People can do over 100k dps in pve. It means 15k heal.
Even if you do 30k dps it is 4.5k heal.
Per second.
With no healer.
Don't you think it is overpowered in PvE as exacly how they say.
It can completely remove healers from PvE.
I think it is a fair change and it is still very strong.
It is max 3750 before buffs like mending and vitality buffs.
I am sorry but you complain for sake of complaining.
You did not even think if it is healthy change or not.
About Thrassian they drop the ball very bad.
But this change is not comparable to Thrassian.
And in PvP you won't have very high dps as in PvE anyway so it doesn't affect PvP much
People can do over 100k dps in pve. It means 15k heal.
Even if you do 30k dps it is 4.5k heal.
Per second.
With no healer.
Don't you think it is overpowered in PvE as exacly how they say.
It can completely remove healers from PvE.
I think it is a fair change and it is still very strong.
It is max 3750 before buffs like mending and vitality buffs.
I am sorry but you complain for sake of complaining.
You did not even think if it is healthy change or not.
About Thrassian they drop the ball very bad.
But this change is not comparable to Thrassian.
And in PvP you won't have very high dps as in PvE anyway so it doesn't affect PvP much
To be fair theres no cooldown on the heal, so its not like its going to be 3.8k max per second.
It's still good for most content, although in another thread someone said maybe it would be better to reduce bonus based on how many people are in group. Maybe by 1% so solo would still get full 15%, 4 man group get 11%, trials no one would want to use it. BTW keep on mind it has a huge disadvantage of not being healed by anyone else.
YandereGirlfriend wrote: »I sincerely hope that that the capped value is for an individual tick of damage and not the maximum allowable heal per GCD.
Knowing ZOS, it could just be ambiguous language and their assumption that casual players are only using one attack per second.
The former change is acceptable but the latter change is Full Thrassians dumpster mode.
Atherakhia wrote: »It's still good for most content, although in another thread someone said maybe it would be better to reduce bonus based on how many people are in group. Maybe by 1% so solo would still get full 15%, 4 man group get 11%, trials no one would want to use it. BTW keep on mind it has a huge disadvantage of not being healed by anyone else.
That really doesn't solve anything because this would still make 4 man content irrelevant and healerless (which it mostly already is anyway).
Really, the only way I could see this ring being balanced is if they made it work more like the Templar skill.
When you deal damage you put a debuff on the target that lasts for X seconds. It will then heal you for Y% of the damage you did over those X seconds. The debuff could only occur once every Z seconds. Maximum heal of XX% of your total health. As long as these values are reasonably short (3 second debuff, 6 second cooldown which implies a 3 second window, healing you for 25% of damage done up to a maximum of 50% of your maximum health) it would still be used but much less attractive in groups where a player could legitimately be dead in 3 seconds.
But as is, I think it would be interesting. It would certainly make malacath a less obvious choice for nearly every player in existence for PvP which would perhaps lessen the amount of people running proc sets in triplicate.
If you read the developer note you'll only hit the cap if a single point of damage does 25k damage. All your DoTs, enchantments, light attacks, and other forms of damage will be contributing to some constant healing that'll never hit that number.
The Ring will still be fine, but it does bump into my 33k+ Blood for Blood attack. Ah well, I'll still get more health back than I spent!!!
It can completely remove healers from PvE.