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nerf healing potential...

Sparxlost
Sparxlost
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some suggestions i have for combating those know-it-all pvp tankdpshealers that we all know....
heavy armor: remove their healing bonus and change juggernaut passive to give them 2000 health per piece of heavy armor... and make rapid mending apply permanent immunity to defile when wearing at least five pieces of heavy armor...

Light armor: change spell warding to give them 1% bonus to healing power per piece of light armor

Healing in general: Make it so healing only slightly with spell power and mostly with healing power buffs....

there is more to this post but just these changes would be a good start.... if they did this then they could get rid of the battle buff/debuff of pvp zones entirely as im not entirely sure what that is supposed to accomplish other than confusion and segregation of pvp/pve builds..

feel free to add your thoughts down below just try and be sensible...
  • Araneae6537
    Araneae6537
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    No, healing has already been nerfed too much in ways that effect both PVE and PVP — the nerf to Radiating Regeneration for instance. I don’t need my ability to do any damage gimped as well!

    A limit to HoT stacking now would be great, either game-wide or with Battle Spirit. And as has been brought up in another thread, Vigor should receive a nerf, such as losing Minor Resolve, to not be better than the dedicated healing skill lines.
  • Artim_X
    Artim_X
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    Giving straight 2,000 health for each piece of heavy armor equipped would mess with balance too much. Ex: 2% health of someone with 20k health is equivalent to 400 health. Choice and consequences are important, such as choices in food, enchants, and mundus. This one change is too extreme.

    Defile is one way to counter an opponent with high health and strong heals. Giving someone wearing 5 pieces of heavy defile immunity alongside OP's suggestion of 2k health per piece would be broken.

    All ZOS needs to do is have sticky heals with the same name not stack with one another.

    Ideally, calculations should ignore crit when deciding which version of the sticky heal has priority based on which version used has the higher value. If the same named heal is used and it is weaker than what has already been applied, it will not affect players under the effect of the stronger heal. If the heal is stronger, then it will replace the one that has already been applied to a player.

