That's actually pretty good, but not for tank player I guess. Hope this'll reduce the number of (almost) unkillable tank
Surely this is a positive thing for the game though! Unkillable PvP builds with massive health regen were destroying PvP.
Ain't no one here ever run a 4k HP recovery build? You have a ridiculous amount of passive HP recovery add this on to your heals its seriously over the top. I used to run 4k HP recovery on a NB, I could stack dark shadow + vigor and 1vs1 I was unkillable it took 2 good players ulti dumping to kill me and this is when I didnt even know how to LoS. I remember once killing a group of 4 and just receiving no damage, fault is on them their but HP recovery is OP in PvP.
Watch the so called unkillable "elite" fight to get this much deserved nerf nerfed
In the v7.0.0 PTS Patch notes:
FYI: We just added a missed note in the Combat & Gameplay section -
The Battle Spirit passive now also reduces your Health Recovery by 50%
Grabs popcorn...
Many people forget that recovery is already halved in combat. Now it's halved again. People on the forums actually claim health regen builds are "unkillable" and try to point to things like the 900 HP regen on Beekeeper's as proof. That's 225 HP/s.That's actually pretty good, but not for tank player I guess. Hope this'll reduce the number of (almost) unkillable tankSurely this is a positive thing for the game though! Unkillable PvP builds with massive health regen were destroying PvP.Ain't no one here ever run a 4k HP recovery build? You have a ridiculous amount of passive HP recovery add this on to your heals its seriously over the top. I used to run 4k HP recovery on a NB, I could stack dark shadow + vigor and 1vs1 I was unkillable it took 2 good players ulti dumping to kill me and this is when I didnt even know how to LoS. I remember once killing a group of 4 and just receiving no damage, fault is on them their but HP recovery is OP in PvP.Watch the so called unkillable "elite" fight to get this much deserved nerf nerfed
In the v7.0.0 PTS Patch notes:
FYI: We just added a missed note in the Combat & Gameplay section -
The Battle Spirit passive now also reduces your Health Recovery by 50%
Grabs popcorn...
https://forums.elderscrollsonline.com/en/discussion/570551/battle-spirit-health-recovery-debuff/p1
https://forums.elderscrollsonline.com/en/discussion/570630/watch-the-the-pvp-unkillables-throw-a-naffie/p1
https://forums.elderscrollsonline.com/en/discussion/570597/hp-regen/p1
Health regen builds were a meme somebody joked about months ago, folks, you weren't supposed to take them seriously.
Many people forget that recovery is already halved in combat. Now it's halved again. People on the forums actually claim health regen builds are "unkillable" and try to point to things like the 900 HP regen on Beekeeper's as proof. That's 225 HP/s.That's actually pretty good, but not for tank player I guess. Hope this'll reduce the number of (almost) unkillable tankSurely this is a positive thing for the game though! Unkillable PvP builds with massive health regen were destroying PvP.Ain't no one here ever run a 4k HP recovery build? You have a ridiculous amount of passive HP recovery add this on to your heals its seriously over the top. I used to run 4k HP recovery on a NB, I could stack dark shadow + vigor and 1vs1 I was unkillable it took 2 good players ulti dumping to kill me and this is when I didnt even know how to LoS. I remember once killing a group of 4 and just receiving no damage, fault is on them their but HP recovery is OP in PvP.Watch the so called unkillable "elite" fight to get this much deserved nerf nerfed
In the v7.0.0 PTS Patch notes:
FYI: We just added a missed note in the Combat & Gameplay section -
The Battle Spirit passive now also reduces your Health Recovery by 50%
Grabs popcorn...
https://forums.elderscrollsonline.com/en/discussion/570551/battle-spirit-health-recovery-debuff/p1
https://forums.elderscrollsonline.com/en/discussion/570630/watch-the-the-pvp-unkillables-throw-a-naffie/p1
https://forums.elderscrollsonline.com/en/discussion/570597/hp-regen/p1
Health regen builds were a meme somebody joked about months ago, folks, you weren't supposed to take them seriously.
Health regen builds were a meme somebody joked about months ago, folks, you weren't supposed to take them seriously.
Since this change affecting only PVP, it just shows how ZOS is out of touch with the player base & the current meta.
Going vamp stage 3 is already stronger on most specs and I also wonder, what's the point of nerfing HP regen when we are clearly in a one shot/burst meta.
Every - single - time they keep surprising me with these kind of decisions.
DreadDaedroth wrote: »Easy solution.
Don't halve it with battle spirit, let things as they are.
DreadDaedroth wrote: »Easy solution.
Don't halve it with battle spirit, let things as they are.
