The only reason I didn't complain about Warden trees much was because of Resto Ult. 90 ult is laughable where as Resto gets moved up to 125 where it sorta makes a difference. Either Resto cost needs to go down to 115 or trees needs another increase too 100. The point is to have a low cost, so if we need to change something remove the huge amount of healing done.Totally not P2W
The only reason I didn't complain about Warden trees much was because of Resto Ult. 90 ult is laughable where as Resto gets moved up to 125 where it sorta makes a difference. Either Resto cost needs to go down to 115 or trees needs another increase too 100. The point is to have a low cost, so if we need to change something remove the huge amount of healing done.Totally not P2W
Warden ult doesn't give Major Protection AND Major Force. Resto Ult is very strong, even considering the cost increase.
The only reason I didn't complain about Warden trees much was because of Resto Ult. 90 ult is laughable where as Resto gets moved up to 125 where it sorta makes a difference. Either Resto cost needs to go down to 115 or trees needs another increase too 100. The point is to have a low cost, so if we need to change something remove the huge amount of healing done.Totally not P2W
Warden ult doesn't give Major Protection AND Major Force. Resto Ult is very strong, even considering the cost increase.
The only reason I didn't complain about Warden trees much was because of Resto Ult. 90 ult is laughable where as Resto gets moved up to 125 where it sorta makes a difference. Either Resto cost needs to go down to 115 or trees needs another increase too 100. The point is to have a low cost, so if we need to change something remove the huge amount of healing done.Totally not P2W
Warden ult doesn't give Major Protection AND Major Force. Resto Ult is very strong, even considering the cost increase.
The only reason I didn't complain about Warden trees much was because of Resto Ult. 90 ult is laughable where as Resto gets moved up to 125 where it sorta makes a difference. Either Resto cost needs to go down to 115 or trees needs another increase too 100. The point is to have a low cost, so if we need to change something remove the huge amount of healing done.Totally not P2W
Warden ult doesn't give Major Protection AND Major Force. Resto Ult is very strong, even considering the cost increase.
It does offer up to 60 heal ticks whereas resto ult give a maximum of 6 healing ticks. About 8x the healing potential is enough to make up for the major buffs imo.
As soon as there's 3 people present Healing thicket becomes much more effective than resto ultimate, outputting significantly more than double the healing.
We can cherry pick arguments all day, but these two ults should be closer together in cost than they are, one way or another.
The only reason I didn't complain about Warden trees much was because of Resto Ult. 90 ult is laughable where as Resto gets moved up to 125 where it sorta makes a difference. Either Resto cost needs to go down to 115 or trees needs another increase too 100. The point is to have a low cost, so if we need to change something remove the huge amount of healing done.Totally not P2W
Warden ult doesn't give Major Protection AND Major Force. Resto Ult is very strong, even considering the cost increase.
Yea, major force needs to go or be reduced to minor force. It felt weird that two major offensive/defensive buffs existed at the same time with no drawbacks aside from single target/slotting resto staff.
leepalmer95 wrote: »The only reason I didn't complain about Warden trees much was because of Resto Ult. 90 ult is laughable where as Resto gets moved up to 125 where it sorta makes a difference. Either Resto cost needs to go down to 115 or trees needs another increase too 100. The point is to have a low cost, so if we need to change something remove the huge amount of healing done.Totally not P2W
Warden ult doesn't give Major Protection AND Major Force. Resto Ult is very strong, even considering the cost increase.
It does offer up to 60 heal ticks whereas resto ult give a maximum of 6 healing ticks. About 8x the healing potential is enough to make up for the major buffs imo.
As soon as there's 3 people present Healing thicket becomes much more effective than resto ultimate, outputting significantly more than double the healing.
We can cherry pick arguments all day, but these two ults should be closer together in cost than they are, one way or another.
Ones a smart heal, one isn't though.
Resto ult also heals a lot more per tick, even more now that wardn got ticks got nerfed.
Honestly they both need to be increased to 150. Broken cheap skills.
