edward_frigidhands wrote: »I don't really understand how this skill is a problem in PvP when Dragon Knights can run Corrosive as an Ultimate and heal 45% (with class buffs and passives) of missing health per cast of Green Dragon Blood.
Heals with an alternate morph are reportedly just as good if not better.
I wish we were provided some additional context or information regarding how or why this is being perceived as an issue.
edward_frigidhands wrote: »I don't really understand how this skill is a problem in PvP when Dragon Knights can run Corrosive as an Ultimate and heal 45% (with class buffs and passives) of missing health per cast of Green Dragon Blood.
Heals with an alternate morph are reportedly just as good if not better.
I wish we were provided some additional context or information regarding how or why this is being perceived as an issue.
Dark Cloak is a very strong heal over time, unlike Dragons blood, it doesnt have to be spammed, so you can use other heals in tandem.
Btw on live you can reach 4-5k healing per second with dark cloak without going overboard with max hp, and then stack more heals on top. Its actually the strongest heal over time in the game.
Dark Cloak is a very strong heal over time, unlike Dragons blood, it doesnt have to be spammed, so you can use other heals in tandem.
Btw on live you can reach 4-5k healing per second with dark cloak without going overboard with max hp, and then stack more heals on top. Its actually the strongest heal over time in the game.
TX12001rwb17_ESO wrote: »Use it with Meditate
edward_frigidhands wrote: »
Dark Cloak is a very strong heal over time, unlike Dragons blood, it doesnt have to be spammed, so you can use other heals in tandem.
Btw on live you can reach 4-5k healing per second with dark cloak without going overboard with max hp, and then stack more heals on top. Its actually the strongest heal over time in the game.
You need to be within range of 40,000 and 50,000 health to reach those numbers. You won't be reaching those numbers as anything other than a Tank and as a tank the numbers it is able to achieve need to be comparable with Dragon's Blood in order to maintain viability.
You can't really make the argument for alternate healing here for one and not the other. Dark Cloak can be combined with a weak on demand heal same as Dragon Blood can be combined with a weak HoT. This leaves us back at Square One, different abilities will obvious be different and have interesting interactions with non-class abilities.
The goal should be to maintain perspective and check the results for context rather than assume the relative strength of a single ability in a vacuum.
You could make the same arguments to nerf Green Dragon Blood since it is the "strongest single target heal" in the game.
TX12001rwb17_ESO wrote: »Use it with Meditate
The changes to this skill over the last 4 weeks is a perfect example of the incompetence of the balancing team. Multiple changes to an ability that wasn't a problem at all, they make it almost useless, then instead of just reverting it to the fine live version, they come up with some new fangled mechanic like having to stand still. Ooo so fun! Great job zos!
I think I would have prefered a "while bracing" rather than "while standing still" condition. Tanks need to move in PvE too but they rarely drop block and making it "while bracing" makes it so that it doesn't require any attacks to be successfully blocked.
I know this would be used in PvP, but I honestly don't think it would be that bad.
But anything is better than the stupid first iteration of it.
I think I would have prefered a "while bracing" rather than "while standing still" condition. Tanks need to move in PvE too but they rarely drop block and making it "while bracing" makes it so that it doesn't require any attacks to be successfully blocked.
I know this would be used in PvP, but I honestly don't think it would be that bad.
But anything is better than the stupid first iteration of it.
with 45k HP:
Live: 9.2% of your max hp every second = 4140 healing per second
Next Patch: 4140 - 42% nerf = 2401 healing per second, but if you don't move you get 150% more healing: 2401 + 150% = 6003 healing per second.
Looks like a buff for tanks but I don't like the new functionality. Anyway it's better than last weeks.
I don't know, what's your opinion?
From a PVP perspective I also hate this change, and the reasoning for it is just a straight kick to the nut sack. The developer comments basically say this is a PVE tank only skill, and it should have no viable application anywhere else.From a pvp perspective, I really dislike this change and their reasoning for it.
They're so worried about the heal overperforming that they're going to make it terrible unless you stand still, which is impossible in pvp during any situation that it matters in.
I wish they'd have just given us a consistent heal over time, rather than one that just fits both sides of the game poorly.
I could get on board with this.I think I would have prefered a "while bracing" rather than "while standing still" condition. Tanks need to move in PvE too but they rarely drop block and making it "while bracing" makes it so that it doesn't require any attacks to be successfully blocked.
I know this would be used in PvP, but I honestly don't think it would be that bad.
But anything is better than the stupid first iteration of it.
I think the changes are fine for PvE tanks.
- The movement check appears to be very responsive. For example, if I roll dodge, I get a weak heal tick during the dodge, but the next heal tick immediately after completing the roll is full strength. So the penalty for movement doesn't "persist" and goes away as soon as the movement ends.
- Movement ticks are 58% of what they are on live. Static ticks are 145% of what they are on Live. So if you move, stop, move, stop and every other tick is a weak tick, you'll be getting the same amount of healing as you are right now on Live.
- Movement caused by an enemy (e.g., not blocking an attack with a knockback ability) does not penalize your healing.
Yes, PvE tanks do have to move, but you're usually not constantly moving. You're usually moving in bursts and then standing still, and the movement check here is sufficiently granular.