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pvp lets talk health

Jman100582
Jman100582
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With the new cp and the increases to base stat, hp and hp scaling has gotten out of hand and CANNOT go live in its current state. Tanks can walk around with 80k hp no emp, full dmg medium builds can have 30k hp with ZERO points into the health stat and instead just maxing out the hp nodes in cp. With the current meta being health based heals in pvp, this is going to do nothing but enforce that. Either max health needs to be adjusted, or health scaling heals. And I already know that if they even touch health scaling heals the tanking community in pve will freak out, so I feel the reducing health is the best way
  • Israel1948
    Israel1948
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    Yup. PVP will easily be in the worst state it has ever been in if ZOS doesn't figure something out.
  • MentalxHammer
    MentalxHammer
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    I cant believe this company is so far out of touch with its player base.
  • Langeston
    Langeston
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    Yeah, I have more health on the PTS naked with no CP than I do on live with CP and gear. Seems legit.

    Can't imagine how anyone is gonna abuse this lovely new feature.



    OKmxtZi.jpg
  • relentless_turnip
    relentless_turnip
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    I have no idea how this patch will pan out tbh... Everyone will naturally have high health, but also mitigation. I don't think people will be able to stack health and kill with procs tbh... I'm not sure anyone will be able kill anyone without at least some stat investment. On paper it could be good as the incentive leans more to stats... I think....
  • Ellimist_Entreri
    Ellimist_Entreri
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    Jman100582 wrote: »
    And I already know that if they even touch health scaling heals the tanking community in pve will freak out, so I feel the reducing health is the best way

    PVE Tank, can confirm the first part of this ^_^

    Second sounds like a decent suggestion, the question is what amount would be reasonable and effective?

    Edited by Ellimist_Entreri on January 28, 2021 6:22PM
  • twing1_
    twing1_
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    Jman100582 wrote: »
    With the new cp and the increases to base stat, hp and hp scaling has gotten out of hand and CANNOT go live in its current state. Tanks can walk around with 80k hp no emp, full dmg medium builds can have 30k hp with ZERO points into the health stat and instead just maxing out the hp nodes in cp. With the current meta being health based heals in pvp, this is going to do nothing but enforce that. Either max health needs to be adjusted, or health scaling heals. And I already know that if they even touch health scaling heals the tanking community in pve will freak out, so I feel the reducing health is the best way

    Can you share the 80k health build? With the removal of the 20% hp increase due to cp, the Max hp I cna build is less than 70k. That's with Imperial for most racial health, lord mundus, all AP into health, plague doctor, green pact, bistat health food, 2 health monster pieces, full health enchantments, all heavy armor passives, and the new base health. This totals to about 60.2k hp, or 65.2k with battlespirit.

    Oddly enough, this same build on live totals to even more health, clocking in at 60.8k or 65.8k with battlespirit.

    I believe you are forgetting that they removed the 20% bonus health granted for 100 points into the warrior constellation.

    With the new cp tree, i haven't done the exact calculations, but I believe both max hp (slottable and passive) would total to only 3.3k additional health, and that's already taking heavy armor passives into account. That would give, with this very unrealistic health maxing build, only 2.7k more health than what is already available on live.

    I really don't see an issue with health maxing.

    The new system, as you have stated, does give more health to those that haven't invested into health when compared to live, but everybody gets it so I don't see an issue with it either. If anything, I'd say it just helps to decrease the proc meta, which I am extremely grateful for. Don't forget they also gave everybody 1000 extra damage at base too, so even though everybody has more health, everybody is also doing more damage (except for procs).
  • sabresandiego_ESO
    sabresandiego_ESO
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    The added health prevents more one shots, but the added 4000 stats and 1000 weapon damage increases damage. This actually looks good on paper because less people will be one shotted with procs/bonus dmg and there will also be less stalemates because ability damage is higher due to the higher base stats.
    Ali Dreadsabre -Necromancer
    Ali Sabre -Nightblade
  • Jman100582
    Jman100582
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    twing1_ wrote: »
    Jman100582 wrote: »
    With the new cp and the increases to base stat, hp and hp scaling has gotten out of hand and CANNOT go live in its current state. Tanks can walk around with 80k hp no emp, full dmg medium builds can have 30k hp with ZERO points into the health stat and instead just maxing out the hp nodes in cp. With the current meta being health based heals in pvp, this is going to do nothing but enforce that. Either max health needs to be adjusted, or health scaling heals. And I already know that if they even touch health scaling heals the tanking community in pve will freak out, so I feel the reducing health is the best way

    Can you share the 80k health build? With the removal of the 20% hp increase due to cp, the Max hp I cna build is less than 70k. That's with Imperial for most racial health, lord mundus, all AP into health, plague doctor, green pact, bistat health food, 2 health monster pieces, full health enchantments, all heavy armor passives, and the new base health. This totals to about 60.2k hp, or 65.2k with battlespirit.

    Oddly enough, this same build on live totals to even more health, clocking in at 60.8k or 65.8k with battlespirit.

    I believe you are forgetting that they removed the 20% bonus health granted for 100 points into the warrior constellation.

    With the new cp tree, i haven't done the exact calculations, but I believe both max hp (slottable and passive) would total to only 3.3k additional health, and that's already taking heavy armor passives into account. That would give, with this very unrealistic health maxing build, only 2.7k more health than what is already available on live.

    I really don't see an issue with health maxing.

    The new system, as you have stated, does give more health to those that haven't invested into health when compared to live, but everybody gets it so I don't see an issue with it either. If anything, I'd say it just helps to decrease the proc meta, which I am extremely grateful for. Don't forget they also gave everybody 1000 extra damage at base too, so even though everybody has more health, everybody is also doing more damage (except for procs).

    The guy that was streaming the pts for me (because im a console peasant) was a warden running more or less the same gear, except with infused on the big pieces and 2 piece malubeth instead of 2 1 piece health monster sets. With both the cp nodes giving health maxed.

    Really the main issue with high health builds in pvp is health scaling heals. Max health in of itself wouldnt be a problem if it didnt come with the added bonus of say a 26k burst heal. He tested ww running the same build and hircines rage had a 50k tooltip. They also almost doubled the base health of characters, and so the hp scaling on that has gone through the roof in addition to the 3k health you can get from cp. Logically the best thing imo to do would be either a). scale down base health or b). scale down health from cp. Or a combination of both
  • Jsmalls
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    I am I strong advocate against high health builds...

    That being said tests need to still be done. We recieved more offensive stats and the current cp 1.0 system is a wash at max cp. As in there really aren't any choices to be made, you go to the jump points and in the other trees there are jump points to match the counter of the blue and red star (master of arms and it's counter star) and it ends up being a wash, no net damage increase or decrease other than people higher or lower cp than you. With that being removed PvP should result in higher skill hits theoretically, especially with the armor changes.

    I'd like to see some thorough PvP pts content before I say it's broken. Time will tell.
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