IAmIcehouse wrote: »I don't get more people aren't blown out by this change.
The problem is that it is a summon that is both a damage absorber and a healer... except that it's not going to actually heal you because it's going to be dead in 5 seconds or less in any kind of harder content.

CameraBeardThePirate wrote: »am i getting this wrong? The guardian takes 10% of the dmg recieved thrue the necro, so that means for it to die the necro has to take 30k dmg? thats what the patchnotes say? but all you replies indicate that this is not right?
edit for strange typos
No this is correct. 30k damage to the necro means the Guardian takes 3k damage, which really isn't a lot at all. That's basically a single heavy attack from a boss in PvE or a single burst combo from a player in PvP.
I play stamcro in pvp and this change is devastating---reducing healing by 48% is just...what? Just delete the skill at that point. I cannot understand this complete inability to make small adjustments. If something is slightly overperforming (which, with its 7s uptime I don't think intensive mender is) they can't seem to just dial it down one notch, they have to bury it and spit on its grave.
CameraBeardThePirate wrote: »I play stamcro in pvp and this change is devastating---reducing healing by 48% is just...what? Just delete the skill at that point. I cannot understand this complete inability to make small adjustments. If something is slightly overperforming (which, with its 7s uptime I don't think intensive mender is) they can't seem to just dial it down one notch, they have to bury it and spit on its grave.
Intensive mender DID need adjustment - most necro players will agree with that. It was super overtuned and even being nerfed by almost 50% will still be a good skill. Plus, it's the best and most reliable way to generate corpses since you can make one every 4 seconds.
Guardian is the thing most players are taking issue with. Allowing it to die and calling it a "fix" is pretty laughable, especially considering its been untouched for 3 years and if anything just needed a slight nerf to the mitigation % - say, down to 7% or 5% or so.
sabresandiego_ESO wrote: »10% un-named damage reduction has been way too OP for way too long. This is coming from a pvp Stam necro main. This nerf is well deserved
the1andonlyskwex wrote: »CameraBeardThePirate wrote: »am i getting this wrong? The guardian takes 10% of the dmg recieved thrue the necro, so that means for it to die the necro has to take 30k dmg? thats what the patchnotes say? but all you replies indicate that this is not right?
edit for strange typos
No this is correct. 30k damage to the necro means the Guardian takes 3k damage, which really isn't a lot at all. That's basically a single heavy attack from a boss in PvE or a single burst combo from a player in PvP.
yeah but again....3k dmg TO THE GUARDIAN which in terms is 30k dmg to THE NECRO. right?right?
Yes. I think people understand, they're just freaking out because they're used to Spirit Guardian mitigating virtually unlimited damage and even the most reasonable nerf is "the worst thing ever" to the ESO forum crowd.
My favorite part in this instance are the people comparing it to a 3k damage shield (on top of the guardian's healing). How big do they think other damage shields are? It might be a little on the weak side because it doesn't scale, but it's not nearly as bad as people are making it sound. Try comparing it to the bonus DK's Igneous Shield (another group "heal" with a self defense morph bonus) gets over Obsidian Shield.
Tevalicious wrote: »the1andonlyskwex wrote: »CameraBeardThePirate wrote: »am i getting this wrong? The guardian takes 10% of the dmg recieved thrue the necro, so that means for it to die the necro has to take 30k dmg? thats what the patchnotes say? but all you replies indicate that this is not right?
edit for strange typos
No this is correct. 30k damage to the necro means the Guardian takes 3k damage, which really isn't a lot at all. That's basically a single heavy attack from a boss in PvE or a single burst combo from a player in PvP.
yeah but again....3k dmg TO THE GUARDIAN which in terms is 30k dmg to THE NECRO. right?right?
Yes. I think people understand, they're just freaking out because they're used to Spirit Guardian mitigating virtually unlimited damage and even the most reasonable nerf is "the worst thing ever" to the ESO forum crowd.
My favorite part in this instance are the people comparing it to a 3k damage shield (on top of the guardian's healing). How big do they think other damage shields are? It might be a little on the weak side because it doesn't scale, but it's not nearly as bad as people are making it sound. Try comparing it to the bonus DK's Igneous Shield (another group "heal" with a self defense morph bonus) gets over Obsidian Shield.
Please lets compare it to DK shield. DK gets a small shield on the whole group and the caster gets major mending for a duration. Necro will now have a small amount of mitigation only on themselves with an even smaller heal every 2 seconds. Which one really needs the nerf?
