ZOS view "balancing" as some form of haggling: When they want a -25% nerf they start out at -50% on PTS and after enough player protests they "generously" settle for a -25% nerf on live
I disagree I’m sick of using one monster set I a all my pvp builds for 5 years straight, I finally feel I need to try out something new, this nerf should have come earlier, BS is easily the most overused set in the game.
Also take a look at balorgh this is for sure my to go monster set for PVP now, a really welcome change.
To be honest, it'll still be hard to choose another monster helmet even with after the nerf.
relentless_turnip wrote: »I use this set as much as any other person...
I think this change is fine because they have adjusted all defensive sets and in doing so are attempting to tackle the tank meta. It has caused no end of complaints for too long.
I would like it if they increased its proc chance though maybe to 10 - 15%?
I think then it isn't as bad because you won't be as tanky, but will have higher up time.
besides the ulti you get back has already been adjusted so I don't think it would be OP.
I'd certainly be happy if they adjusted the numbers like that so we could test it out to see if it's worth using. In its current state I'll probably end up deconstructing it because there's far better options out there.
5% mitigation, and 8 ult every 5 seconds. The set was so uvertuned that even after getting cut in half it's still a strong set...
Chilly-McFreeze wrote: »Lol. Everything is a cheap ass carry, right? If you had real issues killing someone it surely wasn't because of bloodspawn.
Chilly-McFreeze wrote: »Lol. Everything is a cheap ass carry, right? If you had real issues killing someone it surely wasn't because of bloodspawn.
How can you say that? Surely, it wasn't because a DK got their ult up 10s earlier than they should have for resources and damage and heals, nope, that isn't a bloodspawn problem, even though the literal only way this happens is because bloodspawn. That person didn't survive at 10% hp because they had 6300 additional mitigation. Nope, none of that has ever happened, and if it did, it was my fault. Never mind I totally understand your point you're right.
Chilly-McFreeze wrote: »Chilly-McFreeze wrote: »Lol. Everything is a cheap ass carry, right? If you had real issues killing someone it surely wasn't because of bloodspawn.
How can you say that? Surely, it wasn't because a DK got their ult up 10s earlier than they should have for resources and damage and heals, nope, that isn't a bloodspawn problem, even though the literal only way this happens is because bloodspawn. That person didn't survive at 10% hp because they had 6300 additional mitigation. Nope, none of that has ever happened, and if it did, it was my fault. Never mind I totally understand your point you're right.
And you think bloodspawn is the biggest offender in the tank meta? Not % mitigation modifiers, cross healing and nerfed "tank busters" like oblivion dmg, bleeds and dots in general?
E: oh, and I wrote "carry". If someone sucks he will still suck when using bloodspawn. Does it give you and advantage? Sure. It's a monster set, that is what it's supposed to do. Why else slot it?
Very high weapon damage with high self healing.
clocksstoppe wrote: »Very high weapon damage with high self healing.
Exactly this. The only way to stop the pvp tank meta is to remove healing scaling with weapon/spell damage. You know, like the game was intended to, like it was intended that damage was only damage and that resources wouldn't equate damage.
Ever since ZOS made damage scale with stam/mag and healing scale with weapons, the entire balance has gone down the drain because people will always be able to create a super tank build with minimal support from tank effects, by just having a ton of damage / resources and using defensive skills and like 1 or 2 defensive items/set effects. Bloodspawn just happened to be the most efficient 2 item tank support.
clocksstoppe wrote: »Very high weapon damage with high self healing.
Exactly this. The only way to stop the pvp tank meta is to remove healing scaling with weapon/spell damage. You know, like the game was intended to, like it was intended that damage was only damage and that resources wouldn't equate damage.
Ever since ZOS made damage scale with stam/mag and healing scale with weapons, the entire balance has gone down the drain because people will always be able to create a super tank build with minimal support from tank effects, by just having a ton of damage / resources and using defensive skills and like 1 or 2 defensive items/set effects. Bloodspawn just happened to be the most efficient 2 item tank support.
These dudes get it.
Combine healing scaling off of damage with some of the broken sets in the game = broken game.
clocksstoppe wrote: »Very high weapon damage with high self healing.
Exactly this. The only way to stop the pvp tank meta is to remove healing scaling with weapon/spell damage. You know, like the game was intended to, like it was intended that damage was only damage and that resources wouldn't equate damage.
