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Malubeth

  • Mako1132
    Mako1132
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    Major vitality imo. Puts Temp/DK only one healing buff above other classes as intended. Or just change the set entirely.

    Agree with changing all of the healing buffs/debuffs into just a single heal buff or debuff.
  • Kilandros
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    Armitas wrote: »
    Jules wrote: »
    How to fix this, I'm not sure. Minor mending would likely give 8% increase to heals and would be worth exploring, would give classes without major a decent but balanced buff but would still leave the stacking with major mending issue.

    Catch 22. You want to stop it from stacking for classes with major mending, so I understand the attractiveness of giving it major mending. But on the other hand, giving the set major mending creates a BIS end all set that would buff the classes without it unimaginably.

    What of it procs scourge but rather than buffing healing it purges all debuffs? (Not dots)

    Honestly they could just make the proc a HoT for a flat amount. Remove the crazy 30% buff and increase the HoT. Not like this set has any PvE viability anyway, so might as well balance is strictly around PvP.
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    Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.

    DK IS NOT JUST A TANK CLASS. #PLAYTHEWAYYOUWANT
  • Kilandros
    Kilandros
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    Mako1132 wrote: »
    Major vitality imo. Puts Temp/DK only one healing buff above other classes as intended. Or just change the set entirely.

    Agree with changing all of the healing buffs/debuffs into just a single heal buff or debuff.

    Nahh, vigor is already extremely powerful. That would make it absurd. I'm just imagining stamblades cloaking away and popping vigor to return to 100% in about 2 seconds.
    Edited by Kilandros on July 25, 2016 5:03PM
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    Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.

    DK IS NOT JUST A TANK CLASS. #PLAYTHEWAYYOUWANT
  •  Jules
    Jules
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    Kilandros wrote: »
    "Overperforming"? It's brokenly OP on any class. That's why everyone uses it (including your friend Kodi)

    Yes I agree that it is OP aka Overpowered. Is the distinction between Overpowered and Overperforming really necessary or are you just being salty for some unknown reason? Also idk where you're getting your information but it's incorrect. He stopped using it about a week before I did.
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  • zyk
    zyk
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    It's not just OP. It's broken. As in it can become bugged then and heals for WAY more than it is supposed to.

    I can't believe @ZOS_GinaBruno or @ZOS_JessicaFolsom have not commented on it yet. Get your act together, ZOS. This is really a bad performance both at a technical level and a customer service level.
    Edited by zyk on July 25, 2016 5:22PM
  • Kilandros
    Kilandros
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    Jules wrote: »
    Kilandros wrote: »
    "Overperforming"? It's brokenly OP on any class. That's why everyone uses it (including your friend Kodi)

    Yes I agree that it is OP aka Overpowered. Is the distinction between Overpowered and Overperforming really necessary or are you just being salty for some unknown reason? Also idk where you're getting your information but it's incorrect. He stopped using it about a week before I did.

    I'm not sure why you think I'm being salty when I'm agreeing with you. I guess I wrote that to read more like when someone responds IRL like "Cool? No that's awesome!" You're being too nice calling it overperforming.
    Invictus
    Kilandros - Dragonknight / Grand Overlord
    Deimos - Templar / Grand Warlord
    Sias - Sorcerer / Prefect
    Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.

    DK IS NOT JUST A TANK CLASS. #PLAYTHEWAYYOUWANT
  • Lord_Hev
    Lord_Hev
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    Just reduce the range of the beams so that it can have a legitimate hard-counter. The heals it offers right now are fine imo. You should be impossible to kill by a single player when you have a beam on them tethering their life force. The counter is supposed to be keeping distance, but at the moment the distance required is absurd. Limit the distance and encourage melee stam builds to back off when the beams are being constantly procc'd.
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  • FENGRUSH
    FENGRUSH
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    Please confirm malubeth is an exploit and all users caught using it will be banned!
  •  Jules
    Jules
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    Kilandros wrote: »
    Jules wrote: »
    Kilandros wrote: »
    "Overperforming"? It's brokenly OP on any class. That's why everyone uses it (including your friend Kodi)

    Yes I agree that it is OP aka Overpowered. Is the distinction between Overpowered and Overperforming really necessary or are you just being salty for some unknown reason? Also idk where you're getting your information but it's incorrect. He stopped using it about a week before I did.

    I'm not sure why you think I'm being salty when I'm agreeing with you. I guess I wrote that to read more like when someone responds IRL like "Cool? No that's awesome!" You're being too nice calling it overperforming.

    Intent was lost in translation then, my mistake. I'm sorry. The tone seemed salty due to the kodi comment afterward. No worries though.
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  • FENGRUSH
    FENGRUSH
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    Dont talk about kodi unless you want to trigger Jules.
  • Rohamad_Ali
    Rohamad_Ali
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    FENGRUSH wrote: »
    Please confirm malubeth is an exploit and all users caught using it will be banned!

