propertyOfUndefined wrote: »I agree with this. Seeing a line of Health Recovery on a set these days feels like a deal breaker. It was also one of the biggest downsides to vampirism. It needed to be adjusted, but 50% absolutely killed it.
Eternal Vigor: "Adds 337 Stamina and Magicka Recovery while your Health is above 50%. Adds 1011 Health Recovery while your Health is 50% or less."
When I see this, my mind goes "Good set if I can keep my health from falling below 50%, at that point it turns useless"
Troll King nerf especially makes no sense as it only gives health regen when you heal below 50% health and doesnt have full uptime while in the same update devs introduced eternal vigor that gets more hp regen when under 50%hp and compensated withh mag/stam regen when above and shortly after devs gave beekeeper same health regen at 100% uptime. They create health regen meta but nerf the one decent health regen set that existed before.the1andonlyskwex wrote: »I get that the troll king meta was almost as bad as the current undeath meta but the battle Spirit nerf was pretty heavy handed. Health recovery and healing were never a 1:1 so while I understand battle Spirit affecting it, they shouldn't have been the same.
What annoys me is that Troll King, specifically, got a double nerf. Not only was it obviously affected by the Battle Spirit change, but 1-2 patches before that it was also nerfed directly. The net result was that it's now notably weak, even compared to other health recovery sets.
Alchimiste1 wrote: »Suggestion: buff health recovery by 10-15-%(in pvp)
MincMincMinc wrote: »Alchimiste1 wrote: »Suggestion: buff health recovery by 10-15-%(in pvp)
Really this stemmed from a band aid fix due to the CP changes giving thousands of free health recovery on the PTS cycles.....just for nobody to slot those cp when live hit. If the game is fine and they introduce a feature, THAT feature should be addressed, not the rest of the game. We saw similar situations across the past decade, another one being the introduction of swift jewelry trait.
The band aid wound should have been addressed by now, but maybe zos is holding off on a more encompassing stat rework across the game. They have already done skill and set passes in a more uniform direction which is setting up for a stat rework for the hybridization. You know, make Weapon and spell damage just Damage.
For now where does health recovery sit as a stat. Math wise this should be somewhat simple 129wd vs 129HPrecov on generic stat based stamsorc.
Typically 50-60% of your healing will be through resVigor which scales roughly 1.5hp/wd/sec...... or 387hp/2s (193.5 w/battlespirit) I can pull actual numbers in game from cyro later incase scalings changed over the years.
129health recov line after buffs and battle spirit grants 78 heals per 2 sec
So one skill line of WD grants more than 2x heals/sec than one line of health recovery. Not to mention the WD heal is based off only one(half) of my heals. Oh and the 129wd also grants damage which is half the reason of taking it. So really in the end WD grants nearly 8x compared to a line of health recovery.
Edit: Keep in mind that health recov requires no effort or skill to utilize. The WD giving 8X more varies between 0x and 8x depending on player skill. In reality players may only achieve 5-7x of use in combat.
MincMincMinc wrote: »Alchimiste1 wrote: »Suggestion: buff health recovery by 10-15-%(in pvp)
Really this stemmed from a band aid fix due to the CP changes giving thousands of free health recovery on the PTS cycles.....just for nobody to slot those cp when live hit. If the game is fine and they introduce a feature, THAT feature should be addressed, not the rest of the game. We saw similar situations across the past decade, another one being the introduction of swift jewelry trait.
The band aid wound should have been addressed by now, but maybe zos is holding off on a more encompassing stat rework across the game. They have already done skill and set passes in a more uniform direction which is setting up for a stat rework for the hybridization. You know, make Weapon and spell damage just Damage.
For now where does health recovery sit as a stat. Math wise this should be somewhat simple 129wd vs 129HPrecov on generic stat based stamsorc.
Typically 50-60% of your healing will be through resVigor which scales roughly 1.5hp/wd/sec...... or 387hp/2s (193.5 w/battlespirit) I can pull actual numbers in game from cyro later incase scalings changed over the years.
129health recov line after buffs and battle spirit grants 78 heals per 2 sec
So one skill line of WD grants more than 2x heals/sec than one line of health recovery. Not to mention the WD heal is based off only one(half) of my heals. Oh and the 129wd also grants damage which is half the reason of taking it. So really in the end WD grants nearly 8x compared to a line of health recovery.
Edit: Keep in mind that health recov requires no effort or skill to utilize. The WD giving 8X more varies between 0x and 8x depending on player skill. In reality players may only achieve 5-7x of use in combat.
You are not accounting for resource expenditure. Heal + Resource saved compared to a healing ability is the benchmark.
The solution is to revamp how skills scale.
Damage = only weapon and spell damage
Healing - only magicka and stamina
Defense - rolldodge cost, sprint cost, block cost/percentage, damage shields only from health
MincMincMinc wrote: »The solution is to revamp how skills scale.
Damage = only weapon and spell damage
Healing - only magicka and stamina
Defense - rolldodge cost, sprint cost, block cost/percentage, damage shields only from health
This would be a more clear route that brings tension back. Zos stated in interviews that they did not want to unroot players understanding of the game too drastically in one change. LOL
An alternative that wouldn't flip the iceberg would be: most damage skills will scale more with WD vs Stam for instance. My previous example where one line of WD provided 1.8x one line of stam in damage gains. Just inverse this scaling for healing skills. Where healing skills gain 1.8x with Max stat line compared to the damage line. They could also increase this gap patch by patch incrementally to transition players to the new system.