The only reason I didn't complain about Warden trees much was because of Resto Ult. 90 ult is laughable where as Resto gets moved up to 125 where it sorta makes a difference. Either Resto cost needs to go down to 115 or trees needs another increase too 100. The point is to have a low cost, so if we need to change something remove the huge amount of healing done.Totally not P2W
Warden ult doesn't give Major Protection AND Major Force. Resto Ult is very strong, even considering the cost increase.
Yea, major force needs to go or be reduced to minor force. It felt weird that two major offensive/defensive buffs existed at the same time with no drawbacks aside from single target/slotting resto staff.
You guys should stop thinking, that only focusdamage works fine... Against this the restorationstaffult is a perfect counter, true. Against aoedamage the templar- and wardenult are much stronger. The restorationstaffult can never heal the damage just from 1 destroult against 6 targets... When you have trouble with restorationstaffult, its maybe not too strong... maybe you guys choose the wrong tactic...
Just when i think about the incapult, my only counter was the restorationstaffult. Now it has 2 times increased costs...
Buff 2 classes and this offensiv *** same time while you nerf all other classes and defensiv skills... its horrorble frustrating...
Then finally after a lot of frustration we need to read comments like this... Go play Counterstrike if you want to oneshit other players and if you dont want skilled & tactically fights!
leepalmer95 wrote: »The only reason I didn't complain about Warden trees much was because of Resto Ult. 90 ult is laughable where as Resto gets moved up to 125 where it sorta makes a difference. Either Resto cost needs to go down to 115 or trees needs another increase too 100. The point is to have a low cost, so if we need to change something remove the huge amount of healing done.Totally not P2W
Warden ult doesn't give Major Protection AND Major Force. Resto Ult is very strong, even considering the cost increase.
It does offer up to 60 heal ticks whereas resto ult give a maximum of 6 healing ticks. About 8x the healing potential is enough to make up for the major buffs imo.
As soon as there's 3 people present Healing thicket becomes much more effective than resto ultimate, outputting significantly more than double the healing.
We can cherry pick arguments all day, but these two ults should be closer together in cost than they are, one way or another.
Ones a smart heal, one isn't though.
Resto ult also heals a lot more per tick, even more now that wardn got ticks got nerfed.
Honestly they both need to be increased to 150. Broken cheap skills.
The only reason I didn't complain about Warden trees much was because of Resto Ult. 90 ult is laughable where as Resto gets moved up to 125 where it sorta makes a difference. Either Resto cost needs to go down to 115 or trees needs another increase too 100. The point is to have a low cost, so if we need to change something remove the huge amount of healing done.Totally not P2W
Warden ult doesn't give Major Protection AND Major Force. Resto Ult is very strong, even considering the cost increase.
Yea, major force needs to go or be reduced to minor force. It felt weird that two major offensive/defensive buffs existed at the same time with no drawbacks aside from single target/slotting resto staff.
You guys should stop thinking, that only focusdamage works fine... Against this the restorationstaffult is a perfect counter, true. Against aoedamage the templar- and wardenult are much stronger. The restorationstaffult can never heal the damage just from 1 destroult against 6 targets... When you have trouble with restorationstaffult, its maybe not too strong... maybe you guys choose the wrong tactic...
Just when i think about the incapult, my only counter was the restorationstaffult. Now it has 2 times increased costs...
Buff 2 classes and this offensiv *** same time while you nerf all other classes and defensiv skills... its horrorble frustrating...
Then finally after a lot of frustration we need to read comments like this... Go play Counterstrike if you want to oneshit other players and if you dont want skilled & tactically fights!
We can only judge what ZoS tells us is the intent. Given that resto is basically a defensive/support line, having both Major Protection and Major force on a single target ability is clunky and weird. I think it should be a strong defense and not give you access to major force. in fact, it should grant crit resists to players around you (but that might require trans to receive a major/minor buff and this resto ulti would get a similar buff to discourage crit resist stacking.)
And given how zos has forced other classes to pick separate morphs with separate intentions, it didnt make sense that the resto ultimate was too low of cost but also gave two powerful buffs. I like it as a strong defense, granting major protection where other sources of that buff are too limited for application.
and if you compare to s+b ulti, that spell too should get its effects split across two separate morphs. But the cost should remain as on live and the block portion should be changed to make your block cheaper instead of granting a resource-less block.
