An easier solution might be damage penalty for heavy armor: If you are using 5 or more pieces of heavy armor, all your damage is reduced by 35% --> not really any consequences for PVE and people can be tanky in PVP, but will have a hard time to kill anybody + it would be logical, since wearing a heavy iron curass also reduces your movement speed and power in real life.
Arctic Blas 4050 Magicka...
Does the mass of your armor significantly increase the damage of the weapon? I guess, that the mass of the weapon itself is more important. So velocity might be the bigger factor here --> swinging a 2-hander in medium armor should make higher damage, than in heavy armor, since you would reach a higher velocity.Urzigurumash wrote: »Would it be logical? Momentum is Velocity times Mass. In my poorly-informed view, Heavy Armor should logically reduce movement speed and sustain, like it already does, and logically it should reduce Attack Speed and increase Damage Done of melee Direct Damage skills.
Unless there are some other upcoming changes that will make it impossible to still have damage while stacking health and utilizing these absurdly overpowered heals, they need a big ole nerf. And frankly, as someone that doesn't like "troll" builds that do nothing but stand around being unkillable, I'm 100% fine with them being nerfed regardless. With the current state of the game, fighting against a Werewolf or Warden basically feels like fighting some other class that has an invisible, untargetable healer following them around, who never messes up and gets out of LOS or range.
I finished a BG this morning where one team was a premade of 3 Werewolves, and each of the other teams had a dedicated healer. Each of these healers had in excess of 1m healing, and the one on my team was actually quite a bit higher than that. My team's other players also added up to a total of 671.3k cross healing, with an obviously unknown amount of self heals mixed in. Still, the 3 WW had fewer deaths than any other combined team, at a grand total of 5 (the squishier of them died 3 times, while the others were at 1 death each). A Magicka Necromancer on their team, who was also premading with them, died 8 times because he didn't have access to ridiculously overpowered self healing.
Lest anyone think that the Werewolves only survived because our damage output was bad, the scoreboard damage numbers were as follows: I had 1m (not counting Blastbones, as it doesn't show on the scoreboard), and that was with a lot of disengaging to grab flags in Crazy King. My other non-healer teammates were at 1.7m and 1.5m. The third team had one player at 1.8m, one player at just under 1m, and a Mag DK that hit 3.7m, which is the highest I've seen in a long time, and perhaps ever.
The ability of certain builds to heal to full in 1-3 GCDs while briefly holding block, dodging, or sprinting around LOS is just ludicrous, and it's past time that something be done about it. It drains every ounce of fun out of the game to fight builds like that. As a point of comparison, my Resistant Flesh on a Magicka Necromancer costs just over 4.1k magicka as a Breton, and typically heals for slightly more than 3k health on a non-crit if I'm not defiled (the number is that low thanks to wearing proc sets, which is the only way for Magicka Necromancer to have any meaningful offense whatsoever). That's < 1hp per point of magicka spent for non-crit heals, and my crits only go a little over 5k.
I understand the frustration, but there is little truth behind it.
In no CP, with 35k magicka and 35k health; same gear on all the classes (tested in game)with heavy armor:
Arctic Wind: 3.9k (currently heals for much less because the 10% health from minor toughness gets ignored by health based heals. So fun fact, Wardens right now are much weaker than they should be.)
Honor the Dead: 5k-5,9k depending on missing health.
Clannfear: 4,5k
Coagulating blood: 6-7k
Green Dragonblood: Averagely 2,6k (Really hard to determine)
Resistant Flesh: 4,8k
So as you can see, all health based heals heal for significantly less than the offensive stat scaling heals with the same gear. The only health based heal that is far over the top, is the Werewolf heal. It's the strongest burstheal in the game right now.
Warden right now actually has the worst burst heal of all. Once toughness gets fixed, it will be somewhere around Resistant Flesh and therefor... normal?
I hate Wardens, as do many. But Arctic Wind is not the reason why.
Exactly, so the real issue is, heavy armor allows too much damage, while being tanky and having great heals --> damage nerf for heavy armor is the solution.
I understand the frustration, but there is little truth behind it.
In no CP, with 35k magicka and 35k health; same gear on all the classes (tested in game)with heavy armor:
Arctic Wind: 3.9k (currently heals for much less because the 10% health from minor toughness gets ignored by health based heals. So fun fact, Wardens right now are much weaker than they should be.)
Honor the Dead: 5k-5,9k depending on missing health.