Artorias24 wrote: »No, beekeeper HP regen doesnt get cut in half in combat. So beekeeper gives you 450 HP/s. Combined with buff food and mutliplier you easily reach 3k HP regen wich is 1500 HP/s. Basicly a vigor running all the time.
Artorias24 wrote: »Many people forget that recovery is already halved in combat. Now it's halved again. People on the forums actually claim health regen builds are "unkillable" and try to point to things like the 900 HP regen on Beekeeper's as proof. That's 225 HP/s.That's actually pretty good, but not for tank player I guess. Hope this'll reduce the number of (almost) unkillable tankSurely this is a positive thing for the game though! Unkillable PvP builds with massive health regen were destroying PvP.Ain't no one here ever run a 4k HP recovery build? You have a ridiculous amount of passive HP recovery add this on to your heals its seriously over the top. I used to run 4k HP recovery on a NB, I could stack dark shadow + vigor and 1vs1 I was unkillable it took 2 good players ulti dumping to kill me and this is when I didnt even know how to LoS. I remember once killing a group of 4 and just receiving no damage, fault is on them their but HP recovery is OP in PvP.Watch the so called unkillable "elite" fight to get this much deserved nerf nerfed
In the v7.0.0 PTS Patch notes:
FYI: We just added a missed note in the Combat & Gameplay section -
The Battle Spirit passive now also reduces your Health Recovery by 50%
Grabs popcorn...
https://forums.elderscrollsonline.com/en/discussion/570551/battle-spirit-health-recovery-debuff/p1
https://forums.elderscrollsonline.com/en/discussion/570630/watch-the-the-pvp-unkillables-throw-a-naffie/p1
https://forums.elderscrollsonline.com/en/discussion/570597/hp-regen/p1
Health regen builds were a meme somebody joked about months ago, folks, you weren't supposed to take them seriously.
No, beekeeper HP regen doesnt get cut in half in combat. So beekeeper gives you 450 HP/s. Combined with buff food and mutliplier you easily reach 3k HP regen wich is 1500 HP/s. Basicly a vigor running all the time.
Buffing the base character hp regen (which is still stuck at 309 for some reason, compared to stam/mag recovery that starts at 514) and also the 2-4 pc item set bonuses to health recovery is the way to go.
For some reason, 5 pc bonuses to health recovery already treat 2-4 pc item set bonuses to health recovery as if they are valued at 387 (triple of what its actually at, 129) anyway. (math here: https://forums.elderscrollsonline.com/en/discussion/562332/stat-bonuses-to-health-recovery-are-inconsistent#latest)
If they made hp regen consistent by bumping up the 2-4 pc set bonuses to 387 hp regen (3x the 2-4 pc bonuses to mag/stam recovery, and also what current 5 pc bonuses to hp regen value it at) and also giving base characters a starting hp regen of 1542 (3x the base character mag/stam recovery), the hp regen stat should be leveled out across both pvp and pve, now that it is affected by battle spirit.
Starlight_Whisper wrote: »Stack that with new cp passive that gives you health regain for not using ultimate and troll king and have fun
Artorias24 wrote: »No, beekeeper HP regen doesnt get cut in half in combat. So beekeeper gives you 450 HP/s. Combined with buff food and mutliplier you easily reach 3k HP regen wich is 1500 HP/s. Basicly a vigor running all the time.
Don't know where you got this, but that's not how recovery works. Recovery outside of combat ticks for the value listed on your character sheet every second, whereas recovery in combat ticks for the listed value every two seconds, effectively halving the amount. Battle Spirit now applies a 50% reduction to Health Regen, meaning that in combat in PvP, Beekeeper's 900 HP regen now grants 450 Health every 2 seconds, which is 225HP/s. Base HP regen is 309, halved in combat and halved again with Battle Spirit to 77. Bewitched Sugar Skulls grants 462 HP regen, now 115. Where are you getting 1500 HP/s from 225+77+115? That's 417 HP/s. So with an entire set that doesn't even deal damage, Sugar Skulls, and base HP regen, you are getting 417 HP/s. This nerf is a mistake, fueled by players demanding changes to a mechanic they don't even understand.
OK, so concerning the health recovery changes, we are currently in the situation where health regen is:
a) Pretty useless in PvE since heals are just better
But at the same time:
b) Pretty strong in PvP, potentially even OP with certain builds
The main culprit of this is the fact that on the current live server, battle spirit doesn't affect health recovery, which is in stark contrast to all other heals and damage shields. So imo, the only logical way to find a balance for health regen in both PvE and PvP is indeed to apply battle spirit to it. So kudos to ZOS, this was long overdue.
