ESO_Nightingale wrote: »not the worst idea i've ever heard. but i do honestly really like how it works right now as a little heal for self. helps prolong your life especially in pve. honestly i'd miss it.
Skjaldbjorn wrote: »ESO_Nightingale wrote: »not the worst idea i've ever heard. but i do honestly really like how it works right now as a little heal for self. helps prolong your life especially in pve. honestly i'd miss it.
Like I said, you could leave the self-heal intact easily. It's hardly a broken heal. It's incredibly minor unless you're just spamming netch.
ESO_Nightingale wrote: »Skjaldbjorn wrote: »ESO_Nightingale wrote: »not the worst idea i've ever heard. but i do honestly really like how it works right now as a little heal for self. helps prolong your life especially in pve. honestly i'd miss it.
Like I said, you could leave the self-heal intact easily. It's hardly a broken heal. It's incredibly minor unless you're just spamming netch.
if you could keep it, i'd probably lower the return to allies to about 150 or so as i feel like the passive would be pretty darn strong(maybe too strong) at 250 with a heal as well, and we are also really well known for having pretty stacked passives. besides, 150 to an ally every second is still pretty great for overall sustain. you likely wouldn't feel it but in the long term i feel like it would be quite nice to group sustain, but it doesn't stop tanks and healers from using it, so while it wouldn't be a complete loss to use a stamden or magden, again, it would just be better to run tanks and healers. i think it would make warden wanted more in groups, but not necessarily the dps. if it kept the same proc condition as the current heal passive it's got, i feel like it would make DPS wanted more, as they're the ones spamming dive and scorch. just a thought.
Would rather they keep the heal and then add something actually cool and “warden-like”....
Bond with Nature
Overland creatures are no longer hostile toward you unless provoked, and will come to your aid in combat. Radius: 20 meters
When one of your animal companions is killed or unsummoned, you restore 1260 Health.
Skjaldbjorn wrote: »Would rather they keep the heal and then add something actually cool and “warden-like”....
Bond with Nature
Overland creatures are no longer hostile toward you unless provoked, and will come to your aid in combat. Radius: 20 meters
When one of your animal companions is killed or unsummoned, you restore 1260 Health.
That is completely useless outside of world content, really.
Skjaldbjorn wrote: »ESO_Nightingale wrote: »Skjaldbjorn wrote: »ESO_Nightingale wrote: »not the worst idea i've ever heard. but i do honestly really like how it works right now as a little heal for self. helps prolong your life especially in pve. honestly i'd miss it.
Like I said, you could leave the self-heal intact easily. It's hardly a broken heal. It's incredibly minor unless you're just spamming netch.
if you could keep it, i'd probably lower the return to allies to about 150 or so as i feel like the passive would be pretty darn strong(maybe too strong) at 250 with a heal as well, and we are also really well known for having pretty stacked passives. besides, 150 to an ally every second is still pretty great for overall sustain. you likely wouldn't feel it but in the long term i feel like it would be quite nice to group sustain, but it doesn't stop tanks and healers from using it, so while it wouldn't be a complete loss to use a stamden or magden, again, it would just be better to run tanks and healers. i think it would make warden wanted more in groups, but not necessarily the dps. if it kept the same proc condition as the current heal passive it's got, i feel like it would make DPS wanted more, as they're the ones spamming dive and scorch. just a thought.
Wait, what? I'm confused. How is my version less enticing for groups to bring DPS than the current one?
Skjaldbjorn wrote: »Would rather they keep the heal and then add something actually cool and “warden-like”....
Bond with Nature
Overland creatures are no longer hostile toward you unless provoked, and will come to your aid in combat. Radius: 20 meters
When one of your animal companions is killed or unsummoned, you restore 1260 Health.
That is completely useless outside of world content, really.
Yes, that’s why it says overland.
maddiniiLuna wrote: »I can not agree on the lack of group utility. As of now there is exactly 3 Spells, that grant Minor Vulnerability:
- Agony Totem - Lasts 5 Seconds
- Ambush - Lasts 10 Seconds
- Growing Swarm - Lasts 10 Seconds
Nobody uses Ambush in trials and dungeons, which leaves Growing Swarm the only spell with minor vulnerability where you can achieve 100% Uptime. 8% more DPS is just too good to not use it.