Clannfear: 4,5k
Coagulating blood: 6-7k
Green Dragonblood: Averagely 2,6k (Really hard to determine)
Resistant Flesh: 4,8k
So as you can see, all health based heals heal for significantly less than the offensive stat scaling heals with the same gear. The only health based heal that is far over the top, is the Werewolf heal. It's the strongest burstheal in the game right now.
Warden right now actually has the worst burst heal of all. Once toughness gets fixed, it will be somewhere around Resistant Flesh and therefor... normal?
I hate Wardens, as do many. But Arctic Wind is not the reason why.
False and untrue. Perhaps you might have overlooked something on your part.
The tooltip of Artic Wind indeed gets modified based on your current health. That 10% extra health (even from a buff) will modify the number on the tooltip. Easy to test, just mouse-over the skill prior to first cast without the buff and after.
I have an exact 35k+ hp warden as mentioned and my tooltip has 11k and 2k healing over time, which is equivalent to almost 20k total healing from a single cast. So it translates to approximately 10k in battlegrounds or no CP.
Meanwhile my Templar has a 9k breath of life tooltip, which translates to healing for 4-5k consistently in battlegrounds or no CP.
Both cases above are wearing the exact same gear.
I can provide screenshots, but i believe if anyone is a somewhat veteran PvPer there should be the realization that with >35k hp, any cast of a health based heal ability is basically two casts of any other heal which is modified by spell/weapon damage (wearing the same gear).
I consider myself being able to recognize numbers accurately after >2000 hours of PvP healing on both warden and templar.
What you mentioned about the werewolf heal is true since with the correct gear set, one can literally just press that one button and stand still with 2 players (no CP) hitting it, without going below 50% health.
Have a good day.
Does the mass of your armor significantly increase the damage of the weapon? I guess, that the mass of the weapon itself is more important. So velocity might be the bigger factor here --> swinging a 2-hander in medium armor should make higher damage, than in heavy armor, since you would reach a higher velocity.
I agree with you totally. There should be like an outgoing damage reduction in heavy armor always. Why, you say? So we don't all have to wear the same set ups to do well in pvp. Make all armor options viable, make the game more versatile and FUN. All i want is FUN.
Unless there are some other upcoming changes that will make it impossible to still have damage while stacking health and utilizing these absurdly overpowered heals, they need a big ole nerf. And frankly, as someone that doesn't like "troll" builds that do nothing but stand around being unkillable, I'm 100% fine with them being nerfed regardless. With the current state of the game, fighting against a Werewolf or Warden basically feels like fighting some other class that has an invisible, untargetable healer following them around, who never messes up and gets out of LOS or range.
I finished a BG this morning where one team was a premade of 3 Werewolves, and each of the other teams had a dedicated healer. Each of these healers had in excess of 1m healing, and the one on my team was actually quite a bit higher than that. My team's other players also added up to a total of 671.3k cross healing, with an obviously unknown amount of self heals mixed in. Still, the 3 WW had fewer deaths than any other combined team, at a grand total of 5 (the squishier of them died 3 times, while the others were at 1 death each). A Magicka Necromancer on their team, who was also premading with them, died 8 times because he didn't have access to ridiculously overpowered self healing.
Lest anyone think that the Werewolves only survived because our damage output was bad, the scoreboard damage numbers were as follows: I had 1m (not counting Blastbones, as it doesn't show on the scoreboard), and that was with a lot of disengaging to grab flags in Crazy King. My other non-healer teammates were at 1.7m and 1.5m. The third team had one player at 1.8m, one player at just under 1m, and a Mag DK that hit 3.7m, which is the highest I've seen in a long time, and perhaps ever.
The ability of certain builds to heal to full in 1-3 GCDs while briefly holding block, dodging, or sprinting around LOS is just ludicrous, and it's past time that something be done about it. It drains every ounce of fun out of the game to fight builds like that. As a point of comparison, my Resistant Flesh on a Magicka Necromancer costs just over 4.1k magicka as a Breton, and typically heals for slightly more than 3k health on a non-crit if I'm not defiled (the number is that low thanks to wearing proc sets, which is the only way for Magicka Necromancer to have any meaningful offense whatsoever). That's < 1hp per point of magicka spent for non-crit heals, and my crits only go a little over 5k.
Hmm, you've clearly never tried to keep a team alive while you (the healer) is being ganked by five players. It's misconceptions like this that are caused by the ridiculous amount of self healing in the game.