However(!), ZOS forgot that for health regen to be balanced and useful in both PvE and PvP, they would first need to buff it across the board by a significant amount. To demonstrate this, lets compare a health regen set to healing sets under three different conditions: 1) current version on the live server with health regen unaffected by battle spirit, 2) the proposed changes on the PTS, with health regen just affected by battle spirit without buffing it first, and 3) my proposed changes, with health regen being buffed across the board and then affected by battle spirit. In this case, health regen should be buffed by a significant value (roughly between 40% and 80%). Here, I will suggest a value of 60%.
Now, lets see how a strong health regen set, like alessian order at cap, compares to healing sets like battalion defender or hitis heart. We will use an estimated boost to health regen via ingame buffs and passives (fortitude, heavy armor passives, sorc or dk passives) of 50% and an estimated buff to healing done + healing received of 20%. Furthermore, we will compare the values in case of PvP vs PvE.
Case 1)
- Alessian order gives up to 1320 * 1.5 = 1980 effective health recovery. This translates to pretty much unconditional (edit: as in you dont need to perform any action to get it) 1k healing per second. This value is true for both PvE and PvP.
- Battalion defender gives up to 2490 * 1.2 = 2988 healing per second in PvE, which would be halved to 2988 * 0.5 = 1494 healing in PvP. However, this healing is bound to blocking, and therefore needs someone to directly attack you and also actively uses resources and reduces your mobility. If we estimate an average of 1 block every 2 seconds, this set will heal for roughly 1.5k healing per second in PvE and 747 in PvP.
- Hitis heart will on average heal for 1020 * 1.2 * (10/12) = 1020 healing per second in PvE. This will translate to 510 healing per second in PvP. However, keep in mind that this is an AOE heal that also applies to your allies and has a minor cost reduction buff applied to it.
--> As you can see, health recovery is already weaker than healing sets in PvE (same healing as hitis but its only a selfish single target heal). However in PvP, due to not being affected by battle spirit, it is a much more beneficial, especially since it is not bound to any actions and passively heals you at all times, even when kiting and not casting any skills.
Case 2)
- Alessian order still gives roughly 1k health recovery in PvE, but this value is now halved in PvP for a measly 495 healing per second.
- Both battalion defender (with 1.5k healing in PvE and 747 in PvP if block every 2 seconds) and hitis heart (with 1k healing in PvE and 510 healing in PvP) stay the same.
--> Now the same problem we had in case 1) in PvE, now also applies to PvP, in that an aoe healing set like hitis heals for the same amount as a purely selfish single target health regen set like alessian. Furthermore, in PvE, healing sets still outperform health regen sets, so the PvE problem is not solved at all.
Case 3)
- Alessian order would now give up to 1320 * 1.6 = 2112 health recovery unbuffed on the 5 piece. In our example this would translate to 2112 * 1.5 = 3168 effective health recovery in PvE, or roughly 1.6k healing per second (more in line with our battalion defender example and stronger than the hitis aoe heal since it is only single target). Since it is now also affected by battle spirit, it would heal for 792 healing per second in PvP.
- Battalion defender and hitis heart still stay the same.
--> This change would lead to a big 60% buff of health recovery in PvE, making it more viable and competitive compared to healing sets, while at the same time leading to a 1.6 * 0.5 = 0.8 --> 20% nerf in PvP, reducing its effectiveness but not making it flat out useless as the 50% nerf in case 2) would do.
Im not sure if the 60% value is the right one, maybe it should be 50%, maybe it should be 70%. But I'm 100% sure that without buffing health regen beforehand, it will become a useless stat to build for in any content, so I hope ZOS will have a look at this. Now, asking the community, what are your thoughts? Would this be a good approach to find a balanced spot for health regen in both PvE and PvP?
The nerf is not a mistake, I am tired of werewolves plebtards with 5k+ health regen and Impossible to take down 1vs1. I always hated passive hp regen that just saves you for doing nothing.
Getting 1k health every 2 seconds in combat is fair, getting 5k or 8k without active healing it's broken carry level.
A good step in the right direction.
Many people forget that recovery is already halved in combat.
The nerf is not a mistake, I am tired of werewolves plebtards with 5k+ health regen and Impossible to take down 1vs1. I always hated passive hp regen that just saves you for doing nothing.
Getting 1k health every 2 seconds in combat is fair, getting 5k or 8k without active healing it's broken carry level.
A good step in the right direction.
Even if someone DID achieve 5k health regen, that's a whopping 1250 HP/s, and zero damage, for literally their entire build. Which anyone can now achieve with a single proc set and far more damage, since the healing now scales with their damage stats.
Starlight_Whisper wrote: »Stack that with new cp passive that gives you health regain for not using ultimate and troll king and have fun
Ah yes, let me just give up my entire ultimate, along with a CP slot,
Many people forget that recovery is already halved in combat.