    However, calculations such as these would probably be too taxing on the server. ZOS could make same named heals not work till the original wears off or have same named heals replace the heal that has already been applied regardless of whether it is weaker or stronger.
    (AD) Artim X/Xirtām/Måtrix |PC/NA| Casual staff wielding vampire sorcerer/templar/arcanist
    Electric-Stun
    https://media.giphy.com/media/Av0zcKH3i2BkaY1GXW/giphy.gif/https://c.tenor.com/jQHdFftrgwMAAAAC/tenor.gif
    • Roleplay Damage Dealing Build.
    • Gear: 5 Infallible Aether (All apparel light and Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchants), Maelstrom's Perfected Lightning Staff (infused/shock enchant), and Kinras's jewelry (bloodthirsty with spell damage enchant)/lightning staff (infused/flame/weapon damage enchant). 1 Mora's Whispers.
    • Ability-Bar 1: Critical Surge, Boundless Storm, Mages' Wrath, Lightning Flood, Shocking Soul (Shock damage, Class Mastery Signature Script, and Empower), and Power Overload.
    • Ability-Bar 2: Storm Pulsar, Streak, Shock Reach, Unstable Wall of Storms, Shocking Burst (Shock Damage, remove 1 negative effect, and interrupt) and Thunderous Rage.
      Solo: Use Kinras's chest, replace Mora with Ring of the Pale Order, and use a heavy Slimcraw piece for max critical.
    Electric-Pets
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    • Stress free one bar pet build .
    • Gear: 5 Infallible Aether (All apparel light and Divines with Max Mag Enchants. No chest piece), 1 medium Slimecraw for max spell critical (Divines, medium, Max Mag Enchants), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant ring and necklace (bloodthirsty with spell damage enchant), Oakensoul ring (bloodthirsty with spell damage enchant)
    • Ability-Bar: Daedric Prey, Summon Volatile Familiar, Bound Armaments, Unstable Wall of Storms, Summon Twilight Matriarch, and Greater storm Atronach.
    Electric-Heal
    https://media.giphy.com/media/5ibGIHneWS6ek/giphy.gif
    • My Healer Build.
    • Gear: 5 Spell Power Cure (All apparel light and Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchants), Maelstrom's Perfected Lightning Staff (Charged/shock enchant), and Infallible Aether jewelry (arcane with spell damage enchant)/restoration staff (Powered with absorb magicka enchant). 1 Mora's Whispers.
    • Ability-Bar 1: Power Surge, Boundless Storm, Blessing of Restoration, Energy Orb, Twilight Matriarch, and Replenishing Barrier.
    • Ability-Bar 2: Dark Deal, Overflowing Altar, Elemental Drain, Blockade of Storms, Twilight Matriarch, and Aggressive Horn.
    Electric-Ward
    https://media.giphy.com/media/Wa0TGmtDvwW3e/giphy.gif
    • My Meme Tank Build that uses high resistance and variety of wards.
    • Gear: 5 Brands of Imperium (All body pieces except Head and Shoulders, with Divine trait, and with Prismatic Defense Enchants), full Iceheart (1 light and 1 medium. Divines and Prismatic Enchant), and Combat Physician jewelry (bloodthirsty with Prismatic Recovery Enchants), Combat Physician restoration staff (Infused with hardening enchant), and combat physician ice staff (Infused with crusher enchant).
    • Ability-Bar 1: Critical Surge, Bound Aegis, Deep Thoughts, Boundless Storm, Healing Ward, and Replenishing Barrier.
    • Ability-Bar 2: Silver Leash (Elemental Drain if healer isn't running it), Bound Aegis, Frost Clench, Blockade of Frost, Empowered Ward, and Temporal Guard.
    Electric-Vamp
    https://media.giphy.com/media/ukDQiYZzRAxMZKcK86/giphy.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (medium chest and body pieces light. All Impenetrable with Prismatic Enchants). Gaze of Sithis and 1 light Mighty Chudan/Pirate Skeleton (light shoulders, and impenetrable with Prismtaic Enchants). Knight Slayer (Swift with spell damage enchant)/lightning staff (infused with oblivion enchant)/restoration staff (infused with oblivion enchant).
    • Ability-Bar 1: Structured Entropy, Boundless Storm, Soul Splitting Trap, Radiating Regeneration, Healing Ward, and Life Giver.
    • Ability-Bar 2: Drain Vigor (Elemental Susceptibility), Race Against Time, Rune Cage, Radiant Magelight, Regenerative Ward, and Shatter Soul.
    Dawnfang
    https://media.tenor.com/ogWfvDdsqBIAAAAd/anime-black-clover.gif
    • My casual one bar heavy attack Templar build that primarily utilizes Aedric Spear abilities.
    • Gear: 5 Noble Duelist (Head or Shoulder and body pieces except Chest. All body pieces Divines with Max Mag Enchants), 1 light Slimecraw for max spell critical (Divines, light, Max Mag Enchant), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant's Mail jewelry (One Ring and one Neck. Both bloodthirsty with spell damage enchant). 1 Oakensoul Ring (bloodthirsty with spell damage enchant).
    • Ability-Bar 1: Puncturing Sweep, Aurora Javelin, Toppling Charge, Blazing Spear, Radiant Ward/Breath of life, and Crescent Sweep.
    Duskfang
    https://media.tenor.com/Jo8aG_ouy_oAAAAd/ac-odyssey.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (Heavy Chest with light Head, Waist, Hands, and Feet. All body pieces Impenetrable. Health enchant on chest/head/legs and everything else Prismatic Enchants), 1 Medium Mighty Chudan/Pirate Skeleton Shoulder (Impenetrable, Prismatic Enchant), Knight Slayer Restoration Staff (Infused/Decrease Health enchant), and Knight Slayer jewelry (One Ring and one Neck. Both Swift with spell damage enchant). 1 Oakensoul Ring (Swift with Spell Damage Enchant).
    • Ability-Bar 1: Radiant Oppression, Race Against Time, Aurora Javelin, Breath of Life, Resolving Vigor, and Life Giver.
    Eye of the Queen
    https://i.pinimg.com/originals/fd/44/1c/fd441c8242af6ec35ada94496feb0901.gif