On the Bond of Nature thing i can however agree with you. I'm doing so much self-heal as stamina dd, it's not even funny anymore. Your suggested rework seems fair to me and a pretty good suggestion. 250 i don't know if this could be to much. Considering almost every animal companion skill can trigger this. That would make it better then the Monster Helm set Symphony of Blades, which has a 18 seconds cooldown, but restores 570.
So
570 x 6 = 3.420
250 x 18 = 4.500
If this was restricted to let's say 3 seconds. It would be something around 1.500 for 18 seconds, which makes it pretty decent for a passive that requires no efforts to get.
I really think it's a good Idea tho.
maddiniiLuna wrote: »I can not agree on the lack of group utility. As of now there is exactly 3 Spells, that grant Minor Vulnerability:
- Agony Totem - Lasts 5 Seconds
- Ambush - Lasts 10 Seconds
- Growing Swarm - Lasts 10 Seconds
Nobody uses Ambush in trials and dungeons, which leaves Growing Swarm the only spell with minor vulnerability where you can achieve 100% Uptime. 8% more DPS is just too good to not use it.
On the Bond of Nature thing i can however agree with you. I'm doing so much self-heal as stamina dd, it's not even funny anymore. Your suggested rework seems fair to me and a pretty good suggestion. 250 i don't know if this could be to much. Considering almost every animal companion skill can trigger this. That would make it better then the Monster Helm set Symphony of Blades, which has a 18 seconds cooldown, but restores 570.
So
570 x 6 = 3.420
250 x 18 = 4.500
If this was restricted to let's say 3 seconds. It would be something around 1.500 for 18 seconds, which makes it pretty decent for a passive that requires no efforts to get.
I really think it's a good Idea tho.
ESO_Nightingale wrote: »Skjaldbjorn wrote: »ESO_Nightingale wrote: »Skjaldbjorn wrote: »ESO_Nightingale wrote: »not the worst idea i've ever heard. but i do honestly really like how it works right now as a little heal for self. helps prolong your life especially in pve. honestly i'd miss it.
Like I said, you could leave the self-heal intact easily. It's hardly a broken heal. It's incredibly minor unless you're just spamming netch.
if you could keep it, i'd probably lower the return to allies to about 150 or so as i feel like the passive would be pretty darn strong(maybe too strong) at 250 with a heal as well, and we are also really well known for having pretty stacked passives. besides, 150 to an ally every second is still pretty great for overall sustain. you likely wouldn't feel it but in the long term i feel like it would be quite nice to group sustain, but it doesn't stop tanks and healers from using it, so while it wouldn't be a complete loss to use a stamden or magden, again, it would just be better to run tanks and healers. i think it would make warden wanted more in groups, but not necessarily the dps. if it kept the same proc condition as the current heal passive it's got, i feel like it would make DPS wanted more, as they're the ones spamming dive and scorch. just a thought.
Wait, what? I'm confused. How is my version less enticing for groups to bring DPS than the current one?
because swarm isn't used exclusively by DPS. essentially, this change buffs both warden support and warden DPS, rather than just dps, while dps can still use it and give the utility, healers (and tanks if they chose to run swarm for whatever reason), can still proc it. Yeah i know it stacks with multiple wardens. But warden support is kind of already complained about from what i've seen and this adds group sustain to them too. how it should be done, is more orientated to dps, and keeping the same proc condition as the passive currently has basically makes it proc a ton on dps, and not too much on support. i'm not arguing that it makes it less enticing for people to bring dps, i'm saying it makes support even better when that isn't needed and therefore makes them still more desireable than bringing dps if you're only bringing one or 2 wardens. if this makes sense? sorry i'm doing a pretty *** job at explaining lol
Skjaldbjorn wrote: »ESO_Nightingale wrote: »Skjaldbjorn wrote: »ESO_Nightingale wrote: »Skjaldbjorn wrote: »ESO_Nightingale wrote: »not the worst idea i've ever heard. but i do honestly really like how it works right now as a little heal for self. helps prolong your life especially in pve. honestly i'd miss it.
