I think most pvpers would agree this patch is a little tanky. Allowing everyone to deal 5-10% more dmg would do wonders to end more fights and create less of a stalemate situation and overall a more enjoyable pvp experience.
I know it's a holiday weekend but if an adjustment could be made during an incremental patch that would be pretty huge.
Reducing the damage mitigation will only benefit oneshot and gank focused builds and do nothing to actually combat the issue.
The problem with survivability in this patch comes from sets like Mara's that are incredibly overtuned and other proc sets that either apply far too much pressure or simply deal too much damage, enabling players to rely on those sets and to invest more into survivability and recovery which they wouldn't otherwise have access to without sacrifices.
The ease of how you certain classes can kite almost endlessly or simply recover 80% of their HP with the press of a button (Streak and Coagulating Blood being the biggest offenders here, aswell as cloak to a lesser extent and other less so but still impactful abilities) does nothing other than further excacerbate the issue.
Lastly, the Dot nerfs pretty much left them gutted, which removed a lot of pressure from the board aswell as basically forcing DKs to use Corrosive Armor if they wish to remain actually competitive, creating even more nearly immortal builds.
These are the diseases that need treatment. It's not heavy armor, it's not resistances and it's not blocking.
Changing mitigation or healing or damage will have very little effect.
Healing needs to no longer scale with damage. It should scale with max resource.
The more armor you're wearing should have an adverse effect on your w/s damage. If you're 33k+ resistance in pvp you shouldn't sit at 7k damage and have 15k tooltips.
Make players choose their path. This master of all build style leads to absurdity.
I think most pvpers would agree this patch is a little tanky. Allowing everyone to deal 5-10% more dmg would do wonders to end more fights and create less of a stalemate situation and overall a more enjoyable pvp experience.
I know it's a holiday weekend but if an adjustment could be made during an incremental patch that would be pretty huge.
I think most pvpers would agree this patch is a little tanky. Allowing everyone to deal 5-10% more dmg would do wonders to end more fights and create less of a stalemate situation and overall a more enjoyable pvp experience.
I know it's a holiday weekend but if an adjustment could be made during an incremental patch that would be pretty huge.
I wouldn't say "little". It's so tanky, whenever i lauch the game, youtube automatically starts playing "Sabaton - Steel Commanders" or "Ghost Division". Built for damage purely and i'm laughably survivable while being easily tanked.
Changing mitigation or healing or damage will have very little effect.
Healing needs to no longer scale with damage. It should scale with max resource.
The more armor you're wearing should have an adverse effect on your w/s damage. If you're 33k+ resistance in pvp you shouldn't sit at 7k damage and have 15k tooltips.
Make players choose their path. This master of all build style leads to absurdity.
I think most pvpers would agree this patch is a little tanky. Allowing everyone to deal 5-10% more dmg would do wonders to end more fights and create less of a stalemate situation and overall a more enjoyable pvp experience.
I know it's a holiday weekend but if an adjustment could be made during an incremental patch that would be pretty huge.
- I would welcome this, and vampirism should have more downsides as well imo. At the current state it is not a curse at all, it is a blessing lolStarOfElyon wrote: »How about we just nerf undeath?
StarOfElyon wrote: »I think most pvpers would agree this patch is a little tanky. Allowing everyone to deal 5-10% more dmg would do wonders to end more fights and create less of a stalemate situation and overall a more enjoyable pvp experience.
I know it's a holiday weekend but if an adjustment could be made during an incremental patch that would be pretty huge.
How about we just nerf undeath?
StarOfElyon wrote: »I think most pvpers would agree this patch is a little tanky. Allowing everyone to deal 5-10% more dmg would do wonders to end more fights and create less of a stalemate situation and overall a more enjoyable pvp experience.
I know it's a holiday weekend but if an adjustment could be made during an incremental patch that would be pretty huge.
How about we just nerf undeath?
sure! i just assumed they wouldn't make changes like that mid chapter, but a slider bar on battle spirit could be done
StarOfElyon wrote: »I think most pvpers would agree this patch is a little tanky. Allowing everyone to deal 5-10% more dmg would do wonders to end more fights and create less of a stalemate situation and overall a more enjoyable pvp experience.
I know it's a holiday weekend but if an adjustment could be made during an incremental patch that would be pretty huge.
How about we just nerf undeath?
Changing mitigation or healing or damage will have very little effect.
Healing needs to no longer scale with damage. It should scale with max resource.
The more armor you're wearing should have an adverse effect on your w/s damage. If you're 33k+ resistance in pvp you shouldn't sit at 7k damage and have 15k tooltips.
