Where are you guys reading this?
Some of the replies are pretty funny.
No, no, no. My healing was fine, it was everyone else’s healing that needed to be nerfed. OMG, my healing is being nerfed!
Just wait until the patch notes are up and adjust accordingly.
Self healing is fine. It's cross-healing and healbotting that needed nerfed.
Some of the replies are pretty funny.
No, no, no. My healing was fine, it was everyone else’s healing that needed to be nerfed. OMG, my healing is being nerfed!
Just wait until the patch notes are up and adjust accordingly.
Self healing is fine. It's cross-healing and healbotting that needed nerfed.
It is a group game; one man's "healbot" is another player's healer build. I'm not for or against the changes, just more interested in seeing how they play out. I think it will actually encourage more group/cross healing, and make it even more powerful.
I agree this is definitely a start in the right direction - but I feel it's only a ,minor patch to the underlying issue.
You can't have PvP function the same way as PvE where DPS is capable of sustain, mitigation, healing, and DPS. You guys have a real opportunity with battlespirit and CP (or something) update here, consider something like this:
Battle Spirit: -75% to healing, damage, shields. -50% to attribute regeneration and resistances. Then you have to implement a mechanism (CP rework, Battle talents, hell... anything) that allows people to focus in 1 or 2 of the above "nerfed" areas.
The problem with PvP today is everyone has good sustain, mitigation, healing and DPS and burst (to be competitive). You can't fix that by just nerfing healing, because builds will still be great in the other 5 areas. Implement your concept of kiss-curse strategically in PvP so it is truly kiss-curse (also known as "meaningful choices" in most games )
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I agree this is definitely a start in the right direction - but I feel it's only a ,minor patch to the underlying issue.
You can't have PvP function the same way as PvE where DPS is capable of sustain, mitigation, healing, and DPS. You guys have a real opportunity with battlespirit and CP (or something) update here, consider something like this:
Battle Spirit: -75% to healing, damage, shields. -50% to attribute regeneration and resistances. Then you have to implement a mechanism (CP rework, Battle talents, hell... anything) that allows people to focus in 1 or 2 of the above "nerfed" areas.
The problem with PvP today is everyone has good sustain, mitigation, healing and DPS and burst (to be competitive). You can't fix that by just nerfing healing, because builds will still be great in the other 5 areas. Implement your concept of kiss-curse strategically in PvP so it is truly kiss-curse (also known as "meaningful choices" in most games )
[snip]
[snip]
This is the challenge facing eso combat and PvP in general. Combat in this game is generally the weakest feature (frequently highlighted in reviews as such) with PvP being a particular glaring example.
However, there is the vocal community such as yourself that flips out at DoT changes, or LA weaving changes and so on. You have a decision to make, either continue to enjoy the super narrow meta and sub-par systems that exist today - or realise that some drastic actions are required to make the game attractive and competitive. This is especially true in pvp where we may be ok with things like weaving, and everyone building the same way - then we cry when a different way to play threats to change the meta.
I agree that the changes are very minimal. But the fact that they are actually acknowledging the tank meta for once makes me look at this positively. They have plenty of time to tweak the numbers from PTS feedback, I doubt healing will stay at only 10% less.
As for % mitigation I strongly agree that this needs looked at. It is too easy to get multiple sources of it with very little drawbacks. Even with a major protection nerf, it would still be super strong which is why it should be strictly put on high costing ultimates.
I am excited from what i've seen but from past ZOS experience it can always go downhill, fast.
I'm an advocate for capping mitigation at 80-85%
.SavageChain wrote: »Some of the replies are pretty funny.
No, no, no. My healing was fine, it was everyone else’s healing that needed to be nerfed. OMG, my healing is being nerfed!
Just wait until the patch notes are up and adjust accordingly.
Self healing is fine. It's cross-healing and healbotting that needed nerfed.
