitched skulls+all tri-glyphs), 35k+ resistances or god save us, access to minor maim, meta build simply can't burst targets...
My signature is more of a jest since I used to play alot of werewolf (which never really was a meta alternative, at least if you ask me), and since ww got nerfed to the ground in scalebreaker I current enjoy the "fotm" like everyone else, since ZOS doesn't seem to like diversity since everything needs to be standardized.......
Then I don't understand why you think that nerfing healing done while blocking with shield will be so bad idea. Block+healing is current meta and majority says that current meta is worst what we had in N last patches, so what do we lose if block healing will be somewhat limited? -50% to healing done was exaggeration of course, but if 85% of players including magicka ones are running with S&B back bar something is wrong with balance.
The problem is that without something like SnB backbar on a magplar in nocp (just an example), with avarage breath of life heal of 5-7k (which are realistic numbers on a non healbot spec), you're dead meat without a group carrying you. That's assuming your opponent is somewhat competent...
MartiniDaniels wrote: »MartiniDaniels wrote: »OrderoftheDarkness wrote: »Capping HP will never happen (diminishing returns on all HP above 25k would however be welcomed) and the rest of your ideas are basically:
"Lets roleplay as a ZOS dev and turn upside down on literally everything and see how it goes"
The reduction of cross healing will also most likely don't happen since PvE is a thing. Adding a healing debuff for blocking is probably the dumbest thing I've heard as well (not related to OP's original statement but to the comments after made by others).If you want to adress the high survivability in PvP start small like:
* Add diminishing returns on max HP above 25k
* Reduce minor maim from 15% down to 8%
* Increase DoT damage by 15-20%
* Brint down major protection and major vulnerability to 20%
* Rework armor pots to give less armor or get rid of it for something else.
These are small and relatively "easy" changes that won't have gamebreaking effects, but still adress the issues.
You're saying that adding a debuff to the healing block is the stupidest idea you've heard. Why don't you think what you are offering might be even more stupid? Although what Martini suggested is a very original idea and I don't think it's stupid in any way.
*Add diminishing returns on max HP above 25k - Are you suggesting that we break down an already poorly working system called - play as you like? Due to the fact that the already established standards HP
* Reduce minor maim from 15% down to 8% - I don't think this has anything to do with big healing patch. Because the pressure itself is dead. I can give you an example of how people refuse to use 2h Sword in favor of 2h Axe or Maul.
* Increase DoT damage by 15-20% - You offer UP a standard set of pressure for DK without calculations.
* Brint down major protection and major vulnerability to 20% - The event chain will be started. Most likely after this you will have to process other types of buff such as Mending, Vitality and etc
*Rework armor pots to give less armor or get rid of it for something else - Ah, armor is armor, it's only a slight bonus in the meta healing. Although this may be your only thoughtful suggestion.
That player has answer in his own signature - he runs FOTM nowadays, and all the current meta is build upon s&b backbar + bloodspawn + 2 damage sets, nord. That kind of build has crazy mitigation, but damage potential is at borderline of needed for quick burst and concentrated around small time window, so if there are at least couple of factors on target like 28k+ HP (which is reachable in CP without any sacrifices simply bewitched skulls+all tri-glyphs), 35k+ resistances or god save us, access to minor maim, meta build simply can't burst targets...
My signature is more of a jest since I used to play alot of werewolf (which never really was a meta alternative, at least if you ask me), and since ww got nerfed to the ground in scalebreaker I current enjoy the "fotm" like everyone else, since ZOS doesn't seem to like diversity since everything needs to be standardized.......
Then I don't understand why you think that nerfing healing done while blocking with shield will be so bad idea. Block+healing is current meta and majority says that current meta is worst what we had in N last patches, so what do we lose if block healing will be somewhat limited? -50% to healing done was exaggeration of course, but if 85% of players including magicka ones are running with S&B back bar something is wrong with balance.
* Add diminishing returns on max HP above 25k
* Reduce minor maim from 15% down to 8%
* Increase DoT damage by 15-20%
* Brint down major protection and major vulnerability to 20%
* Rework armor pots to give less armor or get rid of it for something else.