Make players choose their path. This master of all build style leads to absurdity.
WrathOfInnos wrote: »Changing mitigation or healing or damage will have very little effect.
Healing needs to no longer scale with damage. It should scale with max resource.
The more armor you're wearing should have an adverse effect on your w/s damage. If you're 33k+ resistance in pvp you shouldn't sit at 7k damage and have 15k tooltips.
Make players choose their path. This master of all build style leads to absurdity.
How would this work exactly? Would a Templar cast Channeled Focus and watch their damage tooltips drop from the increased armor? Or a Sorcerer with Hurricane? Would Nightblades lose damage just by casting shadow abilities? What about various passives that give armor? I don't like the implications of one stat directly reducing the effect of another.
If you mean indirectly then this is already the case. Nobody is at 33k armor without giving up some offense. Heavy armor gives less damage than Light or Medium. We must choose between Impen and Divines, damage or health attributes, Protective and Bloodthirsty, offensive or defensive mundus stones, and slotted CP's.
StarOfElyon wrote: »I think most pvpers would agree this patch is a little tanky. Allowing everyone to deal 5-10% more dmg would do wonders to end more fights and create less of a stalemate situation and overall a more enjoyable pvp experience.
I know it's a holiday weekend but if an adjustment could be made during an incremental patch that would be pretty huge.
How about we just nerf undeath?
The only people you would punish with this are those who sit under 20k armor. aka the people who are not the problem. Undeath is a nice little bump for a 33k DK but it is not what keeps them alive when they perpetually sit at 75%+ health. Then, even when you do get them down to where Undeath would kick in, diminishing returns drastically decreases what you get from the undeath passive.
Point being, you aren't solving the tank meta even by deleting undeath because we will still be in a tank meta, but everyone trying to kill those tanks on full DPS builds will die to them easier.
The patch buffed self healing so much it's crazy - 30k for a Vigor means the Battle Spirit isn't really effective to alleviate the issus.
I think they'd do better to reduce cc immunity in pvp when you break free to 1.5 seconds so that CC makes a bigger difference - it'd certainly help the X lock down the 1, who'd be forced to spend a lot of stamina breaking free constantly, or be in trouble.
StarOfElyon wrote: »StarOfElyon wrote: »I think most pvpers would agree this patch is a little tanky. Allowing everyone to deal 5-10% more dmg would do wonders to end more fights and create less of a stalemate situation and overall a more enjoyable pvp experience.
I know it's a holiday weekend but if an adjustment could be made during an incremental patch that would be pretty huge.
How about we just nerf undeath?
The only people you would punish with this are those who sit under 20k armor. aka the people who are not the problem. Undeath is a nice little bump for a 33k DK but it is not what keeps them alive when they perpetually sit at 75%+ health. Then, even when you do get them down to where Undeath would kick in, diminishing returns drastically decreases what you get from the undeath passive.
Point being, you aren't solving the tank meta even by deleting undeath because we will still be in a tank meta, but everyone trying to kill those tanks on full DPS builds will die to them easier.
I didn't say it was a silver bullet. It might help though. Undeath definitely makes a character tankier at low health. If it wasn't effective, it wouldn't be generally viewed as a must-have for PvP.
StarOfElyon wrote: »StarOfElyon wrote: »I think most pvpers would agree this patch is a little tanky. Allowing everyone to deal 5-10% more dmg would do wonders to end more fights and create less of a stalemate situation and overall a more enjoyable pvp experience.
I know it's a holiday weekend but if an adjustment could be made during an incremental patch that would be pretty huge.
How about we just nerf undeath?
The only people you would punish with this are those who sit under 20k armor. aka the people who are not the problem. Undeath is a nice little bump for a 33k DK but it is not what keeps them alive when they perpetually sit at 75%+ health. Then, even when you do get them down to where Undeath would kick in, diminishing returns drastically decreases what you get from the undeath passive.
Point being, you aren't solving the tank meta even by deleting undeath because we will still be in a tank meta, but everyone trying to kill those tanks on full DPS builds will die to them easier.
I didn't say it was a silver bullet. It might help though. Undeath definitely makes a character tankier at low health. If it wasn't effective, it wouldn't be generally viewed as a must-have for PvP.
But again, you would be punishing full DPS builds, not the set ups that are causing all the issues. So why would you want to make the people who are pushing the most damage in order to kill those tank DDs easier to kill by those tank DDs?
