ifDoubtNerfIt wrote: »As a stamina dd you should use Vigor anyways, no reason to use critical surge for the heals. It already gives you 20% to weapon and spell damage so the heals not being the best in the game balances the skill out. And on top of that it's a 33s long ability.
Imo, it being a 33s long fire and forget skill even makes it more powerful than most of the self heals in the game.
As a magicka dd you should be able to rely on the heal alone, but if you need burst heals just use flying pet, the damage morph of the pet is lackluster anyways.
I disagree. Even with 33% crit chance, critical surge will proc reliably because it has a 1 second internal cooldown, and most players will be dealing at least 3 instances of damage per second (hurricane tick, light attack, instant spammable, just one example).
The only time you might want to not run it is if you're playing a malacath build, but even then, your crit rate will probably be 25%, which is enough to proc the heal every 2 to 3 seconds when engaging.
Again, I think the focus should be making power surge a better option for non crit builds, because critical surge is excellent at what it does.
First let me just say that Critical Surge is very strong when you can proc it reliably. I wouldn’t ask for a buff to an ability that may cause imbalance, but this is simply not the case anymore.
With the removal of medium armor crit chance, Critical Surge has become very unreliable as a form of self heal. You would have to sacrifice an entire 5-bonus set to get your crit chance up to a workable amount (usually around 35%). In comparison, a stamblade can get past 30% crit chance by simply existing.
What’s even more confusing for me in terms of game design is that while stamblade is a class that is built around critical damage, its offensive self heal (Leeching Strikes) does not require dealing critical damage. Meanwhile, a stamsorc’s offensive self heal requires dealing critical damage, but the class has zero crit chance bonuses…
You can argue that the light/heavy attack condition of Leeching Strikes makes it harder for stamblade to use reliably, but any good stamblade weaves a lot of light/medium attacks in their combo. Not only that, but the proc condition fully supports a hit and run playstyle because you don’t have to deal with randomness. While Critical Surge’s advantage is being able to proc on any sources of damage, it is much more unreliable as a self heal in a hit and run build compared to Leeching Strikes. It also requires you to stack as many damage sources as possible, while being near as many people as possible to maximize your chance of proccing it. It simply doesn’t make sense with how the class was built.
What I want to propose is a slight rework to Critical Surge to make it more efficient compared to other offensive self heals. I’d suggest removing the crit damage condition altogether, giving the ability a 100% proc chance. However, the tooltip also needs to be adjusted to a much lower value for balance reasons. I’d say halving the healing value is a good start.
Some people may disagree with my proposal, but I think everyone can agree that Critical Surge in the current patch feels very lack luster.
francesinhalover wrote: »First let me just say that Critical Surge is very strong when you can proc it reliably. I wouldn’t ask for a buff to an ability that may cause imbalance, but this is simply not the case anymore.
With the removal of medium armor crit chance, Critical Surge has become very unreliable as a form of self heal. You would have to sacrifice an entire 5-bonus set to get your crit chance up to a workable amount (usually around 35%). In comparison, a stamblade can get past 30% crit chance by simply existing.
What’s even more confusing for me in terms of game design is that while stamblade is a class that is built around critical damage, its offensive self heal (Leeching Strikes) does not require dealing critical damage. Meanwhile, a stamsorc’s offensive self heal requires dealing critical damage, but the class has zero crit chance bonuses…
You can argue that the light/heavy attack condition of Leeching Strikes makes it harder for stamblade to use reliably, but any good stamblade weaves a lot of light/medium attacks in their combo. Not only that, but the proc condition fully supports a hit and run playstyle because you don’t have to deal with randomness. While Critical Surge’s advantage is being able to proc on any sources of damage, it is much more unreliable as a self heal in a hit and run build compared to Leeching Strikes. It also requires you to stack as many damage sources as possible, while being near as many people as possible to maximize your chance of proccing it. It simply doesn’t make sense with how the class was built.
What I want to propose is a slight rework to Critical Surge to make it more efficient compared to other offensive self heals. I’d suggest removing the crit damage condition altogether, giving the ability a 100% proc chance. However, the tooltip also needs to be adjusted to a much lower value for balance reasons. I’d say halving the healing value is a good start.