But i see why they increased the duration instead; easy fix.
Gilliamtherogue wrote: »125 ulti for a Breath of Life heal tick every 1s for 5s (up to 10 if solo) WITH MOBILE Major Protection AND Force is pretty stupid. One of the most over loaded ultimates in the game.
Looking at other ultimates that have Major Protection;
Consuming Darkness & Morphs - Major Protection for up to 6 players for 16 seconds in a stationary setting. 200 ulti cost. Only heals if user is low health and prompts a synergy. One more doubles Major prot on caster, other does pitiful damage. Can be Negated.
Sleet Storm & Morphs - Major Protection for caster and up to 5 players for 8 seconds in a mobile setting. 200 ulti cost. Deals pitiful damage. One morph stuns if targets are hit consecutively by the damage portion (6 nearest targets, will update if those 6 nearest targets change, but will not actively stun other targets), the other passively adds 8% Magicka to the caster for slotting. Cannot be Negated.
So we have two settings of Major Protection having twice as much ulti cost as live (100 on live, 125 when CWC goes live), with no Major Force or massive healing enabled. The only form of Major Protection that lasts longer is a stationary setting that either does pathetic damage or gives the caster some more mitigation, while still being vulnerable to negation.
Suggestions;
Option A -Increase cost of Light's Champion to 175 (leave Panacea and Lifebringer at 125). This gives an option to have buffs AND immense healing but at the cost of a longer pay out (have to build up extra ulti), OR a very solid defensive heal that saves some global cooldowns and Magicka.
Option B - Remove Major Protection completely from Light's Champion. Leave ulti cost at 125 for all morphs. This leaves Light's Champion as a strong "Oh [snip]" button with its redonkulous healing, while also adding a distinction of group utility vs selfish saved resources.
Option C -Change Major Protection and Force to Minor Protection and Force on Light's Champion. Leave ulti cost at 125 for all morphs. This brings down raw mitigation of the skill while still retaining a chunk of it, but also takes away from some of the offensive power of Major Force. This is the poorest balance option in my opinion, as Major Force is only 5% more CHD compared to Minor Force, and it also applies to Healing.
Gilliamtherogue wrote: »125 ulti for a Breath of Life heal tick every 1s for 5s (up to 10 if solo) WITH MOBILE Major Protection AND Force is pretty stupid. One of the most over loaded ultimates in the game.
Looking at other ultimates that have Major Protection;
Consuming Darkness & Morphs - Major Protection for up to 6 players for 16 seconds in a stationary setting. 200 ulti cost. Only heals if user is low health and prompts a synergy. One more doubles Major prot on caster, other does pitiful damage. Can be Negated.
Sleet Storm & Morphs - Major Protection for caster and up to 5 players for 8 seconds in a mobile setting. 200 ulti cost. Deals pitiful damage. One morph stuns if targets are hit consecutively by the damage portion (6 nearest targets, will update if those 6 nearest targets change, but will not actively stun other targets), the other passively adds 8% Magicka to the caster for slotting. Cannot be Negated.
So we have two settings of Major Protection having twice as much ulti cost as live (100 on live, 125 when CWC goes live), with no Major Force or massive healing enabled. The only form of Major Protection that lasts longer is a stationary setting that either does pathetic damage or gives the caster some more mitigation, while still being vulnerable to negation.
Suggestions;
Option A -Increase cost of Light's Champion to 175 (leave Panacea and Lifebringer at 125). This gives an option to have buffs AND immense healing but at the cost of a longer pay out (have to build up extra ulti), OR a very solid defensive heal that saves some global cooldowns and Magicka.
Option B - Remove Major Protection completely from Light's Champion. Leave ulti cost at 125 for all morphs. This leaves Light's Champion as a strong "Oh [snip]" button with its redonkulous healing, while also adding a distinction of group utility vs selfish saved resources.
Option C -Change Major Protection and Force to Minor Protection and Force on Light's Champion. Leave ulti cost at 125 for all morphs. This brings down raw mitigation of the skill while still retaining a chunk of it, but also takes away from some of the offensive power of Major Force. This is the poorest balance option in my opinion, as Major Force is only 5% more CHD compared to Minor Force, and it also applies to Healing.