Ever since ZOS made damage scale with stam/mag and healing scale with weapons, the entire balance has gone down the drain because people will always be able to create a super tank build with minimal support from tank effects, by just having a ton of damage / resources and using defensive skills and like 1 or 2 defensive items/set effects. Bloodspawn just happened to be the most efficient 2 item tank support.
These dudes get it.
Combine healing scaling off of damage with some of the broken sets in the game = broken game.
And nothing synergizes better with the brokenness than bloodspawn, so while the nerf doesn't adjust the brokenness atthe root, it should help make it less overbearing/prolific. Burst is the champ, losing so much mitigation from bloodspawn will make those builds much more vulnerable.
clocksstoppe wrote: »clocksstoppe wrote: »Very high weapon damage with high self healing.
Exactly this. The only way to stop the pvp tank meta is to remove healing scaling with weapon/spell damage. You know, like the game was intended to, like it was intended that damage was only damage and that resources wouldn't equate damage.
Ever since ZOS made damage scale with stam/mag and healing scale with weapons, the entire balance has gone down the drain because people will always be able to create a super tank build with minimal support from tank effects, by just having a ton of damage / resources and using defensive skills and like 1 or 2 defensive items/set effects. Bloodspawn just happened to be the most efficient 2 item tank support.
These dudes get it.
Combine healing scaling off of damage with some of the broken sets in the game = broken game.
And nothing synergizes better with the brokenness than bloodspawn, so while the nerf doesn't adjust the brokenness atthe root, it should help make it less overbearing/prolific. Burst is the champ, losing so much mitigation from bloodspawn will make those builds much more vulnerable.
You don't have that mitigation against burst anyways. BS has a proc chance of 6%. If your enemy's burst is 3 direct attack, BS has a chance of only 17% to proc overall.
clocksstoppe wrote: »clocksstoppe wrote: »Very high weapon damage with high self healing.
Exactly this. The only way to stop the pvp tank meta is to remove healing scaling with weapon/spell damage. You know, like the game was intended to, like it was intended that damage was only damage and that resources wouldn't equate damage.
Ever since ZOS made damage scale with stam/mag and healing scale with weapons, the entire balance has gone down the drain because people will always be able to create a super tank build with minimal support from tank effects, by just having a ton of damage / resources and using defensive skills and like 1 or 2 defensive items/set effects. Bloodspawn just happened to be the most efficient 2 item tank support.
These dudes get it.
Combine healing scaling off of damage with some of the broken sets in the game = broken game.
And nothing synergizes better with the brokenness than bloodspawn, so while the nerf doesn't adjust the brokenness atthe root, it should help make it less overbearing/prolific. Burst is the champ, losing so much mitigation from bloodspawn will make those builds much more vulnerable.
You don't have that mitigation against burst anyways. BS has a proc chance of 6%. If your enemy's burst is 3 direct attack, BS has a chance of only 17% to proc overall.
And yet it's always on. If they will not nerf resistances and ulti gain, then the set would need a longer CD or stricter proc condition.
clocksstoppe wrote: »clocksstoppe wrote: »Very high weapon damage with high self healing.
Exactly this. The only way to stop the pvp tank meta is to remove healing scaling with weapon/spell damage. You know, like the game was intended to, like it was intended that damage was only damage and that resources wouldn't equate damage.
Ever since ZOS made damage scale with stam/mag and healing scale with weapons, the entire balance has gone down the drain because people will always be able to create a super tank build with minimal support from tank effects, by just having a ton of damage / resources and using defensive skills and like 1 or 2 defensive items/set effects. Bloodspawn just happened to be the most efficient 2 item tank support.
These dudes get it.
Combine healing scaling off of damage with some of the broken sets in the game = broken game.
And nothing synergizes better with the brokenness than bloodspawn, so while the nerf doesn't adjust the brokenness atthe root, it should help make it less overbearing/prolific. Burst is the champ, losing so much mitigation from bloodspawn will make those builds much more vulnerable.
You don't have that mitigation against burst anyways. BS has a proc chance of 6%. If your enemy's burst is 3 direct attack, BS has a chance of only 17% to proc overall.
And yet it's always on. If they will not nerf resistances and ulti gain, then the set would need a longer CD or stricter proc condition.