Look at it this way. Markyn ring is pretty popular, right? People love stacking that extra 200 damage. But 200 extra damage translates to very little extra damage on tooltips, and by the time that gets ran through battle spirit and the target's mitigation, it becomes only a couple hundred extra damage. Why do people run it? A couple hundred extra damage is better than none.
So if you're a 33k armor DK, undeath isn't going to give you "30% damage reduction" ever. But even if you squeak out an extra 5% near the end of your life, it's better than nothing.
Look at it this way. Undeath is still a grossly overperforming passive regardless of whether the player has low or high resistances, as it plays a significant factor in contributing to stalemates.
Also, look at it this way; imagine if there was a passive that would increase all of one's damage by up to 30% depending on how much of your health remains. I shouldn't have to explain why something like that would obviously be highly abusable and OP.
StarOfElyon wrote: »StarOfElyon wrote: »I think most pvpers would agree this patch is a little tanky. Allowing everyone to deal 5-10% more dmg would do wonders to end more fights and create less of a stalemate situation and overall a more enjoyable pvp experience.
I know it's a holiday weekend but if an adjustment could be made during an incremental patch that would be pretty huge.
How about we just nerf undeath?
The only people you would punish with this are those who sit under 20k armor. aka the people who are not the problem. Undeath is a nice little bump for a 33k DK but it is not what keeps them alive when they perpetually sit at 75%+ health. Then, even when you do get them down to where Undeath would kick in, diminishing returns drastically decreases what you get from the undeath passive.
Point being, you aren't solving the tank meta even by deleting undeath because we will still be in a tank meta, but everyone trying to kill those tanks on full DPS builds will die to them easier.
I didn't say it was a silver bullet. It might help though. Undeath definitely makes a character tankier at low health. If it wasn't effective, it wouldn't be generally viewed as a must-have for PvP.
But again, you would be punishing full DPS builds, not the set ups that are causing all the issues. So why would you want to make the people who are pushing the most damage in order to kill those tank DDs easier to kill by those tank DDs?
Look at it this way. Markyn ring is pretty popular, right? People love stacking that extra 200 damage. But 200 extra damage translates to very little extra damage on tooltips, and by the time that gets ran through battle spirit and the target's mitigation, it becomes only a couple hundred extra damage. Why do people run it? A couple hundred extra damage is better than none.
So if you're a 33k armor DK, undeath isn't going to give you "30% damage reduction" ever. But even if you squeak out an extra 5% near the end of your life, it's better than nothing.
Changing mitigation or healing or damage will have very little effect.
Healing needs to no longer scale with damage. It should scale with max resource.
The more armor you're wearing should have an adverse effect on your w/s damage. If you're 33k+ resistance in pvp you shouldn't sit at 7k damage and have 15k tooltips.
Make players choose their path. This master of all build style leads to absurdity.
StarOfElyon wrote: »StarOfElyon wrote: »StarOfElyon wrote: »I think most pvpers would agree this patch is a little tanky. Allowing everyone to deal 5-10% more dmg would do wonders to end more fights and create less of a stalemate situation and overall a more enjoyable pvp experience.
I know it's a holiday weekend but if an adjustment could be made during an incremental patch that would be pretty huge.
How about we just nerf undeath?
The only people you would punish with this are those who sit under 20k armor. aka the people who are not the problem. Undeath is a nice little bump for a 33k DK but it is not what keeps them alive when they perpetually sit at 75%+ health. Then, even when you do get them down to where Undeath would kick in, diminishing returns drastically decreases what you get from the undeath passive.
Point being, you aren't solving the tank meta even by deleting undeath because we will still be in a tank meta, but everyone trying to kill those tanks on full DPS builds will die to them easier.
I didn't say it was a silver bullet. It might help though. Undeath definitely makes a character tankier at low health. If it wasn't effective, it wouldn't be generally viewed as a must-have for PvP.
But again, you would be punishing full DPS builds, not the set ups that are causing all the issues. So why would you want to make the people who are pushing the most damage in order to kill those tank DDs easier to kill by those tank DDs?
Look at it this way. Markyn ring is pretty popular, right? People love stacking that extra 200 damage. But 200 extra damage translates to very little extra damage on tooltips, and by the time that gets ran through battle spirit and the target's mitigation, it becomes only a couple hundred extra damage. Why do people run it? A couple hundred extra damage is better than none.
So if you're a 33k armor DK, undeath isn't going to give you "30% damage reduction" ever. But even if you squeak out an extra 5% near the end of your life, it's better than nothing.
It's completely reasonable to suggest nerfing one of the strongest sources of mitigation in the game rather than punishing those who don't eve use that source of mitigation.