Mind at least explaining your reasoning?The only reason I didn't complain about Warden trees much was because of Resto Ult. 90 ult is laughable where as Resto gets moved up to 125 where it sorta makes a difference. Either Resto cost needs to go down to 115 or trees needs another increase too 100. The point is to have a low cost, so if we need to change something remove the huge amount of healing done.Totally not P2W
Gilliamtherogue wrote: »125 ulti for a Breath of Life heal tick every 1s for 5s (up to 10 if solo) WITH MOBILE Major Protection AND Force is pretty stupid. One of the most over loaded ultimates in the game.
Looking at other ultimates that have Major Protection;
Consuming Darkness & Morphs - Major Protection for up to 6 players for 16 seconds in a stationary setting. 200 ulti cost. Only heals if user is low health and prompts a synergy. One more doubles Major prot on caster, other does pitiful damage. Can be Negated.
Sleet Storm & Morphs - Major Protection for caster and up to 5 players for 8 seconds in a mobile setting. 200 ulti cost. Deals pitiful damage. One morph stuns if targets are hit consecutively by the damage portion (6 nearest targets, will update if those 6 nearest targets change, but will not actively stun other targets), the other passively adds 8% Magicka to the caster for slotting. Cannot be Negated.
So we have two settings of Major Protection having twice as much ulti cost as live (100 on live, 125 when CWC goes live), with no Major Force or massive healing enabled. The only form of Major Protection that lasts longer is a stationary setting that either does pathetic damage or gives the caster some more mitigation, while still being vulnerable to negation.
Suggestions;
Option A -Increase cost of Light's Champion to 175 (leave Panacea and Lifebringer at 125). This gives an option to have buffs AND immense healing but at the cost of a longer pay out (have to build up extra ulti), OR a very solid defensive heal that saves some global cooldowns and Magicka.
Option B - Remove Major Protection completely from Light's Champion. Leave ulti cost at 125 for all morphs. This leaves Light's Champion as a strong "Oh [snip]" button with its redonkulous healing, while also adding a distinction of group utility vs selfish saved resources.
Option C -Change Major Protection and Force to Minor Protection and Force on Light's Champion. Leave ulti cost at 125 for all morphs. This brings down raw mitigation of the skill while still retaining a chunk of it, but also takes away from some of the offensive power of Major Force. This is the poorest balance option in my opinion, as Major Force is only 5% more CHD compared to Minor Force, and it also applies to Healing.
No offense but you should stick to pve theorycrafting
Gilliamtherogue wrote: »125 ulti for a Breath of Life heal tick every 1s for 5s (up to 10 if solo) WITH MOBILE Major Protection AND Force is pretty stupid. One of the most over loaded ultimates in the game.
Looking at other ultimates that have Major Protection;
Consuming Darkness & Morphs - Major Protection for up to 6 players for 16 seconds in a stationary setting. 200 ulti cost. Only heals if user is low health and prompts a synergy. One more doubles Major prot on caster, other does pitiful damage. Can be Negated.
Sleet Storm & Morphs - Major Protection for caster and up to 5 players for 8 seconds in a mobile setting. 200 ulti cost. Deals pitiful damage. One morph stuns if targets are hit consecutively by the damage portion (6 nearest targets, will update if those 6 nearest targets change, but will not actively stun other targets), the other passively adds 8% Magicka to the caster for slotting. Cannot be Negated.
So we have two settings of Major Protection having twice as much ulti cost as live (100 on live, 125 when CWC goes live), with no Major Force or massive healing enabled. The only form of Major Protection that lasts longer is a stationary setting that either does pathetic damage or gives the caster some more mitigation, while still being vulnerable to negation.
Suggestions;
Option A -Increase cost of Light's Champion to 175 (leave Panacea and Lifebringer at 125). This gives an option to have buffs AND immense healing but at the cost of a longer pay out (have to build up extra ulti), OR a very solid defensive heal that saves some global cooldowns and Magicka.
Option B - Remove Major Protection completely from Light's Champion. Leave ulti cost at 125 for all morphs. This leaves Light's Champion as a strong "Oh [snip]" button with its redonkulous healing, while also adding a distinction of group utility vs selfish saved resources.