Like I said, you could leave the self-heal intact easily. It's hardly a broken heal. It's incredibly minor unless you're just spamming netch.
if you could keep it, i'd probably lower the return to allies to about 150 or so as i feel like the passive would be pretty darn strong(maybe too strong) at 250 with a heal as well, and we are also really well known for having pretty stacked passives. besides, 150 to an ally every second is still pretty great for overall sustain. you likely wouldn't feel it but in the long term i feel like it would be quite nice to group sustain, but it doesn't stop tanks and healers from using it, so while it wouldn't be a complete loss to use a stamden or magden, again, it would just be better to run tanks and healers. i think it would make warden wanted more in groups, but not necessarily the dps. if it kept the same proc condition as the current heal passive it's got, i feel like it would make DPS wanted more, as they're the ones spamming dive and scorch. just a thought.
Wait, what? I'm confused. How is my version less enticing for groups to bring DPS than the current one?
because swarm isn't used exclusively by DPS. essentially, this change buffs both warden support and warden DPS, rather than just dps, while dps can still use it and give the utility, healers (and tanks if they chose to run swarm for whatever reason), can still proc it. Yeah i know it stacks with multiple wardens. But warden support is kind of already complained about from what i've seen and this adds group sustain to them too. how it should be done, is more orientated to dps, and keeping the same proc condition as the passive currently has basically makes it proc a ton on dps, and not too much on support. i'm not arguing that it makes it less enticing for people to bring dps, i'm saying it makes support even better when that isn't needed and therefore makes them still more desireable than bringing dps if you're only bringing one or 2 wardens. if this makes sense? sorry i'm doing a pretty *** job at explaining lol
@ESO_Nightingale No I get it, I actually kind of forgot about Swarm tbh. Okay, new solution. The resource return scales off offensive stats. That way, healer return would be pretty minimal, as would tank, but DPS return would be pretty high.
ESO_Nightingale wrote: »Skjaldbjorn wrote: »ESO_Nightingale wrote: »Skjaldbjorn wrote: »ESO_Nightingale wrote: »Skjaldbjorn wrote: »ESO_Nightingale wrote: »not the worst idea i've ever heard. but i do honestly really like how it works right now as a little heal for self. helps prolong your life especially in pve. honestly i'd miss it.
Like I said, you could leave the self-heal intact easily. It's hardly a broken heal. It's incredibly minor unless you're just spamming netch.
if you could keep it, i'd probably lower the return to allies to about 150 or so as i feel like the passive would be pretty darn strong(maybe too strong) at 250 with a heal as well, and we are also really well known for having pretty stacked passives. besides, 150 to an ally every second is still pretty great for overall sustain. you likely wouldn't feel it but in the long term i feel like it would be quite nice to group sustain, but it doesn't stop tanks and healers from using it, so while it wouldn't be a complete loss to use a stamden or magden, again, it would just be better to run tanks and healers. i think it would make warden wanted more in groups, but not necessarily the dps. if it kept the same proc condition as the current heal passive it's got, i feel like it would make DPS wanted more, as they're the ones spamming dive and scorch. just a thought.
Wait, what? I'm confused. How is my version less enticing for groups to bring DPS than the current one?
because swarm isn't used exclusively by DPS. essentially, this change buffs both warden support and warden DPS, rather than just dps, while dps can still use it and give the utility, healers (and tanks if they chose to run swarm for whatever reason), can still proc it. Yeah i know it stacks with multiple wardens. But warden support is kind of already complained about from what i've seen and this adds group sustain to them too. how it should be done, is more orientated to dps, and keeping the same proc condition as the passive currently has basically makes it proc a ton on dps, and not too much on support. i'm not arguing that it makes it less enticing for people to bring dps, i'm saying it makes support even better when that isn't needed and therefore makes them still more desireable than bringing dps if you're only bringing one or 2 wardens. if this makes sense? sorry i'm doing a pretty *** job at explaining lol
@ESO_Nightingale No I get it, I actually kind of forgot about Swarm tbh. Okay, new solution. The resource return scales off offensive stats. That way, healer return would be pretty minimal, as would tank, but DPS return would be pretty high.