It is a group game; one man's "healbot" is another player's healer build. I'm not for or against the changes, just more interested in seeing how they play out. I think it will actually encourage more group/cross healing, and make it even more powerful.
This might be true, but could be handled very easely by adjusting healing received from other players. So cross healing would be weaker, but self healing stays the same. If somebody wants to healbot himself, he can do that as much as he wants. I dont care about that, can ignore it and walk away. But if he is healing others like crazy, who would have died to my hands, then I kind of get frustrated.
Again self healing, especially in no cp is fine. Stacking mitigation source over mitigation source together with cross healing should be adjusted.
I agree that the changes are very minimal. But the fact that they are actually acknowledging the tank meta for once makes me look at this positively. They have plenty of time to tweak the numbers from PTS feedback, I doubt healing will stay at only 10% less.
As for % mitigation I strongly agree that this needs looked at. It is too easy to get multiple sources of it with very little drawbacks. Even with a major protection nerf, it would still be super strong which is why it should be strictly put on high costing ultimates.
I am excited from what i've seen but from past ZOS experience it can always go downhill, fast.
I'm an advocate for capping mitigation at 80-85%
80-85% is about the max possible now isn't it, assuming around 55% total mitigation from % reduction buffs, and 50% mitigation from capped armor.
I agree that the changes are very minimal. But the fact that they are actually acknowledging the tank meta for once makes me look at this positively. They have plenty of time to tweak the numbers from PTS feedback, I doubt healing will stay at only 10% less.
As for % mitigation I strongly agree that this needs looked at. It is too easy to get multiple sources of it with very little drawbacks. Even with a major protection nerf, it would still be super strong which is why it should be strictly put on high costing ultimates.
I am excited from what i've seen but from past ZOS experience it can always go downhill, fast.
I'm an advocate for capping mitigation at 80-85%
80-85% is about the max possible now isn't it, assuming around 55% total mitigation from % reduction buffs, and 50% mitigation from capped armor.
Everyone gets 50% mitigation in pvp areas from battle spirit, you can get 50% from armor bringing total to 75%, 50% more from blocking bringing it to 87.5%, 30% more from using 1 hand shield and say iron skin dk passive while blocking, bringing it to 91.25%, 30% from major protection bringing it to 93.875, 8% from minor protection bringing it to 94.375%. Feels like I am missing something as I believe this can be pushed even higher.
% Mitigation needs to be looked at hard(on skills like spiritmender). I dont agree that a blanket nerf across the board to healing is the right move, stamblades and stamsorcs already have bad healing, making that worse will be noticeable, but dragonknights and templars, warden and necromancer wont rly feel that at all since they are already overhealing as it is.
I agree that the changes are very minimal. But the fact that they are actually acknowledging the tank meta for once makes me look at this positively. They have plenty of time to tweak the numbers from PTS feedback, I doubt healing will stay at only 10% less.
As for % mitigation I strongly agree that this needs looked at. It is too easy to get multiple sources of it with very little drawbacks. Even with a major protection nerf, it would still be super strong which is why it should be strictly put on high costing ultimates.
I am excited from what i've seen but from past ZOS experience it can always go downhill, fast.
I'm an advocate for capping mitigation at 80-85%
% Mitigation needs to be looked at hard(on skills like spiritmender). I dont agree that a blanket nerf across the board to healing is the right move, stamblades and stamsorcs already have bad healing, making that worse will be noticeable, but dragonknights and templars, warden and necromancer wont rly feel that at all since they are already overhealing as it is.
They need to look at mitigation as a whole. Adhoc skills, Major Protection, Minor Protection, CP, etc. Mitigation outpaces damage bonuses because of the way it's calculated - which is after damage. Until that changes, you will never change the tank meta because you are literally getting more value from the same %ages or points put into mitigation rather than damage.
I agree that the changes are very minimal. But the fact that they are actually acknowledging the tank meta for once makes me look at this positively. They have plenty of time to tweak the numbers from PTS feedback, I doubt healing will stay at only 10% less.
