Possible addition to Battle Spirit: Damage output-versus-health amount scaling?

WuffyCerulei
WuffyCerulei
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This is just a simple thing I think could possibly work with tuning down the issues with tanky-as-heck ball groups and whatnot that's been plaguing PVP for a hot minute.The amount of damage you do scales less the more health you do, with like 30k or so health being where it starts to kinda scale, and 40k+ health is where the scaling really goes up. I know a lot of pvpers usually hang around 30-35k health, and the scaling wouldn't affect them more than like 0.5-1% damage reduction per 1000 health. Then with 40k+ health, the damage reduction skyrockets to like 5% damage reduction per per 1k health. All tied to Battle Spirit as well, to not affect PVE. Tanks in PVE usually don't do much damage anyways, as that's how PVE generally works.

It's not a perfect solution, but it could possibly work. Also remove heal stacking in PVP, Zos.
"Buzz Lightyear toy isle shot" Stormcalling/Animal Companions/Assassination PVP build hater

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  • Oblivion_Protocol
    Oblivion_Protocol
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    Groups would just run with less health. Even at 30k HP, the amount of heal and shield stacking in ball groups means they can still survive while putting out tons of damage.

    Besides, even at 10% reduced damage, these groups will still kill you fast with procs and AOE effects. It’ll just take five seconds rather than three. Since they can just pull you in and stun you for however long it takes to kill you.

    Plus, the damage is’t the biggest issue with ball groups. It’s the survivability. Even if a ball group can’t kill you, they can run around keeps disrupting defenses, tying up resources, burning siege, etc.

    The answer is clear, and it’s the same thing we’ve been saying for years, and that the OP said in this post. Heal and shield stacking needs to go.
    Edited by Oblivion_Protocol on December 15, 2025 2:21PM
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