Offensive stats like max magicka and spell damage? They're used a lot by healers. I feel like it wouldn't do anything to make it feel any better
Skjaldbjorn wrote: »ESO_Nightingale wrote: »Skjaldbjorn wrote: »ESO_Nightingale wrote: »Skjaldbjorn wrote: »ESO_Nightingale wrote: »Skjaldbjorn wrote: »ESO_Nightingale wrote: »not the worst idea i've ever heard. but i do honestly really like how it works right now as a little heal for self. helps prolong your life especially in pve. honestly i'd miss it.
Like I said, you could leave the self-heal intact easily. It's hardly a broken heal. It's incredibly minor unless you're just spamming netch.
if you could keep it, i'd probably lower the return to allies to about 150 or so as i feel like the passive would be pretty darn strong(maybe too strong) at 250 with a heal as well, and we are also really well known for having pretty stacked passives. besides, 150 to an ally every second is still pretty great for overall sustain. you likely wouldn't feel it but in the long term i feel like it would be quite nice to group sustain, but it doesn't stop tanks and healers from using it, so while it wouldn't be a complete loss to use a stamden or magden, again, it would just be better to run tanks and healers. i think it would make warden wanted more in groups, but not necessarily the dps. if it kept the same proc condition as the current heal passive it's got, i feel like it would make DPS wanted more, as they're the ones spamming dive and scorch. just a thought.
Wait, what? I'm confused. How is my version less enticing for groups to bring DPS than the current one?
because swarm isn't used exclusively by DPS. essentially, this change buffs both warden support and warden DPS, rather than just dps, while dps can still use it and give the utility, healers (and tanks if they chose to run swarm for whatever reason), can still proc it. Yeah i know it stacks with multiple wardens. But warden support is kind of already complained about from what i've seen and this adds group sustain to them too. how it should be done, is more orientated to dps, and keeping the same proc condition as the passive currently has basically makes it proc a ton on dps, and not too much on support. i'm not arguing that it makes it less enticing for people to bring dps, i'm saying it makes support even better when that isn't needed and therefore makes them still more desireable than bringing dps if you're only bringing one or 2 wardens. if this makes sense? sorry i'm doing a pretty *** job at explaining lol
@ESO_Nightingale No I get it, I actually kind of forgot about Swarm tbh. Okay, new solution. The resource return scales off offensive stats. That way, healer return would be pretty minimal, as would tank, but DPS return would be pretty high.
Offensive stats like max magicka and spell damage? They're used a lot by healers. I feel like it wouldn't do anything to make it feel any better
Scales off the damage done like Alkosh? I'm out of ideas rofl Warden is such a great class in a god awful position
ESO_Nightingale wrote: »Skjaldbjorn wrote: »ESO_Nightingale wrote: »Skjaldbjorn wrote: »ESO_Nightingale wrote: »Skjaldbjorn wrote: »ESO_Nightingale wrote: »Skjaldbjorn wrote: »ESO_Nightingale wrote: »not the worst idea i've ever heard. but i do honestly really like how it works right now as a little heal for self. helps prolong your life especially in pve. honestly i'd miss it.
Like I said, you could leave the self-heal intact easily. It's hardly a broken heal. It's incredibly minor unless you're just spamming netch.
if you could keep it, i'd probably lower the return to allies to about 150 or so as i feel like the passive would be pretty darn strong(maybe too strong) at 250 with a heal as well, and we are also really well known for having pretty stacked passives. besides, 150 to an ally every second is still pretty great for overall sustain. you likely wouldn't feel it but in the long term i feel like it would be quite nice to group sustain, but it doesn't stop tanks and healers from using it, so while it wouldn't be a complete loss to use a stamden or magden, again, it would just be better to run tanks and healers. i think it would make warden wanted more in groups, but not necessarily the dps. if it kept the same proc condition as the current heal passive it's got, i feel like it would make DPS wanted more, as they're the ones spamming dive and scorch. just a thought.