Option C -Change Major Protection and Force to Minor Protection and Force on Light's Champion. Leave ulti cost at 125 for all morphs. This brings down raw mitigation of the skill while still retaining a chunk of it, but also takes away from some of the offensive power of Major Force. This is the poorest balance option in my opinion, as Major Force is only 5% more CHD compared to Minor Force, and it also applies to Healing.
When we look on the other hand:
Incap from nightblades cost half of ultimate costs and its not overloaded?
We have allready not much good working defensive ultimates... why you really want to destroy them? Maybe you need to start your incap & will of assassination combo 2x times instead of just 1???
Gilliamtherogue wrote: »125 ulti for a Breath of Life heal tick every 1s for 5s (up to 10 if solo) WITH MOBILE Major Protection AND Force is pretty stupid. One of the most over loaded ultimates in the game.
Looking at other ultimates that have Major Protection;
Consuming Darkness & Morphs - Major Protection for up to 6 players for 16 seconds in a stationary setting. 200 ulti cost. Only heals if user is low health and prompts a synergy. One more doubles Major prot on caster, other does pitiful damage. Can be Negated.
Sleet Storm & Morphs - Major Protection for caster and up to 5 players for 8 seconds in a mobile setting. 200 ulti cost. Deals pitiful damage. One morph stuns if targets are hit consecutively by the damage portion (6 nearest targets, will update if those 6 nearest targets change, but will not actively stun other targets), the other passively adds 8% Magicka to the caster for slotting. Cannot be Negated.
So we have two settings of Major Protection having twice as much ulti cost as live (100 on live, 125 when CWC goes live), with no Major Force or massive healing enabled. The only form of Major Protection that lasts longer is a stationary setting that either does pathetic damage or gives the caster some more mitigation, while still being vulnerable to negation.
Suggestions;
Option A -Increase cost of Light's Champion to 175 (leave Panacea and Lifebringer at 125). This gives an option to have buffs AND immense healing but at the cost of a longer pay out (have to build up extra ulti), OR a very solid defensive heal that saves some global cooldowns and Magicka.
Option B - Remove Major Protection completely from Light's Champion. Leave ulti cost at 125 for all morphs. This leaves Light's Champion as a strong "Oh [snip]" button with its redonkulous healing, while also adding a distinction of group utility vs selfish saved resources.
Option C -Change Major Protection and Force to Minor Protection and Force on Light's Champion. Leave ulti cost at 125 for all morphs. This brings down raw mitigation of the skill while still retaining a chunk of it, but also takes away from some of the offensive power of Major Force. This is the poorest balance option in my opinion, as Major Force is only 5% more CHD compared to Minor Force, and it also applies to Healing.
No offense but you should stick to pve theorycrafting
The only reason I didn't complain about Warden trees much was because of Resto Ult. 90 ult is laughable where as Resto gets moved up to 125 where it sorta makes a difference. Either Resto cost needs to go down to 115 or trees needs another increase too 100. The point is to have a low cost, so if we need to change something remove the huge amount of healing done.Totally not P2W
Warden ult doesn't give Major Protection AND Major Force. Resto Ult is very strong, even considering the cost increase.
It does offer up to 60 heal ticks whereas resto ult give a maximum of 6 healing ticks. About 8x the healing potential is enough to make up for the major buffs imo.
As soon as there's 3 people present Healing thicket becomes much more effective than resto ultimate, outputting significantly more than double the healing.
We can cherry pick arguments all day, but these two ults should be closer together in cost than they are, one way or another.
Waffennacht wrote: »All NB skills need a cost increase and a nerf to damage
Waffennacht wrote: »All NB skills need a cost increase and a nerf to damage
Triggered Nah can we leave NB where it is for once. It actually requires some skill (unless a oneshot build) and I'd like to keep it that way
Waffennacht wrote: »Waffennacht wrote: »All NB skills need a cost increase and a nerf to damage
Triggered Nah can we leave NB where it is for once. It actually requires some skill (unless a oneshot build) and I'd like to keep it that way
Still clearly overloaded, over performing with all Ults costing less and doing more than all other classes. Most definitely OP and need of nerf