    • My casual one bar heavy attack Arcanist build that primarily utilizes Herald of the Tome abilities.
    • Gear: 5 Noble Duelist (Head or Shoulder and body pieces except Chest. All body pieces Divines with Max Mag Enchants), 1 light Slimecraw for max spell critical (Divines, light, Max Mag Enchant), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant's Mail jewelry (One Ring and one Neck. Both bloodthirsty with spell damage enchant). 1 Oakensoul Ring (bloodthirsty with spell damage enchant).
    • Ability-Bar 1: Escalating Runeblades, Pragmatic Fatecarver, Cephaliarch's Flail, Rune of Displacement, Inspired Scholarship/Evolving Runemend, and The Languid Eye.
    Eye of the King
    https://i.giphy.com/media/v1.Y2lkPTc5MGI3NjExOTAzdjV1eTgwbDFmM3lrZmxuMXRqdDR3Y3h1ZDRpajR0M3VjZzQ3NSZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/zXmbOaTpbY6mA/giphy.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (Heavy Chest with light Head, Waist, Hands, and Feet. All body pieces Impenetrable. Health enchant on chest/head/legs and everything else Prismatic Enchants), 1 Medium Mighty Chudan/Pirate Skeleton Shoulder (Impenetrable, Prismatic Enchant), Knight Slayer Restoration Staff (Infused/Decrease Health enchant), and Knight Slayer jewelry (One Ring and one Neck. Both Swift with spell damage enchant). 1 Oakensoul Ring (Swift with Spell Damage Enchant).
    • Ability-Bar 1: Escalating Runeblades, Race Against Time, Rune of Uncanny Adoration, Evolving Runemend, Resolving Vigor, and Life Giver.
    PvE Starter Gear
    https://media.giphy.com/media/6CovzgyTig7M4/giphy.gif
    • Gear: 5 Law of Julianos (heavy chest, gloves/belt light, and the rest can be light or 1 medium piece if you're not wearing medium anywhere else on your body. All in training if grinding for XP or divines), Armor of the Seducer or Magnus' Gift head, shoulder, and staves (light with 1 medium piece if you are not already wearing 1 medium Julianos piece. All in training or divines. The staves should be training or infused), and 3 purple Willpower Jewelry with Arcane trait (can be bought from trading guilds for relatively cheap.
    • Check tamrieltradecentre.com for the best deals if you're not using a price checking addon).
    Race
    https://media.giphy.com/media/sdEkeWpiaGz0A/giphy.gif
    • High elf, since you will not have issues with sustain, but other mag based races are also fine so this is more of a personal choice.
    Mundus Stones
    https://media.giphy.com/media/cT3wMhLGQWdKU/giphy.gif
    • PvP: The Steed for speed. Gotta go fast!
    • PvE Healing/Damage: The Thief for decent crit rate.
    • PvE Tanking: The Lady to get close to resistance cap.
    Current Champion Points
    https://media.giphy.com/media/l4FGDAx6u3hthMhgI/giphy.gif
    • DPS: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Exploiter, Weapons Expert, Fighting Finesse, Master-at-Arms, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • Healer Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Hope Infusion, Weapon's Expert, Arcane Supremacy, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • Tanky Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Ironclad, Enduring Resolve, Reinforced, Duelist's Rebuff, Bastion, Ward Master, Rejuvenation, Fortified.
    • PvP Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Weapon's Expert, Occult Overload, Arcane Supremacy, Bastion, Rejuvenation, Fortified, Boundless Vitality.
    • PvP Temp/Arcanist: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Weapon's Expert, From the Brink, Arcane Supremacy, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    Favorite Foods and Potions
    https://media.giphy.com/media/3otPoTggaYFNd1FdAI/giphy.gif
    • Parse Food for PvE:(DPS) Ghastly Eye Bowl (increases Max Magicka by 4592 and Magicka Recovery by 459 for 2 hours).
    • Gold/Purple Food for Sorc PvP and Meme Tanking:(PvP) Clockwork Citrus Filet (increases Max Health by 3326, Health Recovery by 406 [useful if stage 1 vampire], Max Magicka by 3080, and Magicka Recovery by 338 for 2 hours). Witchmother's Potent Brew (Increase Max Magicka by 2856, Max Health by 3094, and Magicka Recovery by 315 for 2 hours.
    • Trash Potions when feeling cheap: Regular CP150 Essence of Magicka pots that I obtain frequently from playing the game or Crown Tri-Restoration Potion obtained from dailies.
    • Crafted Potions: Essence of Spell Critical (Bugloss, Lady's Smock, and Water Hyacinth). Without magelight this is my primary means of obtaining Major Prophecy on my Sorc, which increases my Spell Critical Rating. This also heals and restores magicka. Essence of Immovability (Columbine, Corn Flower, and Wormwood). I use this in PvP, since this gives me stealth detection, knockback immunity, and restores magicka (better to use it when competent allies are nearby, since it might reveal that you are surrounded by multiple players in stealth and you will not have an emergency pot available after use). Essence of Invisibility with only 2 ingredients (Blue Entoloma, Namira's Rot, Nirnroot, or Spider Egg). I use this in PvE content that requires stealth and if I need more speed I'll use Rapid Maneuver before using the potion. Essence of Invisibility with 3 ingredients (Blessed Thistle, Blue Entoloma, and Namira's Rot). Very useful in PvP alongside the vampire Dark Stalker passive, since you'll be invisible, ignore movement speed penalty while in Crouch, and you'll have a 30% movement speed boost from Major Expedition (I always have this slotted when riding from point A to B in PvP land, since gankers are always lurking). My templar/arcanist will mostly use Essence of Health (Tri-Stat Potion) Ingredients: (Mountain Flower, Columbine, and Bugloss).
  • tincanman
    tincanman
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    Nerf 'nerf threads'...