    Sarcasm detected . Needles bouncing around tho ... *bangs on detector*
  • loki547
    loki547
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    FENGRUSH wrote: »
    Dont talk about Tamerlin unless you want to trigger Jules.

    Fixed
  • RinaldoGandolphi
    RinaldoGandolphi
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    Honestly,

    I don't want to see the set become useless.

    I think you leave the bonus as it is right now, don't change anything about Maulabeth

    Add a 5 sec cooldown to its proc. thats it. We don't want to make the set useless, but being an Undaunted Monster set it should have a unique pronounced bonus.

    Valkyn Skoria has a 5 sec cooldown on Meteors and its still one of the BIS for Magic DK and Magic Templar for damage.

    Maulabeth would be the same way...a 5 sec cooldown still makes it one of the BIS sets for a tank while not rendering the set useless...if you change the set in any other way outside of adding a cooldown it will render the set completely useless. Its bonuses need to stay as is, it just needs a cooldown, nothing more :)
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  • zyk
    zyk
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    Step 1: fix bug (1000-11000+ healing ticks twice per second)
    Step 2: balance further if necessary
    Edited by zyk on July 25, 2016 6:40PM
  • Lord_Hev
    Lord_Hev
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    Honestly,

    I don't want to see the set become useless.

    I think you leave the bonus as it is right now, don't change anything about Maulabeth

    Add a 5 sec cooldown to its proc. thats it. We don't want to make the set useless, but being an Undaunted Monster set it should have a unique pronounced bonus.

    Valkyn Skoria has a 5 sec cooldown on Meteors and its still one of the BIS for Magic DK and Magic Templar for damage.

    Maulabeth would be the same way...a 5 sec cooldown still makes it one of the BIS sets for a tank while not rendering the set useless...if you change the set in any other way outside of adding a cooldown it will render the set completely useless. Its bonuses need to stay as is, it just needs a cooldown, nothing more :)


    I agree with this too. The strength of the healing is good for the purpose it is supposed to achieve. A cooldown keeps the healing potential in-check.
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  • Mako1132
    Mako1132
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    FENGRUSH wrote: »
    Dont talk about kodi unless you want to trigger Jules.

    @Jules I heard Kodi only stopped using Malubeth because he found out Kaghei wasn't really coming back, c/d?
    Edited by Mako1132 on July 25, 2016 6:55PM
  • Elong
    Elong
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    L2 Roll backwards.
  • zyk
    zyk
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    Lord_Hev wrote: »

    I agree with this too. The strength of the healing is good for the purpose it is supposed to achieve. A cooldown keeps the healing potential in-check.

    AHLJCiD.png

    What about this tooltip implies it is supposed to:

    OHXpvU9.jpg

    ...Twice per second. The top value appears normal, the bottom value is obviously bugged.

    Malubeth doesn't always bug out, but it often will in long or extremely active fights which is normal for tanky builds and/or zerg divers.

    From what I have observed, the normal range for Malubeth ticks is approximately 400-1300. When it is bugged it may heal for up to approximately 11k twice per second.

    If it wasn't bugged, I doubt anyone would be calling it cancer. Fix the bug and then balance from there.
    Edited by zyk on July 25, 2016 7:16PM
  • MoreDino
    MoreDino
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    I think before we ask for changes to be made, we should be asking for a revision of the tooltip to better reflect what is supposed to be happening. Right now, the tooltip gives an amount that it will heal but we have no idea how it's supposed to reach that number. We don't know how often it's supposed to proc, how long of a duration it has, nor how many times it should tick in that duration. Until we know how it's supposed to work, we can't really tell whether it's working as intended or not.
  •  Jules
    Jules
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    FENGRUSH wrote: »
    Dont talk about kodi unless you want to trigger Jules.
    loki547 wrote: »
    Dont talk about Tamerlin unless you want to trigger Jules.

    FIFY. Noobs.

    Don't talk about Brady unless you want to trigger Jules.
    Edited by Jules on July 25, 2016 7:55PM
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  • Erock25
    Erock25
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    Fix the bug first and THEN balance please. The 'normal' healing tic appears to be around 400 which does not need a nerf.
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  • vortexman11
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    Lord_Hev wrote: »
    Just reduce the range of the beams so that it can have a legitimate hard-counter. The heals it offers right now are fine imo. You should be impossible to kill by a single player when you have a beam on them tethering their life force. The counter is supposed to be keeping distance, but at the moment the distance required is absurd. Limit the distance and encourage melee stam builds to back off when the beams are being constantly procc'd.

    ^ Agreed

    The set honestly doesn't bother me much , the only issue I have with it is the fact that the beam is such a hassle to break. In my opinion the sets range should be reduced to where it can be broken with a single dodge roll in the opposite direction of your opponent. Im not going to get into whether this set is broken or not because I honestly haven't used it enough to say. I just know that instead of looking to major nerfs like removing its ability to stack we should instead look for more viable ways to counter it.

