NightbladeMechanics wrote: »Why not get rid of Battle Spirit?
Halve player damage, healing, and shielding tooltips. Halve PvE mob health pools. Tweak some other stuff as needed. Profit.
NightbladeMechanics wrote: »Why not get rid of Battle Spirit?
Halve player damage, healing, and shielding tooltips. Halve PvE mob health pools. Tweak some other stuff as needed. Profit.
Or just double player health pools. Same exact effect.
Personally though I think they'd need to be more than doubled.
Because you can run like 1000 regen on some builds anyway.
Battle roar, dark deal, heavy attacks with points in tenacity, constitution... You don't need regen.
leepalmer95 wrote: »Because you can run like 1000 regen on some builds anyway.
Battle roar, dark deal, heavy attacks with points in tenacity, constitution... You don't need regen.
1000? I was around 600 on my stam sorc and had the best sustain on any of my builds.
Literally 5 heavy, all damage, 0 regen.
NightbladeMechanics wrote: »Why not get rid of Battle Spirit?
Halve player damage, healing, and shielding tooltips. Halve PvE mob health pools. Tweak some other stuff as needed. Profit.
Because they wanted it in PvE as well.
That's the answer, nothing fancy or special.
Doctordarkspawn wrote: »Because they wanted it in PvE as well.
That's the answer, nothing fancy or special.
And that's a stupid *** decision for something that not only wasn't a problem, but the alternative actually makes the game more boring.
The reason we hate ZOS so much is because we disagree with their direction.
If Zenimax's concern is infinite-resource builds in PVP... why not add a recovery nerf to Battle Spirit? Why not revert a lot of the changes done to cost of stamina, armors, etc... and add a new debuff to Battle Spirit?
That way, ZoS doesn't have to break their design philosophy by making abilities behave differently between PVE and PVP. Nor make two different CP trees.
Maybe make it a dynamic value, that changes so medium/light builds would not be as hurt by it. Maybe make it so you start getting hit with a 50% nerf to all recovery gained after, say, 1500.
I have no idea how the math of this would work out, but what do you guys think of this, at least as a concept?
Doctordarkspawn wrote: »Because they wanted it in PvE as well.
That's the answer, nothing fancy or special.
And that's a stupid *** decision for something that not only wasn't a problem, but the alternative actually makes the game more boring.
The reason we hate ZOS so much is because we disagree with their direction.
visionality wrote: »Doctordarkspawn wrote: »Because they wanted it in PvE as well.
That's the answer, nothing fancy or special.
And that's a stupid *** decision for something that not only wasn't a problem, but the alternative actually makes the game more boring.
The reason we hate ZOS so much is because we disagree with their direction.
Double disagree, @Doctordarkspawn:
(1) Unliminited ressources in current PVE is the problem. If Zenimax would have wanted to fix PVP-regen, they would have had an easier way by disabling CPs in PVP or by adapting battle spirit. Just because NPCs don't flame on forums whereas PVPers do doesn't mean cancer builds don't exist in PVE.
(2) The reason why "we" (whoever "we" may be) hate ZOS so much is that "we" don't understand what their direction is. Or a beta, at that point. Or "we" just feel hating is easier than using constructive arguments and a civilized tone.