Some people may disagree with my proposal, but I think everyone can agree that Critical Surge in the current patch feels very lack luster.
i use thief mundus, and i have 50% crit more or less atm.
i think (without thief mundus) 30% crit chance might work for crit surge, remember stam sorce has hurricane
I'm actually very disappointed to see a lot of people failing to recognize Crit Surge's failure at being a good ability for stamsorc in recent patches. It makes me not want to create threads like this to voice my opinion for the class. Oh well, people are allowed to believe whatever they want but I hope they put in the time to try the ability for themselves to see what I mean.
But I really don't think the ability is as bad as some players are making it out to be, and the math proves that.
Nord_Raseri wrote: »I run a nord stamsorc for pve. My crit ranges 57-67%. I'd like to keep crit surge as is.
Crit surge only really works well if you either have high crit chance or multiple sources of damage. It's not a problem if you are in a build that stacks 5-6 sources of damage, and I actually have a build like that. It's a problem when you are going for more of a bursty playstyle where most of your damage comes from burst instead of sustained pressure. That's what I'm trying to bring up. The fact that a core healing ability relies on RNG is detrimental to any PvP gameplay. What would people think if Spirit Guardian or Leeching Vines had a proc condition similar to crit surge?
I made the comparison between crit surge and leeching strike because both classes play very similarly. Even if a NB and a sorc run the exact same build and do the same rotation, the NB is guaranteed to heal for ~700 hp, while the sorc has a chance at proccing a ~1600 hp heal. The heal is greater, but with a low crit chance you don't always crit for every GCD. Simple math applied to the examples above show that over those 3 seconds, a NB using leeching strikes would have healed for 2100 hp, which is 500 hp more than crit surge's healing. Over the course of a long fight, there is no doubt that crit surge would fall behind even more.
the1andonlyskwex wrote: »Crit surge only really works well if you either have high crit chance or multiple sources of damage. It's not a problem if you are in a build that stacks 5-6 sources of damage, and I actually have a build like that. It's a problem when you are going for more of a bursty playstyle where most of your damage comes from burst instead of sustained pressure. That's what I'm trying to bring up. The fact that a core healing ability relies on RNG is detrimental to any PvP gameplay. What would people think if Spirit Guardian or Leeching Vines had a proc condition similar to crit surge?
I made the comparison between crit surge and leeching strike because both classes play very similarly. Even if a NB and a sorc run the exact same build and do the same rotation, the NB is guaranteed to heal for ~700 hp, while the sorc has a chance at proccing a ~1600 hp heal. The heal is greater, but with a low crit chance you don't always crit for every GCD. Simple math applied to the examples above show that over those 3 seconds, a NB using leeching strikes would have healed for 2100 hp, which is 500 hp more than crit surge's healing. Over the course of a long fight, there is no doubt that crit surge would fall behind even more.
Uh, Leeching Strikes heals for 653 per light attack (which occurs once per second, at most).
Critical surge, on the other hand, averages 445 per second with 30% crit chance and only one damage instance per second, but realistically you're going to have at least 2 damage instances per second (a light attack and something else), which immediately brings the average all the way up to 757 per second (and 3 damage instances brings it up to 976 per second, eventually peaking as high as 1485 per second).
Based on that, I'd say Critical Surge comes out ahead.
the1andonlyskwex wrote: »Crit surge only really works well if you either have high crit chance or multiple sources of damage. It's not a problem if you are in a build that stacks 5-6 sources of damage, and I actually have a build like that. It's a problem when you are going for more of a bursty playstyle where most of your damage comes from burst instead of sustained pressure. That's what I'm trying to bring up. The fact that a core healing ability relies on RNG is detrimental to any PvP gameplay. What would people think if Spirit Guardian or Leeching Vines had a proc condition similar to crit surge?
I made the comparison between crit surge and leeching strike because both classes play very similarly. Even if a NB and a sorc run the exact same build and do the same rotation, the NB is guaranteed to heal for ~700 hp, while the sorc has a chance at proccing a ~1600 hp heal. The heal is greater, but with a low crit chance you don't always crit for every GCD. Simple math applied to the examples above show that over those 3 seconds, a NB using leeching strikes would have healed for 2100 hp, which is 500 hp more than crit surge's healing. Over the course of a long fight, there is no doubt that crit surge would fall behind even more.
