McTaterskins wrote: »And no, this isn't a job for battle spirit. This continued power creep of healing is a problem in PvE as well. Beyond the hardest of hardmodes etc., there is little to no use for the trifecta or to spec anything beyond a dd and slot one heal/heal over time.
McTaterskins wrote: »And no, this isn't a job for battle spirit. This continued power creep of healing is a problem in PvE as well. Beyond the hardest of hardmodes etc., there is little to no use for the trifecta or to spec anything beyond a dd and slot one heal/heal over time.
Considering healing should always be balanced to the most challenging content I do not see a problem considering this statement. The issue is that there is very little content outside of the more challenging trials,
I would recommend all veteran dungeons be recalled to the current level of power since there is clearly a constant power creep in this game (which affects both damage and healing done).
I also recommend a Hard Mode for each veteran dungeon that encompasses the entire dungeon, not just the last fight. Maybe keep it simple by just scaling the fights vs reworking them since there is a lot of dungeons. The benefit of this second aspect is it increases the playability of the dungeons which increases the value of the required work. Maybe add an achievement for this new HM.
xylena_lazarow wrote: »Leave solo healing alone, nerf the way healing stacks, do it in a way that nerfs unkillable PvP comps running 6/12 dedicated healers, not in a way that messes with solo PvP or any level of PvE.
The solution doesn't even have to be a hard split, just adjust the coefficient ratios for heals so that Resource has more weight than Damage.
For instance:
Resource : 10.5 Damage >>> 2.1 Resource : 5 Damage
$1A = 0.155047 Resource + 1.62712 Damage - 2.63527 >>> $1B = 0.3255987 Resource + 0.77481904761 Damage - 2.63527
Build 1: 6000 WD, 30000 Stam
$1A = 0.155047 (30000) + 1.62712 (6000) - 2.63527 = 14411.49473
$1B = 0.3255987 (30000) + 0.77481904761 (6000) - 2.63527 = 14414.2400157
Build 2: 3600 SD, 40000 Mag
$1A = 0.155047 (40000) + 1.62712 (3600) - 2.63527 = 12056.87673
$1B = 0.3255987 (40000) + 0.77481904761 (3600) - 2.63527 = 15810.6613014
At that point though a 20% nerf overall might be called for, since Build 2's healing output increases by 25%. Actually...
Build 1:
$1B = 0.26047896 (30000) + 0.61985523808 (6000) - 2.108216 = 11531.3920125
Build 2:
$1B = 0.26047896 (40000) + 0.61985523808 (3600) - 2.108216 = 12648.5290411
Again, numbers aren't perfect, but the idea is there. Build 2 would still have roughly the same healing output as current while the higher damage Build 1 would have less healing than Build 1, and less healing than they do currently.
Calculations for New Coefficients:
New_Resource_Coefficient = 0.8 * ((Old_Resource_Coefficient) * 2.1)
New_Damage_Coefficient = 0.8 * ((Old_Damage_Coefficient / 10.5) * 5)
neferpitou73 wrote: »The main issue right now is the mitigation difference between damage and healing.
In order to damage your opponent, you have to bite your way through resistances and mitigation. So for instance my 20k sub is actually hitting for about ~5k when everything is said and done.
Compare that to, say my 14k BoR, which accouting for battle spirit hits for around 7k. Completely cancelling out any of the damage done by that sub.
There's a couple ways to deal with that of course, one of which is to nerf healing in general. Another is to just lower resistances across the board. A third (that I WOULD NOT recommend) is to make resistances affect healing.
@BalticBlues idk where you been last 3 month but surely not in PvP, if you think that this is stamina meta and not magplar/magdk.
Seraphayel wrote: »
That’s not the topic though. Fact is, with U33 we will have massive issues in PvP due to how much everyone can heal themselves and others while not losing one percent of damage potential. Nobody will die anymore because now you can easily resort to your opposing resource and get heals out. For Magicka builds this solely means using Vigor, but Stamina builds have plenty of new options here. It will be very problematic.
Seraphayel wrote: »Where’s MagDen, where’s MagCro, where’s Magblade, if Magicka is as strong as you say?
Nobody will die anymore because now you can easily resort to your opposing resource and get heals out. For Magicka builds this solely means using Vigor, but Stamina builds have plenty of new options here. It will be very problematic.
Stamina was always the dominating build in PvP.
Not in the upcoming U33, it's going to be so much FUN fighting stamcros with full-strength Spirit Guardian and mdks with Vigor and whatever else. I can't even think of any way hybridization significantly buffs PvP damage, but full-strength healing from both pools is an absolutely massive defensive buff to numerous specs in an already tanky meta.Do you even hear yourself? You use other resource, so weaker heals.
xylena_lazarow wrote: »Not in the upcoming U33
xylena_lazarow wrote: »Not in the upcoming U33
Which change specifically are you referring to?
xylena_lazarow wrote: »
McTaterskins wrote: »xylena_lazarow wrote: »
@divnyi - Yeah it's a pretty big update coming with the dynamic scaling changes. Some pretty crazy examples already being uploaded from PTS:
Including, but not limited to... Stam DK's with 26k+ coag crits while 2k+ ticks per target are pumping from burning embers. (There's already PTS video)
3-4k vines ticks with 6-7k bursts (all non crit) on the trellis end .. on stam wardens.
23k+ crits on RF on stam necros.
3-4k++ spirit guardian ticks on stam cros.
24k+ HtD crits on Stamplars.
4k ticks on radiating regen on assorted Stam builds. (DKs/Plars primarily)
This stuff is just what I've seen on PTS vids on the current round.
PvP healing needs to be massively reworked at every level... scaling, stacking, resource management, buffs and debuffs... evenly matched fights need to be able to end. As it is now on live, if you want to end a fight, you're forced to either zerg (outnumber the enemy to death) or deliberately seek out opponents you know are weaker than you are (toxic gameplay), and this problem only gets worse in U33.Seraphayel wrote: »This is so so so concerning. Builds already we’re so tanky in the last years, but this change… it will be horrible. We need more and easier access to Defile and it should definitely be 30% again, maybe even 50% for Major Defile but only on a 2-3s duration.
Seraphayel wrote: »McTaterskins wrote: »xylena_lazarow wrote: »
@divnyi - Yeah it's a pretty big update coming with the dynamic scaling changes. Some pretty crazy examples already being uploaded from PTS:
Including, but not limited to... Stam DK's with 26k+ coag crits while 2k+ ticks per target are pumping from burning embers. (There's already PTS video)
3-4k vines ticks with 6-7k bursts (all non crit) on the trellis end .. on stam wardens.
23k+ crits on RF on stam necros.
3-4k++ spirit guardian ticks on stam cros.
24k+ HtD crits on Stamplars.
4k ticks on radiating regen on assorted Stam builds. (DKs/Plars primarily)
This stuff is just what I've seen on PTS vids on the current round.
This is so so so concerning. Builds already we’re so tanky in the last years, but this change… it will be horrible.
We need more and easier access to Defile and it should definitely be 30% again, maybe even 50% for Major Defile but only on a 2-3s duration.