    Please :'(
  • Ishtarknows
    Ishtarknows
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    We really need a disagree button
  • Sparxlost
    Sparxlost
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    Artim_X wrote: »
    Giving straight 2,000 health for each piece of heavy armor equipped would mess with balance too much. Ex: 2% health of someone with 20k health is equivalent to 400 health. Choice and consequences are important, such as choices in food, enchants, and mundus. This one change is too extreme.

    Defile is one way to counter an opponent with high health and strong heals. Giving someone wearing 5 pieces of heavy defile immunity alongside OP's suggestion of 2k health per piece would be broken.

    All ZOS needs to do is have sticky heals with the same name not stack with one another.

    Ideally, calculations should ignore crit when deciding which version of the sticky heal has priority based on which version used has the higher value. If the same named heal is used and it is weaker than what has already been applied, it will not affect players under the effect of the stronger heal. If the heal is stronger, then it will replace the one that has already been applied to a player.

    However, calculations such as these would probably be too taxing on the server. ZOS could make same named heals not work till the original wears off or have same named heals replace the heal that has already been applied regardless of whether it is weaker or stronger.

    with healing nerfs in general as well as the removal of heavy armors healing buff, users would need enough defense to make up for that.. even if 14k health and defile immunity is too good of a bonus on release of rework id rather that it be good than bad... adn im willing to bet that heavy armor wont be nearly as overpowered as it is now in my opinion..
  • SkaraMinoc
    SkaraMinoc
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    Sparxlost wrote: »
    even if 14k health and defile immunity is too good of a bonus on release of rework id rather that it be good than bad... adn im willing to bet that heavy armor wont be nearly as overpowered as it is now in my opinion..

    Many Wardens and Bash builds run 40k health because both Polar Wind and Shielded Assault scale 0.15 max health in PvP. Your suggested change would easily put them over 50k health and make them nearly unkillable.

    Polar Wind healers running Oakensoul, Trial by Fire, and Plague Doctor have 50k health in battlegrounds. This would take them over 60k health and their burst heals would crit for 20k+ and probably 25k+ in Cyrodiil.

    Edited by SkaraMinoc on March 9, 2023 12:18AM
    PC NA
  • Sparxlost
    Sparxlost
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    SkaraMinoc wrote: »
    Sparxlost wrote: »
    even if 14k health and defile immunity is too good of a bonus on release of rework id rather that it be good than bad... adn im willing to bet that heavy armor wont be nearly as overpowered as it is now in my opinion..

    Many Wardens and Bash builds run 40k health because both Polar Wind and Shielded Assault scale 0.15 max health in PvP. Your suggested change would easily put them over 50k health and make them nearly unkillable.