Wait, what? I'm confused. How is my version less enticing for groups to bring DPS than the current one?
because swarm isn't used exclusively by DPS. essentially, this change buffs both warden support and warden DPS, rather than just dps, while dps can still use it and give the utility, healers (and tanks if they chose to run swarm for whatever reason), can still proc it. Yeah i know it stacks with multiple wardens. But warden support is kind of already complained about from what i've seen and this adds group sustain to them too. how it should be done, is more orientated to dps, and keeping the same proc condition as the passive currently has basically makes it proc a ton on dps, and not too much on support. i'm not arguing that it makes it less enticing for people to bring dps, i'm saying it makes support even better when that isn't needed and therefore makes them still more desireable than bringing dps if you're only bringing one or 2 wardens. if this makes sense? sorry i'm doing a pretty *** job at explaining lol
@ESO_Nightingale No I get it, I actually kind of forgot about Swarm tbh. Okay, new solution. The resource return scales off offensive stats. That way, healer return would be pretty minimal, as would tank, but DPS return would be pretty high.
Offensive stats like max magicka and spell damage? They're used a lot by healers. I feel like it wouldn't do anything to make it feel any better
Scales off the damage done like Alkosh? I'm out of ideas rofl Warden is such a great class in a god awful position
Honestly, should be when an animal companions skill ends. Dps are the defacto best at procing that. It's the same proc condition that it currently has.
Skjaldbjorn wrote: »ESO_Nightingale wrote: »Skjaldbjorn wrote: »ESO_Nightingale wrote: »Skjaldbjorn wrote: »ESO_Nightingale wrote: »Skjaldbjorn wrote: »ESO_Nightingale wrote: »Skjaldbjorn wrote: »ESO_Nightingale wrote: »not the worst idea i've ever heard. but i do honestly really like how it works right now as a little heal for self. helps prolong your life especially in pve. honestly i'd miss it.
Like I said, you could leave the self-heal intact easily. It's hardly a broken heal. It's incredibly minor unless you're just spamming netch.
if you could keep it, i'd probably lower the return to allies to about 150 or so as i feel like the passive would be pretty darn strong(maybe too strong) at 250 with a heal as well, and we are also really well known for having pretty stacked passives. besides, 150 to an ally every second is still pretty great for overall sustain. you likely wouldn't feel it but in the long term i feel like it would be quite nice to group sustain, but it doesn't stop tanks and healers from using it, so while it wouldn't be a complete loss to use a stamden or magden, again, it would just be better to run tanks and healers. i think it would make warden wanted more in groups, but not necessarily the dps. if it kept the same proc condition as the current heal passive it's got, i feel like it would make DPS wanted more, as they're the ones spamming dive and scorch. just a thought.
Wait, what? I'm confused. How is my version less enticing for groups to bring DPS than the current one?
because swarm isn't used exclusively by DPS. essentially, this change buffs both warden support and warden DPS, rather than just dps, while dps can still use it and give the utility, healers (and tanks if they chose to run swarm for whatever reason), can still proc it. Yeah i know it stacks with multiple wardens. But warden support is kind of already complained about from what i've seen and this adds group sustain to them too. how it should be done, is more orientated to dps, and keeping the same proc condition as the passive currently has basically makes it proc a ton on dps, and not too much on support. i'm not arguing that it makes it less enticing for people to bring dps, i'm saying it makes support even better when that isn't needed and therefore makes them still more desireable than bringing dps if you're only bringing one or 2 wardens. if this makes sense? sorry i'm doing a pretty *** job at explaining lol
@ESO_Nightingale No I get it, I actually kind of forgot about Swarm tbh. Okay, new solution. The resource return scales off offensive stats. That way, healer return would be pretty minimal, as would tank, but DPS return would be pretty high.
Offensive stats like max magicka and spell damage? They're used a lot by healers. I feel like it wouldn't do anything to make it feel any better
Scales off the damage done like Alkosh? I'm out of ideas rofl Warden is such a great class in a god awful position
Honestly, should be when an animal companions skill ends. Dps are the defacto best at procing that. It's the same proc condition that it currently has.
You know what? I'd be 100% down with that.
ESO_Nightingale wrote: »
@Skjaldbjorn this is an example of how this would read. i put it at a lower amount restored as it wouldn't have a cooldown as a cooldown read pretty bad combined with the existing effect. But it also makes the passive reasonable imo.