techyeshic wrote: »Un-nerfing crit resist would help. A lot of spikes are from high crit and guarantees of it out of stealth.
colossalvoids wrote: »It's not that drastically different from their mitigation idea tbh, at least the problems are staying anyway. Players without skill and even gear will still die, balance passes will be still "no ETA" and ball groups will be running but with just more survivability in their kit.
Edit: I have no idea what zos can do at this point as they already messed too much and gone full circle back on lots of problems throughout years. We need to broke the circle somehow and not rotate same problems.
relentless_turnip wrote: »colossalvoids wrote: »It's not that drastically different from their mitigation idea tbh, at least the problems are staying anyway. Players without skill and even gear will still die, balance passes will be still "no ETA" and ball groups will be running but with just more survivability in their kit.
Edit: I have no idea what zos can do at this point as they already messed too much and gone full circle back on lots of problems throughout years. We need to broke the circle somehow and not rotate same problems.
I agree they are ignoring core issues and as a result changing mitigation will make some issues much worse.
Increasing health is slightly better because it is finite. Mitigation helps you even on low health. The mitigation they're offering can't be penetrated either. I don't want them to change things in this fashion, but if they're going to better health than percentage mitigation IMO.
colossalvoids wrote: »It's not that drastically different from their mitigation idea tbh, at least the problems are staying anyway. Players without skill and even gear will still die, balance passes will be still "no ETA" and ball groups will be running but with just more survivability in their kit.
Edit: I have no idea what zos can do at this point as they already messed too much and gone full circle back on lots of problems throughout years. We need to broke the circle somehow and not rotate same problems.
techyeshic wrote: »Un-nerfing crit resist would help. A lot of spikes are from high crit and guarantees of it out of stealth.
Tommy_The_Gun wrote: »Tbh. All they need to do is to revert battle spirit health recovery nerf. All troubles with TTK being too low started with it. No need to make dmg taken reduction higher imho.
I've said it before, and I'll say it again:
In group settings, you select your character's "role."
That role is a "tag", and battlespirit should give you a buff and nerf depending on your role:
Tank: +buffs and debuffs by 10%, -damage done by 10%
DD: +damage done by 10%, -healing done by 20%
Healer: +healing done by 20%, -damage done by 20%
Healer+dps, and Tank+dps hybrid builds are what make the combat imbalanced. If you want survivability, be a tank or healer. But if you want to do damage, you better have a healer or tank to support you.
The people who disagree are usually someone who taunts players to follow them and heals through all their attacks, then attacks them and kills them. You can't have both. You should be out of resources also if you're healing through someone else's attacks.
It's not about building smart, it's about how it's game-breaking. The lack of build variety comes from not having a divide between roles.
I've said it before, and I'll say it again:
In group settings, you select your character's "role."
That role is a "tag", and battlespirit should give you a buff and nerf depending on your role:
Tank: +buffs and debuffs by 10%, -damage done by 10%
DD: +damage done by 10%, -healing done by 20%
Healer: +healing done by 20%, -damage done by 20%
I've said it before, and I'll say it again:
In group settings, you select your character's "role."
That role is a "tag", and battlespirit should give you a buff and nerf depending on your role:
Tank: +buffs and debuffs by 10%, -damage done by 10%
DD: +damage done by 10%, -healing done by 20%
Healer: +healing done by 20%, -damage done by 20%
Healer+dps, and Tank+dps hybrid builds are what make the combat imbalanced. If you want survivability, be a tank or healer. But if you want to do damage, you better have a healer or tank to support you.
The people who disagree are usually someone who taunts players to follow them and heals through all their attacks, then attacks them and kills them. You can't have both. You should be out of resources also if you're healing through someone else's attacks.
It's not about building smart, it's about how it's game-breaking. The lack of build variety comes from not having a divide between roles.