    Polar Wind healers running Oakensoul, Trial by Fire, and Plague Doctor have 50k health in battlegrounds. This would take them over 60k health and their burst heals would crit for 20k+ and probably 25k+ in Cyrodiil.

    its a poor excuse as all you would have to do is balance mythics and other sets accordingly...

    the healing system as it stands is way too accessible and once it is nerfed survivability goes down no matter how much health you have
  • AcadianPaladin
    AcadianPaladin
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    PvE only here.

    Be careful what you ask for. One big reason I enjoy playing a healer is because I can support allies with heals, buffs and damage. If you make me choose between healing and damage, I'll choose damage and join the hordes of dds. Healing is fun but, more importantly, the character must be fun when running solo. And no damage = no fun.
    PC NA(no Steam), PvE, mostly solo
  • Sparxlost
    Sparxlost
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    PvE only here.

    Be careful what you ask for. One big reason I enjoy playing a healer is because I can support allies with heals, buffs and damage. If you make me choose between healing and damage, I'll choose damage and join the hordes of dds. Healing is fun but, more importantly, the character must be fun when running solo. And no damage = no fun.

    when I play healer, i play a healer.. which means that healing is my main priority and at best i will run a couple of skills or maybe even a set in some cases to support damage....

    i play a lot of nightblade healer and i feel like the vulnerability from lotus fan is a debuff not a lot of people run so i use that because its more consistant/longer lasting than lightning procs and i wont have to run destro if i dont want to..

    combat prayer is another really good dd support skill...

    i understand that you think full support builds are boring, but not everyone does and i shouldnt be bullied for not doing enough damage as a healer it's not my job..

    in pvp some form of offensive protection is nice but that is usually in the form of a back bar ult as im still healing/debuffing full time...
  • AcadianPaladin
    AcadianPaladin
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    @Sparxlost I don't think full support builds are boring at all and would consider my healplar a full support healer. Fortunately, the same things that make her heals strong also give her moderate damage. Without changing gear or skills, she can focus her support along a sliding scale ranging from full focus on heal/support with only incidental dps (like from shards) of 5-10k up to decent buff support + HoT with fair damage (15-20k) and, rarely, can focus almost purely on support with damage and supply up to around 25k single target damage. The level of damage she can achieve is plenty for our solo goals as well (soloing a fair number on non-dlc dungeons on normal and most non-dlc WBs). She runs pretty classic healer gear (including SPC) and has never had a complaint about either her healing nor her damage. All that makes, for me, a very fun character.

    I actually don't think you and I are that far apart. I'm happy with any healer who can keep the group alive and perhaps offer some buffs. When things are going well, I'd hope the healer can add some incidental damage to help the dd's a bit - but heals/support is the priority and I'd never criticize a healer for not doing 'enough' damage (we are not dd's). At the same time, I really don't want to give up my reasonable level of damage while being a solid group healer. Things that would trigger me away from healing would be if spell damage were to no longer buff damage AND healing since the spell damage synergy is a big part of why I find healing fun.
    PC NA(no Steam), PvE, mostly solo
  • SundarahFr3akinrican
    I think they just need to nerf self healing via the battle spirit buff. Maybe 25% less self healing or something
  • olsborg
    olsborg
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    the main thing that needs a nerf for pvp specific imo is block, its too easy to hold block with snb or ice staff and spam a few heals, cant die.

    PC EU
    PvP only
  • Sparxlost
    Sparxlost
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    @Sparxlost I don't think full support builds are boring at all and would consider my healplar a full support healer. Fortunately, the same things that make her heals strong also give her moderate damage. Without changing gear or skills, she can focus her support along a sliding scale ranging from full focus on heal/support with only incidental dps (like from shards) of 5-10k up to decent buff support + HoT with fair damage (15-20k) and, rarely, can focus almost purely on support with damage and supply up to around 25k single target damage. The level of damage she can achieve is plenty for our solo goals as well (soloing a fair number on non-dlc dungeons on normal and most non-dlc WBs). She runs pretty classic healer gear (including SPC) and has never had a complaint about either her healing nor her damage. All that makes, for me, a very fun character.