Having healing scale off a tank stat like max health will always lead to players being allowed to have their cake and eat it too. To allow these types of heals in games, you really have to make sure they are VERY active player skill wise. On skills like polar wind it is too simplistic with 0 thought to use. Not only is it a strong burst heal, but it heals allies, and provides an insane hot, all while scaling off of the easiest to stack tank stat since players dont need the other max stats.
MincMincMinc wrote: »The solution is to revamp how skills scale.
Damage = only weapon and spell damage
Healing - only magicka and stamina
Defense - rolldodge cost, sprint cost, block cost/percentage, damage shields only from health
This would be a more clear route that brings tension back. Zos stated in interviews that they did not want to unroot players understanding of the game too drastically in one change. LOL
An alternative that wouldn't flip the iceberg would be: most damage skills will scale more with WD vs Stam for instance. My previous example where one line of WD provided 1.8x one line of stam in damage gains. Just inverse this scaling for healing skills. Where healing skills gain 1.8x with Max stat line compared to the damage line. They could also increase this gap patch by patch incrementally to transition players to the new system.
Having healing scale off a tank stat like max health will always lead to players being allowed to have their cake and eat it too. To allow these types of heals in games, you really have to make sure they are VERY active player skill wise. On skills like polar wind it is too simplistic with 0 thought to use. Not only is it a strong burst heal, but it heals allies, and provides an insane hot, all while scaling off of the easiest to stack tank stat since players dont need the other max stats.
Or ZOS just could just give back the 20% max mag/stam from old cp system that were removed with new cp system for no reason to make maximum magicka/stamina give decent dmg/healing scaling again
(either like it was as part of the cp system,as a character buff every player has, buff all sources of maximum stam/mag or in another way).
MincMincMinc wrote: »MincMincMinc wrote: »The solution is to revamp how skills scale.
Damage = only weapon and spell damage
Healing - only magicka and stamina
Defense - rolldodge cost, sprint cost, block cost/percentage, damage shields only from health
This would be a more clear route that brings tension back. Zos stated in interviews that they did not want to unroot players understanding of the game too drastically in one change. LOL
An alternative that wouldn't flip the iceberg would be: most damage skills will scale more with WD vs Stam for instance. My previous example where one line of WD provided 1.8x one line of stam in damage gains. Just inverse this scaling for healing skills. Where healing skills gain 1.8x with Max stat line compared to the damage line. They could also increase this gap patch by patch incrementally to transition players to the new system.
Having healing scale off a tank stat like max health will always lead to players being allowed to have their cake and eat it too. To allow these types of heals in games, you really have to make sure they are VERY active player skill wise. On skills like polar wind it is too simplistic with 0 thought to use. Not only is it a strong burst heal, but it heals allies, and provides an insane hot, all while scaling off of the easiest to stack tank stat since players dont need the other max stats.
Or ZOS just could just give back the 20% max mag/stam from old cp system that were removed with new cp system for no reason to make maximum magicka/stamina give decent dmg/healing scaling again
(either like it was as part of the cp system,as a character buff every player has, buff all sources of maximum stam/mag or in another way).
I am 90% certain they just baked that bonus into your base stats and did not remove it.
Making skills not scale with stats would just push more players to continue only stacking damage or tankiness with heals being free. Put together any stamsorc build and it is just slotting pen and resists since no stats scale your healing.
MincMincMinc wrote: »MincMincMinc wrote: »The solution is to revamp how skills scale.
Damage = only weapon and spell damage
Healing - only magicka and stamina
Defense - rolldodge cost, sprint cost, block cost/percentage, damage shields only from health
This would be a more clear route that brings tension back. Zos stated in interviews that they did not want to unroot players understanding of the game too drastically in one change. LOL
An alternative that wouldn't flip the iceberg would be: most damage skills will scale more with WD vs Stam for instance. My previous example where one line of WD provided 1.8x one line of stam in damage gains. Just inverse this scaling for healing skills. Where healing skills gain 1.8x with Max stat line compared to the damage line. They could also increase this gap patch by patch incrementally to transition players to the new system.
Having healing scale off a tank stat like max health will always lead to players being allowed to have their cake and eat it too. To allow these types of heals in games, you really have to make sure they are VERY active player skill wise. On skills like polar wind it is too simplistic with 0 thought to use. Not only is it a strong burst heal, but it heals allies, and provides an insane hot, all while scaling off of the easiest to stack tank stat since players dont need the other max stats.
Or ZOS just could just give back the 20% max mag/stam from old cp system that were removed with new cp system for no reason to make maximum magicka/stamina give decent dmg/healing scaling again
(either like it was as part of the cp system,as a character buff every player has, buff all sources of maximum stam/mag or in another way).
I am 90% certain they just baked that bonus into your base stats and did not remove it.
Making skills not scale with stats would just push more players to continue only stacking damage or tankiness with heals being free. Put together any stamsorc build and it is just slotting pen and resists since no stats scale your healing.
Increasing the base stats as compensation made investing into it even less attraktive as now you have almost enaugh base maximum ressoursse for a viable pool and need to invest less to reach it.
Making heals free would maybe not prevent people from stacking dmg or tankiness, but it would also not reward them by scaling with it.