Uh, Leeching Strikes heals for 653 per light attack (which occurs once per second, at most).
Critical surge, on the other hand, averages 445 per second with 30% crit chance and only one damage instance per second, but realistically you're going to have at least 2 damage instances per second (a light attack and something else), which immediately brings the average all the way up to 757 per second (and 3 damage instances brings it up to 976 per second, eventually peaking as high as 1485 per second).
Based on that, I'd say Critical Surge comes out ahead.
Yes, leeching strike heals for 653 after battle spirit, while crit surge heals for ~1600.
The 3 screenshots simulating a burst combo with 3 sources of damage above show that in 3 seconds crit surge procced once. In those 3 seconds you get 3 leeching strike procs.
653*3 = 1959, 1959 > 1600
Just look at those screen shots…
the1andonlyskwex wrote: »the1andonlyskwex wrote: »Crit surge only really works well if you either have high crit chance or multiple sources of damage. It's not a problem if you are in a build that stacks 5-6 sources of damage, and I actually have a build like that. It's a problem when you are going for more of a bursty playstyle where most of your damage comes from burst instead of sustained pressure. That's what I'm trying to bring up. The fact that a core healing ability relies on RNG is detrimental to any PvP gameplay. What would people think if Spirit Guardian or Leeching Vines had a proc condition similar to crit surge?
I made the comparison between crit surge and leeching strike because both classes play very similarly. Even if a NB and a sorc run the exact same build and do the same rotation, the NB is guaranteed to heal for ~700 hp, while the sorc has a chance at proccing a ~1600 hp heal. The heal is greater, but with a low crit chance you don't always crit for every GCD. Simple math applied to the examples above show that over those 3 seconds, a NB using leeching strikes would have healed for 2100 hp, which is 500 hp more than crit surge's healing. Over the course of a long fight, there is no doubt that crit surge would fall behind even more.
Uh, Leeching Strikes heals for 653 per light attack (which occurs once per second, at most).
Critical surge, on the other hand, averages 445 per second with 30% crit chance and only one damage instance per second, but realistically you're going to have at least 2 damage instances per second (a light attack and something else), which immediately brings the average all the way up to 757 per second (and 3 damage instances brings it up to 976 per second, eventually peaking as high as 1485 per second).
Based on that, I'd say Critical Surge comes out ahead.
Yes, leeching strike heals for 653 after battle spirit, while crit surge heals for ~1600.
The 3 screenshots simulating a burst combo with 3 sources of damage above show that in 3 seconds crit surge procced once. In those 3 seconds you get 3 leeching strike procs.
653*3 = 1959, 1959 > 1600
Just look at those screen shots…
Anybody can cherry pick bad RNG. If I calculate your crit chance from those screenshots, I get only 18.6%.
the1andonlyskwex wrote: »Crit surge only really works well if you either have high crit chance or multiple sources of damage. It's not a problem if you are in a build that stacks 5-6 sources of damage, and I actually have a build like that. It's a problem when you are going for more of a bursty playstyle where most of your damage comes from burst instead of sustained pressure. That's what I'm trying to bring up. The fact that a core healing ability relies on RNG is detrimental to any PvP gameplay. What would people think if Spirit Guardian or Leeching Vines had a proc condition similar to crit surge?
I made the comparison between crit surge and leeching strike because both classes play very similarly. Even if a NB and a sorc run the exact same build and do the same rotation, the NB is guaranteed to heal for ~700 hp, while the sorc has a chance at proccing a ~1600 hp heal. The heal is greater, but with a low crit chance you don't always crit for every GCD. Simple math applied to the examples above show that over those 3 seconds, a NB using leeching strikes would have healed for 2100 hp, which is 500 hp more than crit surge's healing. Over the course of a long fight, there is no doubt that crit surge would fall behind even more.
Uh, Leeching Strikes heals for 653 per light attack (which occurs once per second, at most).