    I actually don't think you and I are that far apart. I'm happy with any healer who can keep the group alive and perhaps offer some buffs. When things are going well, I'd hope the healer can add some incidental damage to help the dd's a bit - but heals/support is the priority and I'd never criticize a healer for not doing 'enough' damage (we are not dd's). At the same time, I really don't want to give up my reasonable level of damage while being a solid group healer. Things that would trigger me away from healing would be if spell damage were to no longer buff damage AND healing since the spell damage synergy is a big part of why I find healing fun.

    healing would scale with spell power but only slightly.... and if they gave light armor users healing power per light piece then it would be typical for dedicated healers to run light armor to gain access to good healing potential adn stillbe able to deal decent damage... but tanks themselves wont be able to do all three effectively enough to solo any in game encounter...
  • dsalter
    dsalter
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    I think they just need to nerf self healing via the battle spirit buff. Maybe 25% less self healing or something

    or just make healing buffs diminish when stacked past 2 (so this wouldnt cripple PvE to hard) but yeah self healing is the main issue
    PLEASE REPLY TO ME WITH @dsalter otherwise i'm likely to miss the reply if its not my own thread

    EU - [Arch Mage Dave] Altmer Sorcerer
    Fight back at the crates and boxes, together we can change things.

  • Sparxlost
    Sparxlost
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    The thing about battle buff is that it literally just makes healing yourself as anyone other than heavy armor dpstank impossible

    i play a medium armor no stealth mageblade with high health recovery and lots of siphon abilities so that i can regen health in combat. Besides my healing not registering for whatever reason, i cannot heal myself effectively enough to justify running damage sets.. my 20k health just gets destroyed so fast that my healing cant keep up with it very well defensively... all the while you see other classes "exploiting" this for their own gain by being able to heal themselves so easily....

    not a good experience for new players and an even worse experience for some who just want to play different builds...

    the issues lie in how healing scales, armor passives, and maybe within some sets and class skills (passive or active)....

    if they removed battle spirit then i would actually stand a chance against those players because i can run more damage with better healing for myself.... i mean they can already heal themselves to full at a moment so what does it matter??
  • Jierdanit
    Jierdanit
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    Sparxlost wrote: »
    The thing about battle buff is that it literally just makes healing yourself as anyone other than heavy armor dpstank impossible

    i play a medium armor no stealth mageblade with high health recovery and lots of siphon abilities so that i can regen health in combat. Besides my healing not registering for whatever reason, i cannot heal myself effectively enough to justify running damage sets.. my 20k health just gets destroyed so fast that my healing cant keep up with it very well defensively... all the while you see other classes "exploiting" this for their own gain by being able to heal themselves so easily....

    not a good experience for new players and an even worse experience for some who just want to play different builds...

    the issues lie in how healing scales, armor passives, and maybe within some sets and class skills (passive or active)....

    if they removed battle spirit then i would actually stand a chance against those players because i can run more damage with better healing for myself.... i mean they can already heal themselves to full at a moment so what does it matter??

    Please don't ask ZOS to change PvP just because your build isn't working when it's pretty obvious that you're gonna get ruined with 20k hp and medium armor lol
    Edited by Jierdanit on March 12, 2023 11:54AM
    PC/EU, StamSorc Main
  • OBJnoob
    OBJnoob
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    Sparxlost wrote: »
    i play a medium armor no stealth mageblade with high health recovery and lots of siphon abilities so that i can regen health in combat. Besides my healing not registering for whatever reason, i cannot heal myself effectively enough to justify running damage sets.. my 20k health just gets destroyed so fast that my healing cant keep up with it very well defensively... all the while you see other classes "exploiting" this for their own gain by being able to heal themselves so easily....

    Wearing damage sets will help your healing. I know that sounds weird, but I promise you it's true. It isn't true for penetration but it is VERY true for damage and crit chance.

    Also... Get yourself some more HP. Redoing your attribute points is an easy way, but there are others. At the moment I agree that PvPers are running an obnoxiously high amount of HP, but 20k isn't just low it's super low.

    I don't think as many people are using heavy armor as you think. Heavy armor isn't that good. Most good people are wearing a combination. What you see as being tanky is actually probably a combination of being a good player, blocking, and high healing.

