Waffennacht wrote: »itt: tanks that don't want to admit they're carried by their 35k+ hp and blame it on the "hEaLtH bAsEd HeAlS aRe OvErTuNeD". pretty sure yall cant name any other than arctic blast and dark cloak (dark cloak very broken omg )
arctic blast heals for 26% of ur total hp, ~10.4% after battle spirit. that's a 3120 tooltip with 30k hp
https://imgur.com/a/vrazfMQ cp ic with 43 in both blessed and quick recovery
the list of heals and shields that scale with max health. how many of these are actually complained about?shields
ferocious leap: 1.03
hardened armor: 0.155
fragmented shield: 0.086
igneous shield: 0.086
radiant ward: 0.3
blazing shield: 0.3
bone surge: 0.32
bone shield: 0.31
heals
blood magic: 0.10 (sorc passive)
killer's blade: 0.21
piercing mark: 0.31
reaper's mark: 0.64
dark cloak: 0.06
polar wind: 0.27, 0.03, 0.27
arctic blast: 0.26, 0.03
pummeling goliath: 0.02, 0.05
ravenous goliath: 0.02, 0.05, 0.05
ruinous scythe: 0.15, 0.05
hungry scythe: 0.15, 0.05, 0.02
deaden pain: 0.04
necrotic potency: 0.04
consuming trap: 0.20
hircine's fortitude: 0.5
hircine's rage: 0.39
Defensive Posture (you didnt list btw), Bone Shield, Clannfear (you missed him too), Artic wind, Dark Cloak, are all used frequently.
My health sorc hits 10k+ heals on Clannfear alone
Edit: in no CP... With CP omg
Health isn't the issue. It is the availability of Malacath with procs. Malacath alone is like having Major Berserk up all the time.
Since most people run with minimum 30% crit mit especially in no CP. With base crit modifier of 1.5 Malacath already does 5% more damage 100% of the time. This also allows you to build for pure Wd/Sd or stats without worrying about crit rate.
Urzigurumash wrote: »What should health-based heals scale off of then? If it's a flat value that would meet needs for PvE tanks it would be OP in PvP.
Recapitated wrote: »Urzigurumash wrote: »What should health-based heals scale off of then? If it's a flat value that would meet needs for PvE tanks it would be OP in PvP.
Separate Battle Spirit coefficients for health-based and offense-based heals. Vigor should still be 55%, Clannfear or whatever should be less. Try 40% for size.
Same treatment for damage shields if it turns out Spiked Bone Shield, Defensive Posture or whatever winds up creating the same problem
Urzigurumash wrote: »What should health-based heals scale off of then? If they had a flat value that would meet needs for PvE tanks they would be more OP in PvP.
Urzigurumash wrote: »Recapitated wrote: »Urzigurumash wrote: »What should health-based heals scale off of then? If it's a flat value that would meet needs for PvE tanks it would be OP in PvP.
Separate Battle Spirit coefficients for health-based and offense-based heals. Vigor should still be 55%, Clannfear or whatever should be less. Try 40% for size.
Same treatment for damage shields if it turns out Spiked Bone Shield, Defensive Posture or whatever winds up creating the same problem
Well that would all be horrible for StamDK, in lieu of any other changes, between Fragmented Shield and Green Dragon Blood.
Urzigurumash wrote: »As for Frag Shield + GDB, then there you go, these skills do not need a nerf.
LightYagami wrote: »I met a 80k health necro tank when his ulti kicked in.
A large group ran into him and it took quite some time to finish him even with the large group...
Recapitated wrote: »Do you think we should hold off on those adjustments until stamsorc and magcro are usable without crutching on procs? At that rate we'd still be working our way out of this in 2022.
Urzigurumash wrote: »Recapitated wrote: »Do you think we should hold off on those adjustments until stamsorc and magcro are usable without crutching on procs? At that rate we'd still be working our way out of this in 2022.
I think those classes should be able to get more damage out of proc sets. I don't want proc sets to be adjusted so they're weaker on all specs, I want them to be adjusted so there is no limit on their potential. More scaling, less limits, of everything. More fantasy, less reality.
Sure about GDB and offensive stats though. I think having a magicka burst heal to complement Vigor on any Stam build is really handy, but the ones scaled off Mag / Spell Damage are obviously useless.
I can do everything (tank, heal, damage, control) bs is the reason we're here, bring back the trinity.
My 2c
Recapitated wrote: »I can do everything (tank, heal, damage, control) bs is the reason we're here, bring back the trinity.
My 2c
If DDs can't heal in PVP doesn't that essentially mean they need a pocket healer at all times? Seems fine to me that DDs have defensive/healing potential as long as they're not straight-up burst-proof.
Recapitated wrote: »I can do everything (tank, heal, damage, control) bs is the reason we're here, bring back the trinity.
My 2c
If DDs can't heal in PVP doesn't that essentially mean they need a pocket healer at all times? Seems fine to me that DDs have defensive/healing potential as long as they're not straight-up burst-proof.
All roles would benefit by playing with other roles outside of their own.
DD would be able to heal themselves, they just may need to los heal, body shield, dodge, reflect, disengage, 1st strike advantage, etc...since the heal would be far less potent.
LightYagami wrote: »I met a 80k health necro tank when his ulti kicked in.
A large group ran into him and it took quite some time to finish him even with the large group...
I see them hit ~103k health with Goliath up
the1andonlyskwex wrote: »Urzigurumash wrote: »What should health-based heals scale off of then? If they had a flat value that would meet needs for PvE tanks they would be more OP in PvP.
PvE tanks should be healed by PvE healers. They don't need self heals. All of the health-based heals should be completely reworked into different types of abilities (e.g. there are 4 classes that could use a pull, the game could use more damage redirect abilities like Guard, short-term mitigation buffs, etc.).