RedFireDisco wrote: »
the "burst" heal in pvp on 29 k is about 3k health. If you think that's the reason they're beating you then I can't elaborate.
That's 2 ticks of my rally.
Not saying you're lying...
But it's more than that even when not in heavy.
Also, Rally doesn't tick anymore, it's just a burst, so not sure when the last time you used rally is and when you even played pvp last...
Edit: just tried it in pvp.
Imperial, 27.5k health with 2% in healing received CP and 7 medium (so no boost from heavy) I get a 4.8k heal non proc, away from a keep.
It takes 6 seconds for Rally to heal that much.
Soothing spores heals for 5179.
Have 4.8k weapon damage.
Keep in mind this is in no proc cyrodiil as well, so no crazy sets, just raw stats. No heavy, no keep healing passive, no extra healing modifiers at all. Cba putting all heavy on to try.
In PVE it's 8309. So I think tanks, in heavy, often with more healing received in CP and some sets having it, with way more than 27.5k health will be fine, even after the nerf (which will apply to base, not after multipliers).
MurderMostFoul wrote: »
Mathematically, if something is 20% stronger than it should be, the appropriate nerf is a 16.67% reduction.
Sorry, I'll keep my nerd to myself next time...
fair point, could you math out how much it was overperforming to receive a 20% nerf?
MurderMostFoul wrote: »
Not saying you're lying...
But it's more than that even when not in heavy.
Also, Rally doesn't tick anymore, it's just a burst, so not sure when the last time you used rally is and when you even played pvp last...
Edit: just tried it in pvp.
Imperial, 27.5k health with 2% in healing received CP and 7 medium (so no boost from heavy) I get a 4.8k heal non proc, away from a keep.
It takes 6 seconds for Rally to heal that much.
Soothing spores heals for 5179.
Have 4.8k weapon damage.
Keep in mind this is in no proc cyrodiil as well, so no crazy sets, just raw stats. No heavy, no keep healing passive, no extra healing modifiers at all. Cba putting all heavy on to try.
In PVE it's 8309. So I think tanks, in heavy, often with more healing received in CP and some sets having it, with way more than 27.5k health will be fine, even after the nerf (which will apply to base, not after multipliers).
Seraphayel wrote: »People seem to not understand the problem with Arctic Blast.
Mainly it’s a direct heal with an additional heal over time effect.
BUT on top of that
... it deals AoE damage
... it applies an AoE stun
... it applies AoE Chill
... which further increases Warden‘s damage
How can y’all not see that this skill is completely overloaded in what it does and on top of that it does that all on multiple targets at once. Like honestly.
RedFireDisco wrote: »
Meant vigor
FangOfTheTwoMoons wrote: »It's definitely fair.
Personally, I'd give up the stun just to see the healing reduced by 10% instead of 20%.
I disagree. Tanks shouldn't be able to heal as much (or DPS). There needs to be more of a dependency on healers in this game since it is a MMO that uses the holy trinity.
I've always viewed "the trinity" as including the Tank having capacity to keep themselves alive while the healer is putting out group or single buffs on the tank and keeping the dps alive
personally I would have dropped out the damage of the skill, or made it not scale on HP builds instead of damage stats anymore
and maybe even removed the damage over time effect from the multi-heal morph; it would be nice to be able to use this skill to keep alive while helping people Hard Mode the Crypt of Hearts 2 without risk of killing the ghosts in the process
Over the years in MMO's that use the holy trinity, tanks were keeping themselves alive through damage mitigation not heals. Heals is the healers job.
[snip] If Zenimax would have actually compared all heals on different classes with the same health and damage stats, they would have found that Arctic Wind already was the weakest burst heal in the game. Only underpassed by the likes of Combat Prayer.
[Edited for Baiting]
blistb16_ESO wrote: »Polar wind will become useless in pvp since you will need 60k HP to do the same healing than other burst heal in the game. The heal was too strong before the free 1k damage. Now it's fine, and they nerf it for a reason that doesn't exist anymore. Well done.
Used to be my favourite class but it's awful now
Jeffrey530 wrote: »Roll a warden and go play battleground, you'll see why this nerf is needed.
Ceejengine wrote: »Why does an AoE damage + CC even heal in the first place? I love my warden build and I will love it after this fix.
Wayyy too strong.
More like "Massive Warden Nerf Way Overdue". It's far past time for the best PvP class in the game to receive some adjustments, and far past time for the same people abusing the class to stop defending it in its completely busted state.
It would be nice for other classes to finally be viable. No, Necro doesn't count.
Seem to recall it being a heal first, maybe heal + damage
it used to be a skill where it was a single target stun as well as a heal
it makes more snes as a heal in the Warden toolkit tho -- there is already Gripping Shards as an AoE damage + CC skill that does damage scaling based on health
having damage or CC effects on a heal skill does not make a lot of snes, but seem to recall ZOS having some sort of "point" system where they add or subtract effects from skills based on how much points the skill totals up to, then consider the skills balanced based on if their points match up rather than based on what actual effects it has
Am just not certain why the heal is being decreased of all directions to take with this skill
remove the damage over time effect, and leave tanks with a powerful burst heal rather than having us constantly activating a heal skill every 5 seconds regardless of how much damage we have taken, in order to keep our DPS count up because this game is all about DPSing as fast as you can
tone the Stun back down to the single-target it was before,
make it so the damage no longer scales off of Health stat so players who want to use it have to choose between a good self heal (keep the heal based on Health) or damage output
stop messing with my heals tho QQ
YandereGirlfriend wrote: »
It doesn't really make sense as a heal at all considering that Wardens literally have an entire Green Balance dedicated healing skill tree in their class kit.
ZOS really should have kept the clear thematic delineation and stashed all of the healing abilities in there.
to be fair, the skill lines were never that great at being based on damage/healing/tanking, or else it would be on me to point out that a skill that self-heals and applies the Chilled effect for a Maim that reduces damage enemies do makes consistent sense in the tank skill line while a damage over time effect does not really; the AoE stun arguably fits the idea of tanks locking down enemies/groups of enemies
but then it starts to be questions of things like why there are defensive buffs or skills dedicated to resource regeneration in the damage (Animal Companions) tree
ZOS did at one point have more of a distinction to the skill trees, when they also had more distinction to the classes (Remember when playing Dragonknight was the only way to have a tank class with a Chains skill?)
in accord with the implication you make tho -- would be perfectly glad to see the heal dropped from Arctic Wind entirely and see Living Vines scale with Health Stat and provide a more meaningful burst heal based around that stat
but I'm pretty sure the skill was designed with the intent of the Healer applying it to the tank, rather than having the Tank reliably self-apply like Arctic Wind has done