You seem to have the misconception that the health recovery you see on your stat sheet is halved when you are in combat. However, this is not the case! The health recovery in combat is exactly what the stat sheet shows, and instead the stat sheet value is doubled when outside of combat (it still ticks every 2 seconds).
Artorias24 wrote: »No, beekeeper HP regen doesnt get cut in half in combat. So beekeeper gives you 450 HP/s. Combined with buff food and mutliplier you easily reach 3k HP regen wich is 1500 HP/s. Basicly a vigor running all the time.
Many people forget that recovery is already halved in combat.
You seem to have the misconception that the health recovery you see on your stat sheet is halved when you are in combat. However, this is not the case! The health recovery in combat is exactly what the stat sheet shows, and instead the stat sheet value is doubled when outside of combat (it still ticks every 2 seconds).
That's literally half the value. It's doubled outside combat, so half inside combat. If you hover over the health regen stat on your character sheet, it tells you that the listed value is what you receive in combat every two seconds. Thank you for pointing out that health regen out of combat still ticks every two seconds though.
The point is, the ones asking for these nerfs don't realize health regen is already halved in combat. In PvP, you are always in combat when it matters. Even when you aren't actually fighting something, you're STILL sometimes in combat because the combat state is so bugged. So now that Battle Spirit halves HP regen again, HP regen in PvP has 25% effectiveness. No other stat is impacted so heavily. Damage is only reduced by 44%, shields by 50%, even healing works at half effectiveness.Artorias24 wrote: »No, beekeeper HP regen doesnt get cut in half in combat. So beekeeper gives you 450 HP/s. Combined with buff food and mutliplier you easily reach 3k HP regen wich is 1500 HP/s. Basicly a vigor running all the time.
Equipping an entire 5 pc set of Beekeeper's just to get 225 HP/s is a complete ripoff compared to slapping one of the half-dozen healing proc sets that grant 2k+ HP/s, and still give over 1k HP/s in PvP.
Artorias24 wrote: »Again the regen you get from beekeeper doesnt get halved in combat. Same goes for every other recovery you have. Would be not so smart having a set giving you a value that gets cut in half then moment it gets necessary right?
Just do some testing and you will see.
Artorias24 wrote: »Again the regen you get from beekeeper doesnt get halved in combat. Same goes for every other recovery you have. Would be not so smart having a set giving you a value that gets cut in half then moment it gets necessary right?
Just do some testing and you will see.
Look, man, I literally do not know how else to say this, but that's completely wrong. Please try it. Recovery is halved in combat. You get half as much recovery in combat as you do outside of combat, for Health, Stamina, and Magicka. I have tested this. It's right there on your character sheet. It's been this way for years. Beekeeper's is not giving you 900 HP/s in combat. And after this patch, it's going to grant 450 every 2 seconds in PvP combat, for a whopping 225/s. Winter's Respite grants 2358 HP/s to all allies, and in PvP it's 1179 HP/s to all allies. 225 HP/s to just yourself /= 1179 HP/s to you and all allies.
Artorias24 wrote: »The HP regen i see in my character stat is the HP regen i have while being in combat. And when i put beekeeper on it increases by 900 (+ modifiers). Out of combat its is more since all your regen is increased out of combat.
you just don't understand how regeneration works in this game
Artorias24 wrote: »The HP regen i see in my character stat is the HP regen i have while being in combat. And when i put beekeeper on it increases by 900 (+ modifiers). Out of combat its is more since all your regen is increased out of combat.
Recovery is doubled outside combat; it ticks at the same rate but heals for twice as much. The HP regen you see is every two seconds in combat. That's 900/2 = 450/s. Hover over the HP regen tooltip, it should clarify that. After the Battle Spirit nerf, that will be 450 every 2 seconds, which is 225/s. Meanwhile, Winter's Respite heals for 1179, which is over 5 times as much, in an AOE to everyone, scales off Stamina/Magicka and isn't getting nerfed. Nor am I asking for it to be nerfed. I am just trying to understand why players latched onto HP regen of all things as the new trendy thing to be nerfed. Are we just nerfing stuff for the sake of nerfing now? Or is it just a scapegoat?you just don't understand how regeneration works in this game
...And you do? If there's something I missed, then by all means, please explain. Why is Beekeeper being nerfed down to 225 HP/s necessary when Winter's Respite grants over five times as much healing to all allies?
Artorias24 wrote: »That is what i am trying to explain. On live beekeeper gives 450/hps. With new battlespirit on pts it will get down to 225/hps. In your first post you said HP recovery is already getting halved in combat wich i tried to tell you. It is Not. Only with the new battlespirit