Ragnaroek93 wrote: »Also where are the class changes which you promised? Why is Templar the only class which gets love and the other vanilla classes are treated like they don't exist?
TheEndBringer wrote: »Urzigurumash wrote: »TheEndBringer wrote: »Urzigurumash wrote: »Regarding the nerf to Damage in Battlespirit, what if Healing were proportionally reduced? Does that sound good or bad? This would still be bad for NBs, comparatively - maybe unless Cloak became harder to break, which it might be.
I get what you're saying but imo, instead of countering a ridiculous nerf to damage with a ridiculous nerf to healing, maybe do neither.
Yeah the most nuanced solution to some of the current issues in my view is - a buff to mitigation solely for ungrouped players in No CP, including all 4 members in Solo Queue. Here is where TTK is in fact a bit too low, in my opinion. The pace in CP Cyro feels pretty good post MYM.
That's kind of what happens when you don't run CP. But they could buff it in no cp and not screw over the majority of players.
OlumoGarbag wrote: »Should leave Battlespirit as is, the new CP will help more than enough with tankyness.
Inner Beast Pve Only.
The time to kill in non-cp/ battlegrounds is close 1 second tho. With inner beast this will turn into a oneshot or be oneshotted duell.
I Think cp potency should be reduced by half via battlespirit that way cps can still be balanced for PVE.
OlumoGarbag wrote: »Should leave Battlespirit as is, the new CP will help more than enough with tankyness.
Inner Beast Pve Only.
The time to kill in non-cp/ battlegrounds is close 1 second tho. With inner beast this will turn into a oneshot or be oneshotted duell.
I Think cp potency should be reduced by half via battlespirit that way cps can still be balanced for PVE.
Urzigurumash wrote: »TheEndBringer wrote: »Urzigurumash wrote: »TheEndBringer wrote: »Urzigurumash wrote: »Regarding the nerf to Damage in Battlespirit, what if Healing were proportionally reduced? Does that sound good or bad? This would still be bad for NBs, comparatively - maybe unless Cloak became harder to break, which it might be.
I get what you're saying but imo, instead of countering a ridiculous nerf to damage with a ridiculous nerf to healing, maybe do neither.
Yeah the most nuanced solution to some of the current issues in my view is - a buff to mitigation solely for ungrouped players in No CP, including all 4 members in Solo Queue. Here is where TTK is in fact a bit too low, in my opinion. The pace in CP Cyro feels pretty good post MYM.
That's kind of what happens when you don't run CP. But they could buff it in no cp and not screw over the majority of players.
Right, if ever there were a time to give each mode a different Battlespirit, now might be it.
Still, I'm not convinced, even in CP, if Healing were nerfed commensurately to Damage that this wouldn't be a fun patch. I'm really not sure. Again I'm a DK, so that would probably work out pretty well for us. Outside of this genre I slightly favor Fighting Games over FPS, to further clarify my biases.
I think it's important in debate to confess your biases, and of course to affirm the Socratic Paradox. https://en.wikipedia.org/wiki/I_know_that_I_know_nothing
About this one issue, the increased mitigation, if I had to wager, I'd say we'll see our mitigation increased less by the end of PTS, but, I'm still interested in how others think a Reduced Damage + Reduced Healing change would pan out.
Lughlongarm wrote: »-Flare - Can give major protection, but not passively. Give it the same duration as the reveal.
-Add another CP that reduces damage from stealth attacks by 20%.
TheEndBringer wrote: »Lughlongarm wrote: »-Flare - Can give major protection, but not passively. Give it the same duration as the reveal.
-Add another CP that reduces damage from stealth attacks by 20%.
As much as I hate giving away major protection the first one is perfectly acceptable. Get protection so long as flare is active.
The second one is even worse than giving away major protection. Everyone will slot it (because there are not enough good red tree buffs) which leads to the same conclusion: death to NBs.
Urzigurumash wrote: »TheEndBringer wrote: »Urzigurumash wrote: »TheEndBringer wrote: »Urzigurumash wrote: »Regarding the nerf to Damage in Battlespirit, what if Healing were proportionally reduced? Does that sound good or bad? This would still be bad for NBs, comparatively - maybe unless Cloak became harder to break, which it might be.
I get what you're saying but imo, instead of countering a ridiculous nerf to damage with a ridiculous nerf to healing, maybe do neither.
Yeah the most nuanced solution to some of the current issues in my view is - a buff to mitigation solely for ungrouped players in No CP, including all 4 members in Solo Queue. Here is where TTK is in fact a bit too low, in my opinion. The pace in CP Cyro feels pretty good post MYM.
That's kind of what happens when you don't run CP. But they could buff it in no cp and not screw over the majority of players.
Right, if ever there were a time to give each mode a different Battlespirit, now might be it.
Still, I'm not convinced, even in CP, if Healing were nerfed commensurately to Damage that this wouldn't be a fun patch. I'm really not sure. Again I'm a DK, so that would probably work out pretty well for us. Outside of this genre I slightly favor Fighting Games over FPS, to further clarify my biases.
I think it's important in debate to confess your biases, and of course to affirm the Socratic Paradox. https://en.wikipedia.org/wiki/I_know_that_I_know_nothing
About this one issue, the increased mitigation, if I had to wager, I'd say we'll see our mitigation increased less by the end of PTS, but, I'm still interested in how others think a Reduced Damage + Reduced Healing change would pan out.
Reducing healing favors specs utilizing shields or evasion or other means of damage avoidance (purge) as their defense.
That's Templar but mainly Magsorc, Stamnb ( not mentioning magnb because it's so trash).
And ofc Necro and stamden as their healing and survivability is so much higher than others which will still be the case after a flat healing nerf.
The result will be that survivability is insanely high especially when you have a pocket healer (as the mitigation prevents you from ever getting bursted) or really low if you're playing a spec that's reliant on healing to survive.
People will either go full tank or full damage with a pocket healer and even fights won't end.
Pocket healer + max dmg vs pocket healer vs max dmg cancel each other.
Tank vs tank doesn't end either.
The mitigation on Pts is simply too high and the easiest way to preserve the currently rather decent meta is by tuning down the extra mitigation to an acceptable value.