usmcjdking wrote: »I think the best thing to do is to leave the cost as is. It should be costly and dangerous to run. It should require you to make significant barspace and gearing sacrifices to run it.
In turn it needs to better cover some of those gaps. Every class is capable of running Frenzy, permanently, with significant investment to HP and self healing in PVE, but the payoff is just too little to close that gap.
usmcjdking wrote: »I think the best thing to do is to leave the cost as is. It should be costly and dangerous to run. It should require you to make significant barspace and gearing sacrifices to run it.
In turn it needs to better cover some of those gaps. Every class is capable of running Frenzy, permanently, with significant investment to HP and self healing in PVE, but the payoff is just too little to close that gap.
The amount you need to invest into using blood frenzy at 20% per second is far too costly. You'll spend more time trying to heal yourself than actually doing damage, the only thing I could see it being used for is maybe a burst move or ult then immediately turn it back off.
usmcjdking wrote: »usmcjdking wrote: »I think the best thing to do is to leave the cost as is. It should be costly and dangerous to run. It should require you to make significant barspace and gearing sacrifices to run it.
In turn it needs to better cover some of those gaps. Every class is capable of running Frenzy, permanently, with significant investment to HP and self healing in PVE, but the payoff is just too little to close that gap.
The amount you need to invest into using blood frenzy at 20% per second is far too costly. You'll spend more time trying to heal yourself than actually doing damage, the only thing I could see it being used for is maybe a burst move or ult then immediately turn it back off.
That's the design behind it and the intention.
usmcjdking wrote: »usmcjdking wrote: »I think the best thing to do is to leave the cost as is. It should be costly and dangerous to run. It should require you to make significant barspace and gearing sacrifices to run it.
In turn it needs to better cover some of those gaps. Every class is capable of running Frenzy, permanently, with significant investment to HP and self healing in PVE, but the payoff is just too little to close that gap.
The amount you need to invest into using blood frenzy at 20% per second is far too costly. You'll spend more time trying to heal yourself than actually doing damage, the only thing I could see it being used for is maybe a burst move or ult then immediately turn it back off.
That's the design behind it and the intention.
Paradisius wrote: »usmcjdking wrote: »usmcjdking wrote: »I think the best thing to do is to leave the cost as is. It should be costly and dangerous to run. It should require you to make significant barspace and gearing sacrifices to run it.
In turn it needs to better cover some of those gaps. Every class is capable of running Frenzy, permanently, with significant investment to HP and self healing in PVE, but the payoff is just too little to close that gap.
The amount you need to invest into using blood frenzy at 20% per second is far too costly. You'll spend more time trying to heal yourself than actually doing damage, the only thing I could see it being used for is maybe a burst move or ult then immediately turn it back off.
That's the design behind it and the intention.
If that is so, then it fails at that, 1.4k health per second with a 20% cost increase per second, all for ~1k spell damage (assuming you even take simmering frenzy, which wont give you a heal at the end of the toggle) it seems like a waste of a skill slot if you can only have it on 10~20% of the time. Either lowering the cost per second or actually giving it a cost cap would be better and more manageable than what we have now. Because before it was manageable but extremely risky, now its so risky that the reward isnt worth it.
How about have it scale through cost AND power?
VoidCommander wrote: »The current return for the specing required to sustain blood frenzy is far too low. I was able to parse an additional 5k on a 6 mil because I wasn’t using ONE healing dot to sustain myself during frenzy for a few seconds during spammable phase on a magcro.
It could be fixed by increasing the initial damage value, but that would be unhealthy for pve since it would GREATLY discourage the use of healers. An infinitely more PRODUCTIVE solution would be to simply make healing from outside sources reduced by 80%, 70%, 60%, 50% based on vampire stage. Could have the percentages change either way with vamp stages depending on how zos would like to balance them. This also gives healers a more important role with actually healing instead of being the group support buff lackey.
Does anyone agree that this would be the best course of action for this ability?