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For real, please reconsider the Bloodspawn nerf ZOS

  • Ghnami
    Ghnami
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    Ghnami wrote: »
    Mr_Walker wrote: »
    D0PAMINE 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.

    But like I said, good and exceptional players play around the proc so well, making sure vigor is ticking when it's down, or just swapping to backbar and blocking for a few seconds before swapping and ulting. The % is largely irrelevant, it just makes it easier to get through on worse players, the good ones will use other sources of mitigation to survive burst until it procs, then abuse the overstatted bonus/free ult.

    Also, who in the game could kill a stam pvper with 3 direct attacks? That's literally like a heavy, frag, curse, and in that situation you couldn't have an enchant proc because that's another proc chance. Or heavy, wrecking, executioner. Simply not realistic, especially because light weaving will provide way more damage than the resistance buff would mitigate, but the ulti gen throws that tradeoff math off. My burst on magplar is fantastic, but it requires heavy>charge (if they're at range)>ult>beam, with light attack weaves. So we're talking 1 heavy, 2 charge, 3 ult, 4 beam, with 5 burning light proc, 6 enchant proc, 7, 8, light attacks, and an additional 2 because beam ticks 3 times, and then ult dot+more burning light procs could be another 2+. So my 2-3s burst combo does 10+ instances of damage, and that's without degen as a pre-buff skill, if that's ticking already we're talking 15-20 instances of damage.

    If you can name a set of 3 single instance direct damage abilities that can 100-0 someone with 13-20k resistances and 20-25k hp without a setup lmk.
  • Chilly-McFreeze
    Chilly-McFreeze
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    Ghnami wrote: »

    The problem with bloodspawn was never that bad players used it, but that good players, and exceptional players, used it in such a way that it's effectiveness was so far beyond balanced.

    Everything is better in the hands of an exceptional player than in those of a noob. So what are we going to do with this insight? Admit that it's seemingly impossible to create a set that benefits bad players more than good ones?

    The skill gap is real and no matter how many crutches the devs might add or remove or how hard they try to narrow the gap between skill floor and ceiling, a bad player will never perform as well as a good one. That they pour in all this work just to take player skill out of the game seems a bit "strange".
  • Rave the Histborn
    Rave the Histborn
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    They won't reconsider the nerf because it'd be like admitting a mistake. Look what they did to Iceheart.

    Yeah, the might Bloodspawn in line with other sets and not overpowered
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