relentless_turnip wrote: »I think reducing healing makes sense personally.
relentless_turnip wrote: »I think reducing healing makes sense personally.
How does it make sense? (Genuinely curious)
relentless_turnip wrote: »I think reducing healing makes sense personally.
How does it make sense? (Genuinely curious)
Tommy_The_Gun wrote: »Currently on live server we have 44% damage reduction and 50% healing reduction.
So we will have 6% less dmg taken (50%), but 5% less healing (55%). It sound "ok" I guess. Probably wont be as impactful for builds that are already tanky, but will give less tanky players tiny bit more time to react.
The only thing that worries me is Major Protection on Flare. 10% less damage taken just for slotting an ability. It imho can have a game - breaking potential build-wise.
Ragnaroek93 wrote: »They nerf healing and meanwhile magsorc gets a free pass again...
Ragnaroek93 wrote: »They nerf healing and meanwhile magsorc gets a free pass again...
YandereGirlfriend wrote: »Ragnaroek93 wrote: »They nerf healing and meanwhile magsorc gets a free pass again...
The Ball of Lightning change was fairly cataclysmic to the utility of that skill.
It now won't help at all when fighting outnumbered and even against something as mundane as Force Pulse it's only going to stop like 1 of the 3 damage ticks.
It also completely stripped it from having any group utility.
IMO, it's not really worth a slot anymore, which is never a good outcome when developers touch a skill - since it means that they have failed in their attempt to balance it.
YandereGirlfriend wrote: »Ragnaroek93 wrote: »They nerf healing and meanwhile magsorc gets a free pass again...
The Ball of Lightning change was fairly cataclysmic to the utility of that skill.
It now won't help at all when fighting outnumbered and even against something as mundane as Force Pulse it's only going to stop like 1 of the 3 damage ticks.
It also completely stripped it from having any group utility.
IMO, it's not really worth a slot anymore, which is never a good outcome when developers touch a skill - since it means that they have failed in their attempt to balance it.
The damn thing barely even worked for me. Now it definitely won't xD
Tommy_The_Gun wrote: »Currently on live server we have 44% damage reduction and 50% healing reduction.
So we will have 6% less dmg taken (50%), but 5% less healing (55%). It sound "ok" I guess. Probably wont be as impactful for builds that are already tanky, but will give less tanky players tiny bit more time to react.
Tommy_The_Gun wrote: »Currently on live server we have 44% damage reduction and 50% healing reduction.
So we will have 6% less dmg taken (50%), but 5% less healing (55%). It sound "ok" I guess. Probably wont be as impactful for builds that are already tanky, but will give less tanky players tiny bit more time to react.
The only thing that worries me is Major Protection on Flare. 10% less damage taken just for slotting an ability. It imho can have a game - breaking potential build-wise.
Tommy_The_Gun wrote: »Currently on live server we have 44% damage reduction and 50% healing reduction.
So we will have 6% less dmg taken (50%), but 5% less healing (55%). It sound "ok" I guess. Probably wont be as impactful for builds that are already tanky, but will give less tanky players tiny bit more time to react.
The only thing that worries me is Major Protection on Flare. 10% less damage taken just for slotting an ability. It imho can have a game - breaking potential build-wise.
You don't need to worry about Major protection on a useless skill. Major protection the way it is now is somewhat beneficial to a squishy character, but to a tankier one, it is not so much due to the multiplicative effect. The more mitigation you have the less effective the next mitigation percentage is.
What I worry about is the loud minority in the forum. If ZOS continues to listen to this forum, they are going to end up with a worthless game, and at the end the majority will leave. My case on point will be the no proc campaigns. ZOS has a great opportunity to find out if the voice of this forum really represent the player base. And you all can prove me wrong. But after everyone and there mothers in this forum asked for no proc campaign, I bet the no proc campaigns will be Empty. Yeap ZOS pay attention!!!
relentless_turnip wrote: »I think reducing healing makes sense personally.
By reducing healing taken and increasing base effective health by increasing damage reduction, we hope to see less situations of insane burst tearing players apart, but also similar or less situations where healing supplements your ability to sustain constant pressure.
relentless_turnip wrote: »I think reducing healing makes sense personally.
How does it make sense? (Genuinely curious)
neferpitou73 wrote: »Tommy_The_Gun wrote: »Currently on live server we have 44% damage reduction and 50% healing reduction.
So we will have 6% less dmg taken (50%), but 5% less healing (55%). It sound "ok" I guess. Probably wont be as impactful for builds that are already tanky, but will give less tanky players tiny bit more time to react.
The only thing that worries me is Major Protection on Flare. 10% less damage taken just for slotting an ability. It imho can have a game - breaking potential build-wise.
You don't need to worry about Major protection on a useless skill. Major protection the way it is now is somewhat beneficial to a squishy character, but to a tankier one, it is not so much due to the multiplicative effect. The more mitigation you have the less effective the next mitigation percentage is.
What I worry about is the loud minority in the forum. If ZOS continues to listen to this forum, they are going to end up with a worthless game, and at the end the majority will leave. My case on point will be the no proc campaigns. ZOS has a great opportunity to find out if the voice of this forum really represent the player base. And you all can prove me wrong. But after everyone and there mothers in this forum asked for no proc campaign, I bet the no proc campaigns will be Empty. Yeap ZOS pay attention!!!
It still irks me when people say flare is useless, it's a really good skill when used in the right context. But I've already gotten into that elsewhere so I won't drag it into here.
But everything else I'm in perfect agreement with. If the large guilds in Ravenwatch go it's going to be dead as a doornail. I already know some are leaving. All to please what seems to me a vocal minority in the fandom who will probably abandon what's left of the campaign in a few months anyway when the gameplay gets stale.
Battle Spirit:
Reduced the damage taken bonus to 50% on this effect, down from 55%.
Increased the healing received penalty to 55%, up from 50%.
We will no longer detail the “effective strength” of these changes to prevent potential confusion.
No, no no no. 55% was too much, 50% is what the community has been asking for on the forums since the PTS changes. The reduction of healing by making the penalty 55% to 50% just negates the entire purpose of bumping Battle Spirit up to 50%.
Please make healing 50% reduced and damage taken 50% reduced. That's all we want. That's all thats needed.
Wolf_Watching wrote: »Battle Spirit:
Reduced the damage taken bonus to 50% on this effect, down from 55%.
Increased the healing received penalty to 55%, up from 50%.
We will no longer detail the “effective strength” of these changes to prevent potential confusion.
No, no no no. 55% was too much, 50% is what the community has been asking for on the forums since the PTS changes. The reduction of healing by making the penalty 55% to 50% just negates the entire purpose of bumping Battle Spirit up to 50%.
Please make healing 50% reduced and damage taken 50% reduced. That's all we want. That's all thats needed.
Like very happy it was reduced. However this healing change only hurts solo or small scale, not groups. Please just do 50% and 50%. That’s the general rule. Idek what to say. Please.