Lightspeedflashb14_ESO wrote: »
The worse part of this is that zos said nothing about this in the dragonbones patch. Like they hoped noone would notice
Problem is; it’s always been like this and balance has been done around it. They have a track record of not revisiting balance when making changes like this. IE Templars losing major mending after jabs heal nerf.
Templars losing major mending has more to do with turning them into a more active class. They can no longer just cast spells mindlessly. That is what made them the most powerful, but also the most dull of the healing classes.
They were talking about a passive that said "increase critical damage" as being fixed as it was not supposed to include heals. They also then said the templar passive will also need to be fixed here
https://forums.elderscrollsonline.com/en/discussion/comment/4920821#Comment_4920821
Extrapolating from that, one can assume they mean anything that says "increase critical damage" should not increase heals
They were talking about a passive that said "increase critical damage" as being fixed as it was not supposed to include heals. They also then said the templar passive will also need to be fixed here
https://forums.elderscrollsonline.com/en/discussion/comment/4920821#Comment_4920821
Extrapolating from that, one can assume they mean anything that says "increase critical damage" should not increase heals
Yes they should remove the minor mending passive from Templar too.
I dunno if Hemorrhage crits affecting NB HoTs are a major issue. It’s the guaranteed heal crits when cloak that are way out of line.
There have been several instances of “double dipping” (a skill affected by several modifiers) in the past that have been amended. This is no different. As healing is not damage it should be totally untied from damage modifiers and spell and weapon power. This would alleviate the situation that in almost all cases you’re better off stacking damage and raw stats. Would give more build diversity.
Amdar_Godkiller wrote: »How about we just change the toolbar text to read "increases your critical modifier" everywhere that it says something similar to "increases your critical damage done"? Changing it so that heals no longer scale with crit damage hurts an aspect of the game that is already underwhelming: crit builds. This change would effectively make the Shadow mundus even more useless than it currently is, as its only real use at the moment is to buff mag healing in for stam and hybrid PVP builds, and to buff mag healing, stam healing, and stam damage for werewolf builds. There's no need to change the game's mechanics as a result of ambiguous wording. Just phrase it more precisely.
And then buff the shadow's base bonus to 10%, and the thief's to 8%.
Also consider that this change will basically reduce all healing by 6% or more: 10% for most NBs and Templars.
A NB or Templar with 56 CP in elfborn will see a healing reduction roughly equal to:
2/3 (10% + 20%) x spell critical chance
Also, combine precise strikes and elfborn into a single CP star. Splitting them into two CP stars creates a hurdle for build diversity.
Amdar_Godkiller wrote: »How about we just change the toolbar text to read "increases your critical modifier" everywhere that it says something similar to "increases your critical damage done"? Changing it so that heals no longer scale with crit damage hurts an aspect of the game that is already underwhelming: crit builds. This change would effectively make the Shadow mundus even more useless than it currently is, as its only real use at the moment is to buff mag healing in for stam and hybrid PVP builds, and to buff mag healing, stam healing, and stam damage for werewolf builds. There's no need to change the game's mechanics as a result of ambiguous wording. Just phrase it more precisely.
And then buff the shadow's base bonus to 10%, and the thief's to 8%.
Also consider that this change will basically reduce all healing by 6% or more: 10% for most NBs and Templars.
A NB or Templar with 56 CP in elfborn will see a healing reduction roughly equal to:
2/3 (10% + 20%) x spell critical chance
Also, combine precise strikes and elfborn into a single CP star. Splitting them into two CP stars creates a hurdle for build diversity.
Fun fact about shadow on a werewolf... Their crits do more damage if you use warrior...
The way I read it, was that crit modifiers for certain class DAMAGE abilities were being fixed so that they no longer affected heal crits, and would only affect damage crit as intended. One of the skills was Haemorrhage (or whatever the US spelling of that is, I am English so have my spellchecker set to UK English). I didn't read from it that crits on heals were being removed. Just modifiers from a couple of abilities that were only ever intended to be damage only.
I've read several posts stating that spell crit and healing crit is being removed from healers toolkits sometime in the next patch? I can't seem to find any information regarding this.
Yolokin_Swagonborn wrote: »So what does this game look like in 2 years if we keep nerfing things at this rate?
1500 CP, huge damage modifiers, skills that barely do anything to account for the extra damage.
Yolokin_Swagonborn wrote: »More screwing of the base game mechanics to account for the power creep caused by CP.
Avran_Sylt wrote: »This is a nerf.
But this is good. Clearly stating where things should and should not work, leaving no ambiguity in the technical sense, is a good thing.
However, this does mean there are going to need to be adjustments/inclusions to the base game.
Doctordarkspawn wrote: »They must really want a dead game if they keep nerfing any means of making interesting setups, or diversity in what people run.