CameraBeardThePirate wrote: »I play stamcro in pvp and this change is devastating---reducing healing by 48% is just...what? Just delete the skill at that point. I cannot understand this complete inability to make small adjustments. If something is slightly overperforming (which, with its 7s uptime I don't think intensive mender is) they can't seem to just dial it down one notch, they have to bury it and spit on its grave.
Intensive mender DID need adjustment - most necro players will agree with that. It was super overtuned and even being nerfed by almost 50% will still be a good skill. Plus, it's the best and most reliable way to generate corpses since you can make one every 4 seconds.
Guardian is the thing most players are taking issue with. Allowing it to die and calling it a "fix" is pretty laughable, especially considering its been untouched for 3 years and if anything just needed a slight nerf to the mitigation % - say, down to 7% or 5% or so.
I just disagree. Maybe intensive mender sounds overtuned in a vacuum, but with the insane damage output that exists in pvp right now, especially with oakensoul, mender's healing is not too high imo, especially when compared to things like coag that can keep a DK spamming 30k+ heals every gcd.
Tevalicious wrote: »the1andonlyskwex wrote: »CameraBeardThePirate wrote: »am i getting this wrong? The guardian takes 10% of the dmg recieved thrue the necro, so that means for it to die the necro has to take 30k dmg? thats what the patchnotes say? but all you replies indicate that this is not right?
edit for strange typos
No this is correct. 30k damage to the necro means the Guardian takes 3k damage, which really isn't a lot at all. That's basically a single heavy attack from a boss in PvE or a single burst combo from a player in PvP.
yeah but again....3k dmg TO THE GUARDIAN which in terms is 30k dmg to THE NECRO. right?right?
Yes. I think people understand, they're just freaking out because they're used to Spirit Guardian mitigating virtually unlimited damage and even the most reasonable nerf is "the worst thing ever" to the ESO forum crowd.
My favorite part in this instance are the people comparing it to a 3k damage shield (on top of the guardian's healing). How big do they think other damage shields are? It might be a little on the weak side because it doesn't scale, but it's not nearly as bad as people are making it sound. Try comparing it to the bonus DK's Igneous Shield (another group "heal" with a self defense morph bonus) gets over Obsidian Shield.
Please lets compare it to DK shield. DK gets a small shield on the whole group and the caster gets major mending for a duration. Necro will now have a small amount of mitigation only on themselves with an even smaller heal every 2 seconds. Which one really needs the nerf?
the1andonlyskwex wrote: »
Yes. I think people understand, they're just freaking out because they're used to Spirit Guardian mitigating virtually unlimited damage and even the most reasonable nerf is "the worst thing ever" to the ESO forum crowd.
Also Hotdog you're comparing the wrong morph. If were going by ESO - skillbook Spirit Guardian cost 4320 and only heals 1370 every 2 seconds not 2742 plus on pts those numbers are halved so it would really more like 700 every 2 seconds. Also I don't think Shield and Guardian are even comparable in the first place they serve very different functions.
the1andonlyskwex wrote: »CameraBeardThePirate wrote: »am i getting this wrong? The guardian takes 10% of the dmg recieved thrue the necro, so that means for it to die the necro has to take 30k dmg? thats what the patchnotes say? but all you replies indicate that this is not right?
edit for strange typos
No this is correct. 30k damage to the necro means the Guardian takes 3k damage, which really isn't a lot at all. That's basically a single heavy attack from a boss in PvE or a single burst combo from a player in PvP.
yeah but again....3k dmg TO THE GUARDIAN which in terms is 30k dmg to THE NECRO. right?right?
Yes. I think people understand, they're just freaking out because they're used to Spirit Guardian mitigating virtually unlimited damage and even the most reasonable nerf is "the worst thing ever" to the ESO forum crowd.
My favorite part in this instance are the people comparing it to a 3k damage shield (on top of the guardian's healing). How big do they think other damage shields are? It might be a little on the weak side because it doesn't scale, but it's not nearly as bad as people are making it sound. Try comparing it to the bonus DK's Igneous Shield (another group "heal" with a self defense morph bonus) gets over Obsidian Shield.
YandereGirlfriend wrote: »the1andonlyskwex wrote: »CameraBeardThePirate wrote: »am i getting this wrong? The guardian takes 10% of the dmg recieved thrue the necro, so that means for it to die the necro has to take 30k dmg? thats what the patchnotes say? but all you replies indicate that this is not right?
edit for strange typos
No this is correct. 30k damage to the necro means the Guardian takes 3k damage, which really isn't a lot at all. That's basically a single heavy attack from a boss in PvE or a single burst combo from a player in PvP.
yeah but again....3k dmg TO THE GUARDIAN which in terms is 30k dmg to THE NECRO. right?right?
