First, thank you for the shift back to 50% from 55% on the damage taken.
A few questions;
1. Can you clarify that the healing received is a reduction in healing received and not misstated?
While we all know some of the healing is out of hand, it really has more to do with so many separate instances of the same HoTs stacking. It would seem this reduction in healing received is actually counter productive to the damage taken shift. Can you clarify where the data was pulled form or give some formulaic examples as to how you guys came to this conclusion?
2. Does the team not feel the reduction in damage taken will not further exacerbate the Vampire epidemic? (+pariah, armor master, swift, etc. - i'm guilty of using this cheese myself on multiple toons and can confirm the difference between having s3 vamp and not, in conjunction.)
Is the healing received change in regard to this? Would it not be simpler to change the Undeath passive modifier to be something similar but stronger to protection? i.e. perhaps 15%-21%, 5%-7% per stage even perhaps from 100% health. (The Psijic passive should be considered as well. Pre nerf, back when it was 30% before, I was able to stand in stupid with a full raid group beating on me while I healed and filled resources on multiple toons.)
3. Wouldn't a battle spirit reduction in resource recoveries of some sort be more productive to countering stalemates? Even with Stage 4 vampire, I'm clearing 2-3k recovery + racial or glyph cost reductions on some toons. I'm endless. Especially if I'm standing in my rune and ritual on my templar. (Which is ridiculous also, btw.)
4. Are you aware of the current actual tank meta? Do we think this will drive the trend in the other direction by granting more damage taken reduction and people won't build as tanky? The healing reduction, and question #1 kind of address this as well.
Serious questions based on observation and how things currently look to compute. Can we get some further input on the matter from someone on the team?
Segment from patch notes copied below.
Thanks!
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.
Developer Comment:
Spoiler
After sifting through much of the feedback and data provided with dueling and theoretical encounters, we’ve dialed back some of the added mitigation to Battle Spirit. Additionally, we’ve heard much of the discussion on fears that the changes to damage reduction in their current state will cause a heavy resurgence of stalemating encounters, so we’ve also reduced the healing received in these environments in effort to counteract this. 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.