Critical surge, on the other hand, averages 445 per second with 30% crit chance and only one damage instance per second, but realistically you're going to have at least 2 damage instances per second (a light attack and something else), which immediately brings the average all the way up to 757 per second (and 3 damage instances brings it up to 976 per second, eventually peaking as high as 1485 per second).
Based on that, I'd say Critical Surge comes out ahead.
Yes, leeching strike heals for 653 after battle spirit, while crit surge heals for ~1600.
The 3 screenshots simulating a burst combo with 3 sources of damage above show that in 3 seconds crit surge procced once. In those 3 seconds you get 3 leeching strike procs.
653*3 = 1959, 1959 > 1600
Just look at those screen shots…
Simple math is better evidence than a sample size of 3... sorry.
Three instances of damage per second at 33% crit chance will allow crit surge to proc once per second (on average over time). That's just the truth.
Also, saying this is a pvp suggestion doesn't really help anything, because unlike some abilities which only effect players, crit surge would be changed across the board, most probably nerfing it where it currently shines.
Again, (correct me if I'm wrong) but power surge does not see any use currently. I don't run trials but I've never seen any builds using it. Why not ask for a rework of this morph to make it more useful? Just because it's a group healing focused morph now doesn't mean it needs to stay that way.
ExistingRug61 wrote: »the1andonlyskwex wrote: »Crit surge only really works well if you either have high crit chance or multiple sources of damage. It's not a problem if you are in a build that stacks 5-6 sources of damage, and I actually have a build like that. It's a problem when you are going for more of a bursty playstyle where most of your damage comes from burst instead of sustained pressure. That's what I'm trying to bring up. The fact that a core healing ability relies on RNG is detrimental to any PvP gameplay. What would people think if Spirit Guardian or Leeching Vines had a proc condition similar to crit surge?
I made the comparison between crit surge and leeching strike because both classes play very similarly. Even if a NB and a sorc run the exact same build and do the same rotation, the NB is guaranteed to heal for ~700 hp, while the sorc has a chance at proccing a ~1600 hp heal. The heal is greater, but with a low crit chance you don't always crit for every GCD. Simple math applied to the examples above show that over those 3 seconds, a NB using leeching strikes would have healed for 2100 hp, which is 500 hp more than crit surge's healing. Over the course of a long fight, there is no doubt that crit surge would fall behind even more.
Uh, Leeching Strikes heals for 653 per light attack (which occurs once per second, at most).
Critical surge, on the other hand, averages 445 per second with 30% crit chance and only one damage instance per second, but realistically you're going to have at least 2 damage instances per second (a light attack and something else), which immediately brings the average all the way up to 757 per second (and 3 damage instances brings it up to 976 per second, eventually peaking as high as 1485 per second).
Based on that, I'd say Critical Surge comes out ahead.
Yes, leeching strike heals for 653 after battle spirit, while crit surge heals for ~1600.
The 3 screenshots simulating a burst combo with 3 sources of damage above show that in 3 seconds crit surge procced once. In those 3 seconds you get 3 leeching strike procs.
653*3 = 1959, 1959 > 1600
Just look at those screen shots…
Yes but in that combo you could also have got 2, 3 or even more crits and got 3200 or 4800 healing.
And given your crit chance of 28.4%, those cases are more likely than the worst case rng you have presented given there are 10 attacks in the period.
So even with no major investment in crit, you will still be getting on average more healing than leeching strikes given the numbers and example presented.
As a separate point, even if it is a problem, why is the go to solution presented always based on the idea of “it would be better if this worked more synergistically for burst (like warden and necro)”. Taking this approach would just pigeonhole all classes a single play style and erode the others. How about suggesting something that builds on a unique class theme or mechanic to refinforce that play style, rather than watering it down until we end up with 6 class that are all just warden/necro clones. To this end, alternatives like trying to find more ways to get synergy in class such as hybridising the minor buff, may suit better.
ExistingRug61 wrote: »As a separate point, even if it is a problem, why is the go to solution presented always based on the idea of “it would be better if this worked more synergistically for burst (like warden and necro)”. Taking this approach would just pigeonhole all classes a single play style and erode the others.