    If a group of 10 people want to mindlessly stack on an individual using Malubeth then hell yeah, I think they should be punished with it being much harder to kill that one guy. If competent players are fighting someone with malubeth then I think they should be rewarded for using the proper counters by the fact that the target will die faster. If we have competent players (Which all of you are) complaining about the set then in my opinion it needs to be more easily countered rather than nerfed.

    The other balancing solution would be to put a slight pause between when the beam appears and when it actually starts healing. Correct me if Im wrong but currently the heals start ticking and you get the 30% buff as soon as the beam shows leaving no time to counter it. While Engine Guardian for example spawns then after a bit over a second starts providing the user with resources, this allows people to get ready to bash it or even kill it before it gets going.

    Last solution would be to just revert it back so the heal ticks aren't effected by battle spirit... I mean it was still a good set back then... people just didn't use it for whatever reason...

    Before someone accuses me of advocating for malubeth or something I just want to point out I havn't used it regularly since 1.6 and had to stop playing my tank this patch because I got so much hate for using it even though I've used bloodspawn for nearly a year now and continue to do so...
    Edited by vortexman11 on July 25, 2016 9:26PM
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  • PainfulFAFA
    PainfulFAFA
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    How to balance Malubeth?

    1) Apply battlespirit on the Tether's heal. NO 2-SET should insta heal you for 6k+ flat value PER PROC (thats also buffed by Mending/Vitality/CPs)

    2) Categorize the 2nd bonus as either Mending or Vitality. If its gonna give a Major buff it needs to be reduced to 25%. I personally prefer Minor Vitality, something not all classes have except templars

    3) Slightly reduce the tether's range so that 1-2 dodgerolls is enough to break it. As it is, u literally have to run away to create a large enough gap to break it

    Edited by PainfulFAFA on July 25, 2016 9:11PM
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  • zyk
    zyk
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    Last solution would be to just revert it back so the heal ticks aren't effected by battle spirit... I mean it was still a good set back then... people just didn't use it for whatever reason...

    The change to how Malubeth is impacted by Battle Spirit does not account for the anomalous results we have seen from it since 2.4.
  • Cinbri
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    Reduce Battle Spirit..
    It won't just fix this set but also will make small-scale as fun as it was before.
  • Chori
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    Pretty disgusting to call cancer anything in a video game to begin with...

    Changing it to minor mending would make it even more powerful to classes that already have a major mending source such as templars and DKs, I would say no to that. Same goes with Major Vitality as someone said in the thread...

    I would change it for a flat amount of healing affected by battle spirit, taking away the increase by holding beam part. That heal is also already useful being used while having major or minor mending/vitality. The increasing of heal by holding the beam is what makes the set strong.
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  • KenaPKK
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    No, @Jules it's definitely still bugged. Any objective person reading its tooltip would agree that it shouldn't tick for 11k+ heals per tick, which it still does. Its dot's damage is not even near a 10k tooltip total.

    Sometimes Malubeth gives 200 point heal ticks. Sometimes 900. That's balanced. 11k not so much, and I've seen higher. I'll also note that no amount of % bonus healing is going to turn a 200 or 900 point tick into an 11k tick. @Sharee can we get your recent screenshots up in here? Weren't those 11k ticks received with no bonus healing buffs on you?

    B U G G E D

    Also how is a 2pc set giving Major Mending too strong if two of the classes get the buff passively? Do you realize just how strong having access to that buff is for Templar and DK? It makes stamplar the strongest stam class, and contributes to magplar being the strongest magicka class. Magicka nightblade is supposed to be the "high self-heals" class, and we get 11-14% increased self-healing in a realistic build. 17% if you front bar siphon attacks, which is not worth. I'll repeat that this is healing taken. It does not affect outgoing heals. :(

    Please focus on the bug fixes before talking nerfs to what was, until just a few months ago, a perfectly balanced and interesting set.
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  • krathos
    krathos
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    I agree w/ @Lord_Hev . Shorten the beam.

    Give it the bloodspawn treatment by having a small cooldown so if you break the beam you get a few seconds before it can trigger again or at least make it not trigger on DoT ticks.

    This will make it much more realistic to counter w/o making the set useless.

    If a bug does exist where it causes heals to not be afflicted by battle spirit then obviously that needs to be addressed as well first (happy kena?).
    Edited by krathos on July 25, 2016 10:46PM
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  • KenaPKK
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    @krathos no, a bug would need to be addressed FIRST.

    People, stop proposing nerfs to stuff that isn't even working as intended to begin with. L2balance please.
    Edited by KenaPKK on July 25, 2016 10:37PM
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  • krathos
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    @KenaPKK ok fine, whatever. not sure why out of all the ludicrous suggestions on this thread you pick my fairly modest idea to *** about. my comment was made on the premise that it is currently working as intended as ZoS applied a fix a few weekly updates ago and we've yet to hear an official comment since and if its still bugged then obviously fix it.
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