    Trust me. Just try it. Get your HP to like, I dunno, at least 26 or 28k and stack as much weapon damage as you can without completely destroying your sustain.

    And it isn't as though I don't agree that some things need changing. But calling players who do it "right," exploiters or abusers won't get you far. It's like complaining that someone never moves their back row in checkers. What are they supposed to do, lose on purpose??

    Okay let's see what else... You say you have high health recovery but you almost certainly don't. Nor should you-- health recovery sucks. What you mean is you have high healing. But apparently you do not have that either. Having some "meh" siphoning abilities on your back bar just for the passive boost to healing is okay but in general you need to weed out the abilities that don't pack much of a punch and create bar space for the ones that do. Some abilities sound good, giving you steady streams of small heals, but in practicality pale in comparison to what you really need which is FAT heals at the push of a button. Healthy Offering and Vigor really need to be what you rely on-- the rest is just gravy. Gravy isn't very good without food to put it on ;)

    Anyway. I hope this advice didn't come off as rude, but if you are a new player I would encourage you to take the time to learn how it's done BEFORE making suggestions on how it should be done. It may be your understanding isn't as great as you believe it to be. And you may feel differently after having some success.

  • Sparxlost
    Sparxlost
    ✭✭✭
    OBJnoob wrote: »
    Sparxlost wrote: »
    i play a medium armor no stealth mageblade with high health recovery and lots of siphon abilities so that i can regen health in combat. Besides my healing not registering for whatever reason, i cannot heal myself effectively enough to justify running damage sets.. my 20k health just gets destroyed so fast that my healing cant keep up with it very well defensively... all the while you see other classes "exploiting" this for their own gain by being able to heal themselves so easily....

    Wearing damage sets will help your healing. I know that sounds weird, but I promise you it's true. It isn't true for penetration but it is VERY true for damage and crit chance.

    Also... Get yourself some more HP. Redoing your attribute points is an easy way, but there are others. At the moment I agree that PvPers are running an obnoxiously high amount of HP, but 20k isn't just low it's super low.

    I don't think as many people are using heavy armor as you think. Heavy armor isn't that good. Most good people are wearing a combination. What you see as being tanky is actually probably a combination of being a good player, blocking, and high healing.

    Trust me. Just try it. Get your HP to like, I dunno, at least 26 or 28k and stack as much weapon damage as you can without completely destroying your sustain.

    And it isn't as though I don't agree that some things need changing. But calling players who do it "right," exploiters or abusers won't get you far. It's like complaining that someone never moves their back row in checkers. What are they supposed to do, lose on purpose??

    Okay let's see what else... You say you have high health recovery but you almost certainly don't. Nor should you-- health recovery sucks. What you mean is you have high healing. But apparently you do not have that either. Having some "meh" siphoning abilities on your back bar just for the passive boost to healing is okay but in general you need to weed out the abilities that don't pack much of a punch and create bar space for the ones that do. Some abilities sound good, giving you steady streams of small heals, but in practicality pale in comparison to what you really need which is FAT heals at the push of a button. Healthy Offering and Vigor really need to be what you rely on-- the rest is just gravy. Gravy isn't very good without food to put it on ;)

    Anyway. I hope this advice didn't come off as rude, but if you are a new player I would encourage you to take the time to learn how it's done BEFORE making suggestions on how it should be done. It may be your understanding isn't as great as you believe it to be. And you may feel differently after having some success.

    thanks and no offense taken.. this is what the forums are for..

    yes running purple gear and about 4k weapon spell damage is pretty good... i will try to put more health into my build...

    healthy offering is waay too strong imo but i will use it.. but this game ISNT checkers so end-game shouldnt look the same or even similar for everyone... Why cant i have a build that relies on recovery and abilities that proc healing over time??? well the answer is i can but id just have to deal with being seen as worse at the game or run skills that would make the build i went for visually unappealing.... Im about 1600 cp casual gamer and there are a lot of things in the game that in my opinion should work but just dont at least not as much as the typical "exploit" (sorry for calling it that i mean builds that are the product of exploitation of unthought of or possibly imbalanced interactions) builds you would encounter.. there is nothing wrong with the visual aspect of the current meta and in fact it sometimes DOES seem like fun but when it outshines the classics i am left wanting...
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