As for % mitigation I strongly agree that this needs looked at. It is too easy to get multiple sources of it with very little drawbacks. Even with a major protection nerf, it would still be super strong which is why it should be strictly put on high costing ultimates.
I am excited from what i've seen but from past ZOS experience it can always go downhill, fast.
I'm an advocate for capping mitigation at 80-85%
80-85% is about the max possible now isn't it, assuming around 55% total mitigation from % reduction buffs, and 50% mitigation from capped armor.
Everyone gets 50% mitigation in pvp areas from battle spirit, you can get 50% from armor bringing total to 75%, 50% more from blocking bringing it to 87.5%, 30% more from using 1 hand shield and say iron skin dk passive while blocking, bringing it to 91.25%, 30% from major protection bringing it to 93.875, 8% from minor protection bringing it to 94.375%. Feels like I am missing something as I believe this can be pushed even higher.
Battlespirit is baseline to the game environment. I don't count it in the calculation.
What you've shown here is that major protection useless due to diminishing returns if you block. Minor and major maim are more impactful.
I agree that the changes are very minimal. But the fact that they are actually acknowledging the tank meta for once makes me look at this positively. They have plenty of time to tweak the numbers from PTS feedback, I doubt healing will stay at only 10% less.
As for % mitigation I strongly agree that this needs looked at. It is too easy to get multiple sources of it with very little drawbacks. Even with a major protection nerf, it would still be super strong which is why it should be strictly put on high costing ultimates.
I am excited from what i've seen but from past ZOS experience it can always go downhill, fast.
I'm an advocate for capping mitigation at 80-85%
80-85% is about the max possible now isn't it, assuming around 55% total mitigation from % reduction buffs, and 50% mitigation from capped armor.
Everyone gets 50% mitigation in pvp areas from battle spirit, you can get 50% from armor bringing total to 75%, 50% more from blocking bringing it to 87.5%, 30% more from using 1 hand shield and say iron skin dk passive while blocking, bringing it to 91.25%, 30% from major protection bringing it to 93.875, 8% from minor protection bringing it to 94.375%. Feels like I am missing something as I believe this can be pushed even higher.
Battlespirit is baseline to the game environment. I don't count it in the calculation.
What you've shown here is that major protection useless due to diminishing returns if you block. Minor and major maim are more impactful.
Your way of thinking actually makes the range of mitigation worse. Not including battle spirit makes the overall range of mitigation from 0% naked to 90% fully buffed vs. including battle spirit where the range is 50% naked to 95% fully buffed-semantics really but if you are taking mitigation off of tool tip values then you have to include battle spirit. Major and minor protection do a lot more when you are not blocking or running full 50% armor value.
The other half of the equation is damage, its too friggin high. I am also a proponent for capping stat pool + (wd/sd*10) at 80k. Right now you have people running around with 24k tool tip on leap that crits for 36k plus, one guy that is mitigating 95% of that is getting hit for 1800 another guy that is mitigating 66% is getting hit for 12k. That range right there is what propels the tank meta. It makes it so you have to build high mitigation to survive some of the high damage abilities out there. Then since people are running so much mit now everyone also has to hit tha tmuch harder to hurt those people. Meanwhile people that don't invest into mit like that are getting smoked by people dishing out that kind of damage.
The whole range between damage and mitigation needs to be drawn in so it doesn't create such a wide margin. The worst part of the whole thing is that it is possible to run high mitigation AND high damage at the same time, coupled with cross healing making certain group comps pretty much invincible ulti dumping groups with as little as 4 people.
I agree that the changes are very minimal. But the fact that they are actually acknowledging the tank meta for once makes me look at this positively. They have plenty of time to tweak the numbers from PTS feedback, I doubt healing will stay at only 10% less.
