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Is ZOS planning to remove spell crit from healing?

  • Ragnaroek93
    Ragnaroek93
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    I really hope that they don't remove healing getting boosted from crit dmg CP as well, otherwise enjoy another sorc meta.
    I used to think that PvP was a tragedy, but now I realize, it's a comedy.
  • Joy_Division
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    The worse part of this is that zos said nothing about this in the dragonbones patch. Like they hoped noone would notice

    That's the way ZoS likes to roll.
    Marto wrote: »
    technohic wrote: »
    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.

    Would you care to show us where ZoS actually said that or better yet, provide some evidence of this "active" playatyle? Because with no mobility boosts, no competitive means to prevent incoming damage, no CC that goes through block, dodge, reflect, and a bunch of channeled offensive skills, I'm not seeing the "active" part of the class.
    Edited by Joy_Division on March 13, 2018 1:28PM
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • Inarre
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    technohic wrote: »
    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.
  • technohic
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    Inarre wrote: »
    technohic wrote: »
    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.

    Sure. Lets just bottom it out already and be done with it.
  • Avran_Sylt
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    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.
    Edited by Avran_Sylt on March 13, 2018 2:46PM
  • Serjustin19
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    I hope they do, because what's a spell Crit? Seriously,...
    Formerly Serjustin19, Save for Forum Of Course.... Fiery_Darkness (PC NA) currently.
  • exeeter702
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    Feanor wrote: »
    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.

    Nb healers operate almost entirely on hots. That being said, just from running plenty of tests, nb healer hps was very high in comparison to both templars and wardens, ultimately its a nerf but not a game changer.
  • Bajatar
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    Feanor wrote: »
    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.

    This does in fact reduce build diversity because it takes away options (e.g. skills and sets) from healers. We'd end up with even fewer options for healer builds.

    To make matters worse, since it nerfs healer builds for solo play (e.g. you'd need to switch to non-damage sets), healers (like tanks) would need completely different skill and equipment sets when soloing. Aside from wasting inventory space it's also annoying as hell to completely switch everything around multiple times a days just to run a few dungeons or do quests. I already often can't be bothered to queue for dungeons with my tank because of the overhead. I'd hate to be stuck in the same hole with my healer.

    DPS is already king in this game. Further nerfing support classes only reduces build and gameplay diversity.
  • Knowledge
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    Perhaps the Templar shouldn't really be allowed to do anything...
  • Amdar_Godkiller
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    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.
  • PlagueSD
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    All abilities in PvP are being replaced with 3 buttons, "rock" "paper" and "scissors" Whenever two people use an ability, the 2 are compared and whoever loses will be killed.
  • Ragnarock41
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    IF heals aren't going to crit, what about the ''shields can't be critted because they don't crit'' thing?

    they need to make shield crittable aswell if that is going to be the case.

    Either way I don't roll too high crit rates anyways , so nbs and templars should worry about this, not me.
    Edited by Ragnarock41 on March 13, 2018 9:26PM
  • Doctordarkspawn
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    They must really want a dead game if they keep nerfing any means of making interesting setups, or diversity in what people run.
  • Chrlynsch
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    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...
    Caius
    Pack Leader of Scourge Alliance- First Fang of Hircine, The Beast of Bruma
    PC NA
  • Amdar_Godkiller
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    Chrlynsch 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...

    Oh I know. My point was that it would buff damage AND buff healing, because it scales to spelldamage/magicka. Trading 1%-2% damage for an extra 3% healing, essentially.
  • Erraln
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    Epona222 wrote: »
    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.

    The core misunderstanding (maybe which Gina made as well?) is that the statistic those passives call "Critical damage" modifies all skills which can crit. Your character only has two statistics which it tracks to modify its criticals; "Spell" critical modifier, increased by Elfborn CP, and "Weapon" critical modifier, increased by Precise Strikes CP. Neutral sources, like these class passives, Major and Minor buffs (Sets, Trap, Warhorn), the Shadow Mundus and so on increase both.

    Now, in this game heals can crit. So when Healing Springs costs you Magic and crits, it calls the "Spell" Crit Modifier and you do 160% (Or more) base healing.
    And in the same way, when Vigor costs you Stamina and crits, it calls the "Weapon" Crit Modifier.

    This is how the game has been working for years, and for ZoS to imply that it was never supposed to happen in 2018 is... interesting, to say the least. If they go through with it, they'll be nerfing all healing across the board, and I'm not even sure how that change might be implemented. Disable critical healing? Spin out a new "Healing" Crit Modifier which is then granted by the Ritual and other healing sets, perhaps? Who can say?
    Edited by Erraln on March 14, 2018 2:05PM
  • Yolokin_Swagonborn
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    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.
  • QuebraRegra
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    Knowledge wrote: »
    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.

    this is most disturbing.... I'm seeing talk of this as well, calling out Gina Bruno as having confirmed it. Can we get an actual confirmation either way from Gina?

    need to decide to cancel sub and uninstall...
  • BuddyAces
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    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.

    Going to guess I'll be wearing Hundings or Automatons still with probably VO as my second set while doing 10k less dps than I do now.
    They nerfed magsorcs so hard stamsorcs felt it,lol - Somber97866

    I'm blown away by the utter stupidity I see here on the daily. - Wrekkedd
  • QuebraRegra
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    More screwing of the base game mechanics to account for the power creep caused by CP.

    a well said truth that will absolutely be denied or will otherwise go unrecognized.
  • QuebraRegra
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    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.

    ambiguity!?!?! it's been like that for years!!!! A base mechanic of the game is being nerfed.. this isn't semantics, it's a NERF!
  • QuebraRegra
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    Knowledge wrote: »
    Perhaps the Templar shouldn't really be allowed to do anything...

    I don;t even play a TEMPTATER and I agree this change stinks.
  • QuebraRegra
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    They must really want a dead game if they keep nerfing any means of making interesting setups, or diversity in what people run.

    they really don't give 2 F@wks... it's all shut and play the meta with that WROBLE guy.
    Edited by QuebraRegra on March 14, 2018 9:34PM
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