Yes. I think people understand, they're just freaking out because they're used to Spirit Guardian mitigating virtually unlimited damage and even the most reasonable nerf is "the worst thing ever" to the ESO forum crowd.
My favorite part in this instance are the people comparing it to a 3k damage shield (on top of the guardian's healing). How big do they think other damage shields are? It might be a little on the weak side because it doesn't scale, but it's not nearly as bad as people are making it sound. Try comparing it to the bonus DK's Igneous Shield (another group "heal" with a self defense morph bonus) gets over Obsidian Shield.
Only those with an axe to grind against Necromancers would think that this is a reasonable adjustment to the skill.
For damage shields, in Ravenwatch a typical shield is like 6-8k for non-Sorcs and 10-12k on a Magicka-stacking Sorc. I would imagine in CP Land you can easily hit 15k and above. Meanwhile, the Mender does not scale with any CP or stats so it would be basically a 1/2 strength damage shield in the best-case scenario in Ravenwatch to about 1/5 or 1/6 strength damage shield in CP. Yep, that sounds balanced to me.
Further, think about the PvE tanks that use this skill, what exactly are they supposed to do with it lasting 2-3 GCDs while taking damage? This change renders the skill unusable for them.
So to recap, we have this skill being basically a poor man's poor man's damage shield in PvP and then straight-up unslottable in PvE while doing any non-trivial content. Sounds like a very balanced change.
CameraBeardThePirate wrote: »am i getting this wrong? The guardian takes 10% of the dmg recieved thrue the necro, so that means for it to die the necro has to take 30k dmg? thats what the patchnotes say? but all you replies indicate that this is not right?
edit for strange typos
No this is correct. 30k damage to the necro means the Guardian takes 3k damage, which really isn't a lot at all. That's basically a single heavy attack from a boss in PvE or a single burst combo from a player in PvP.
yeah but again....3k dmg TO THE GUARDIAN which in terms is 30k dmg to THE NECRO. right?right?
the1andonlyskwex wrote: »YandereGirlfriend wrote: »the1andonlyskwex wrote: »CameraBeardThePirate wrote: »am i getting this wrong? The guardian takes 10% of the dmg recieved thrue the necro, so that means for it to die the necro has to take 30k dmg? thats what the patchnotes say? but all you replies indicate that this is not right?
edit for strange typos
No this is correct. 30k damage to the necro means the Guardian takes 3k damage, which really isn't a lot at all. That's basically a single heavy attack from a boss in PvE or a single burst combo from a player in PvP.
yeah but again....3k dmg TO THE GUARDIAN which in terms is 30k dmg to THE NECRO. right?right?
Yes. I think people understand, they're just freaking out because they're used to Spirit Guardian mitigating virtually unlimited damage and even the most reasonable nerf is "the worst thing ever" to the ESO forum crowd.
My favorite part in this instance are the people comparing it to a 3k damage shield (on top of the guardian's healing). How big do they think other damage shields are? It might be a little on the weak side because it doesn't scale, but it's not nearly as bad as people are making it sound. Try comparing it to the bonus DK's Igneous Shield (another group "heal" with a self defense morph bonus) gets over Obsidian Shield.
Only those with an axe to grind against Necromancers would think that this is a reasonable adjustment to the skill.
For damage shields, in Ravenwatch a typical shield is like 6-8k for non-Sorcs and 10-12k on a Magicka-stacking Sorc. I would imagine in CP Land you can easily hit 15k and above. Meanwhile, the Mender does not scale with any CP or stats so it would be basically a 1/2 strength damage shield in the best-case scenario in Ravenwatch to about 1/5 or 1/6 strength damage shield in CP. Yep, that sounds balanced to me.
Further, think about the PvE tanks that use this skill, what exactly are they supposed to do with it lasting 2-3 GCDs while taking damage? This change renders the skill unusable for them.
So to recap, we have this skill being basically a poor man's poor man's damage shield in PvP and then straight-up unslottable in PvE while doing any non-trivial content. Sounds like a very balanced change.
You can't compare the damage reduction to a whole damage shield, you have to compare it to the increase in shield size that the shield skill gets from being morphed. Remember, you're getting damage reduction on top of the healing you get from the base skill.