As for % mitigation I strongly agree that this needs looked at. It is too easy to get multiple sources of it with very little drawbacks. Even with a major protection nerf, it would still be super strong which is why it should be strictly put on high costing ultimates.
I am excited from what i've seen but from past ZOS experience it can always go downhill, fast.
I'm an advocate for capping mitigation at 80-85%
80-85% is about the max possible now isn't it, assuming around 55% total mitigation from % reduction buffs, and 50% mitigation from capped armor.
Everyone gets 50% mitigation in pvp areas from battle spirit, you can get 50% from armor bringing total to 75%, 50% more from blocking bringing it to 87.5%, 30% more from using 1 hand shield and say iron skin dk passive while blocking, bringing it to 91.25%, 30% from major protection bringing it to 93.875, 8% from minor protection bringing it to 94.375%. Feels like I am missing something as I believe this can be pushed even higher.
Battlespirit is baseline to the game environment. I don't count it in the calculation.
What you've shown here is that major protection useless due to diminishing returns if you block. Minor and major maim are more impactful.
Your way of thinking actually makes the range of mitigation worse. Not including battle spirit makes the overall range of mitigation from 0% naked to 90% fully buffed vs. including battle spirit where the range is 50% naked to 95% fully buffed-semantics really but if you are taking mitigation off of tool tip values then you have to include battle spirit. Major and minor protection do a lot more when you are not blocking or running full 50% armor value.
The other half of the equation is damage, its too friggin high. I am also a proponent for capping stat pool + (wd/sd*10) at 80k. Right now you have people running around with 24k tool tip on leap that crits for 36k plus, one guy that is mitigating 95% of that is getting hit for 1800 another guy that is mitigating 66% is getting hit for 12k. That range right there is what propels the tank meta. It makes it so you have to build high mitigation to survive some of the high damage abilities out there. Then since people are running so much mit now everyone also has to hit tha tmuch harder to hurt those people. Meanwhile people that don't invest into mit like that are getting smoked by people dishing out that kind of damage.
The whole range between damage and mitigation needs to be drawn in so it doesn't create such a wide margin. The worst part of the whole thing is that it is possible to run high mitigation AND high damage at the same time, coupled with cross healing making certain group comps pretty much invincible ulti dumping groups with as little as 4 people.
Mitigation and damage BOTH can't be "too friggin high". If you have to nerf BOTH, then you shouldn't be nerfing either. Either way, next patch damage is going way, way up, and your ability to counter it is going down.
Nerf threads are always backwards looking. They've already missed the meta. The 4 person "invincible ulti dumping group" already knows what the next meta is and will show up next release with new builds and be just as effective. Like investing, if you are reading about it in the papers, you are too late, and never fight the Federal Reserve (i.e. the meta).
I agree that the changes are very minimal. But the fact that they are actually acknowledging the tank meta for once makes me look at this positively. They have plenty of time to tweak the numbers from PTS feedback, I doubt healing will stay at only 10% less.
As for % mitigation I strongly agree that this needs looked at. It is too easy to get multiple sources of it with very little drawbacks. Even with a major protection nerf, it would still be super strong which is why it should be strictly put on high costing ultimates.
I am excited from what i've seen but from past ZOS experience it can always go downhill, fast.
I'm an advocate for capping mitigation at 80-85%
80-85% is about the max possible now isn't it, assuming around 55% total mitigation from % reduction buffs, and 50% mitigation from capped armor.
Everyone gets 50% mitigation in pvp areas from battle spirit, you can get 50% from armor bringing total to 75%, 50% more from blocking bringing it to 87.5%, 30% more from using 1 hand shield and say iron skin dk passive while blocking, bringing it to 91.25%, 30% from major protection bringing it to 93.875, 8% from minor protection bringing it to 94.375%. Feels like I am missing something as I believe this can be pushed even higher.
Battlespirit is baseline to the game environment. I don't count it in the calculation.
What you've shown here is that major protection useless due to diminishing returns if you block. Minor and major maim are more impactful.
Your way of thinking actually makes the range of mitigation worse. Not including battle spirit makes the overall range of mitigation from 0% naked to 90% fully buffed vs. including battle spirit where the range is 50% naked to 95% fully buffed-semantics really but if you are taking mitigation off of tool tip values then you have to include battle spirit. Major and minor protection do a lot more when you are not blocking or running full 50% armor value.
The other half of the equation is damage, its too friggin high. I am also a proponent for capping stat pool + (wd/sd*10) at 80k. Right now you have people running around with 24k tool tip on leap that crits for 36k plus, one guy that is mitigating 95% of that is getting hit for 1800 another guy that is mitigating 66% is getting hit for 12k. That range right there is what propels the tank meta. It makes it so you have to build high mitigation to survive some of the high damage abilities out there. Then since people are running so much mit now everyone also has to hit tha tmuch harder to hurt those people. Meanwhile people that don't invest into mit like that are getting smoked by people dishing out that kind of damage.
The whole range between damage and mitigation needs to be drawn in so it doesn't create such a wide margin. The worst part of the whole thing is that it is possible to run high mitigation AND high damage at the same time, coupled with cross healing making certain group comps pretty much invincible ulti dumping groups with as little as 4 people.
Mitigation and damage BOTH can't be "too friggin high". If you have to nerf BOTH, then you shouldn't be nerfing either. Either way, next patch damage is going way, way up, and your ability to counter it is going down.
Nerf threads are always backwards looking. They've already missed the meta. The 4 person "invincible ulti dumping group" already knows what the next meta is and will show up next release with new builds and be just as effective. Like investing, if you are reading about it in the papers, you are too late, and never fight the Federal Reserve (i.e. the meta).
Sure it can. If it was possible to do 100,000 damage with abilities and block for 100% mitigation it would become a one shot or block game. Sounds like an extreme example, except its not considering some of the parse videos out there right now where people are light attacking for 40k and abilities are hitting for 80k.
Finally ZOS have listened and are reducing healing via battle spirit! A must needed change along with reducing impen to counter the tank and healing meta..
End of heavy meta armor ?
No, i doubt. There is some OP heavy set coming with Greymoore.
Eternal Vigor – Heavy Armor
2 – Adds 129 Magicka Recovery
3 – Adds 129 Stamina Recovery
4 – Adds 129 Health Recovery
5 – Adds 1407 Maximum Health
5 – Adds 337 Stamina and Magicka Recovery while your Health is above 50%. Adds 1011 Health Recovery while your Health is 50% or less.
This. + troll king set + paria set + new vampire skill. meta cancer come back.
PvP still broken as always in ESO.
Troll king still efficient with 1k regen. But i'm sure they nerf it just to make their new DLC more attractive ( and grab more money).
And if you need more precision with vampire skills look those one :
Perfect Scion (Morph 2) – You ascend to Vampire Stage 5 while transformed, which grants all the benefits of Vampire Stage 4 with none of the drawbacks.
Blood Mist (Morph 2) – This new morph deals damage to enemies around you and heals for the damage caused.
Exhilarating Drain (Morph 2) – Generates Ultimate over the channel.
Don't you see some cancer unkillable build ?
1vs1 is already dead ( good player vs good player is a more than 20min fight) but now they kill also the 1vsX
How is that so? You will still see stamcros spamming mortal coil and stamdens with arctic blast still unkillable while using the new penetration set and 2-shot people.
Unless of course in the next PTS patches we see some juicy action against those classes, but yeah, they are pay2play, so they will never get "adjusted" probably.
Finally ZOS have listened and are reducing healing via battle spirit! A must needed change along with reducing impen to counter the tank and healing meta. The change to BRP dw is also MUCH appreciated, however they should look at reducing % mitigation too.
Overall this is amazing and is a huge step in the right direction for pvp. GG ZOS.