The_Camper wrote: »The_Camper wrote: »the BLEED damage on twin slashes is affected by battle spirit and is being reduced by the target resistances. Every single skill that has BLEED damage written on it is being affected by battle spirit and resistances.
The BLEED is not reduced by resistances. Every damage except Oblivion is „mitigated“ by Battle Spirit. What BLEED does and why it‘s problematic in PVP for several patches now and alarming for the upcoming patch, is explained in my first post.
Bleed damage on every single skill, including rending slashes, is being mitigated by Resistances. Only bleed damage that ignores resistances are the PASSIVE bleeds. (twin blade and blunt bleed, heavy weapons bleed)
and you go ahead and ask for nerfs to twin slash bleed damage assuming it ignores resistances. Please be informed a bit more. This is what's wrong with the community. Cries for nerfs on things that are not even problems themselves
You are wrong. Go test.
The first issue with reducing the damage of bleeds is it makes those same skills pretty useless in PvE. There is that half of the game.
So the answer is to only reduce their damage in PvP. To that, it is clear Zos does not want to create different rules for skills in PvP vs PvE. They have stated that much very clearly.
Class reps are just like our politicians. They promise mountains made of gold for us, but in the end, whenever they can they try to push their own agenda.
Bleeds ignore resistances and thus are the 2. most effective source of PVP damage, only being mitigated by Minor/Major Protection (and other % based mitigation) and partially by Critical Resistance. Only Oblivion damage is stronger.
With the adjustments to damage shields, so that they are now takeing resistances into account, already overperformant bleeds will yet again be too commonly (ab)used in PVP.
I think a 33 - 40% damage reduction to skill/passive applied bleeds should keep them in check and would keep them „special“ due to their resistance ignoring nature.
leepalmer95 wrote: »Well if they're heavy armour i'd consider them a tank anyway.
Could just change bleeds to do bonus dmg vs armour types then? I'm sure zos can do some calculations and change the bonus dmg to heavy to be about the same as it is currently.@Buzo
Or even just give the bleeds flat out % pen
@leepalmer95
Your points are non constructive.
Make bleeds punish one armor type more than others in an explicit way is the worst of „design“ choices.
Yet bleeds already do exactly that. Ignoring all resistances actually punishes HA builds the most since that's what they chose to build for. Obviously bleeds are meant to be the counter to that. It just so happens that ZOS failed terribly in the big picture design choices and gave HA better healing received and HP recovery, so they don't have as much trouble dealig with them as they should.
I'm going to repeat myself here by saying that in every other MMO I played the counter to tank was as effective against every other class/role as against tanks themselves, and that's the way it should be ... if someone builds/chooses class to withstand high amounts of damage, why should someone else be able to deal with it better? If there is a counter to a tank in form of damage bypassing his armor, it should work as well against everyone else, with maybe one exception being healers, having an ability to deal with it better.
When you bleed, you bleed untill stopped, it does not really matter what are you wearing.
usmcjdking wrote: »Impen should offer bleed damage reduction as well as oblivion damage reduction.
leepalmer95 wrote: »usmcjdking wrote: »Impen should offer bleed damage reduction as well as oblivion damage reduction.
Sure man lets make reduce bleeds and buff heavy.
Also the literal point of oblivion type dmg is that it's true dmg, it deal the exact amount it says and can't be incrased or decreased.
Also impen is used enough.
Wolf_Watching wrote: »Why can one person make a post like this and achieve anything? If you can’t survive 800 dps you need to die. You are vying to destroy werewolf pvp builds and nerf both dks even farther. Do you understand this?
Wolf_Watching wrote: »Why can one person make a post like this and achieve anything? If you can’t survive 800 dps you need to die. You are vying to destroy werewolf pvp builds and nerf both dks even farther. Do you understand this?
A blanket Bleed nerf is a blanket WW nerf. But unlike most nerfs, you can’t just swap out a skill or gear slot and adapt. They would just straight-up lose damage.
If Bleeds are overperforming, the individual sources should be evaluated separately. For example, the WW bleed can’t be stacked with the axe passive, since that passive doesn’t work in WW form. Similarly it can’t be combined with Masters DW.
Not fully convinced that bleeds are actually too strong, but if they are, please don’t forget that werewolves exist.
lucky_dutch wrote: »Bleeds need to scale with weapon power, making them slightly weaker for heavy armor builds and slightly stronger for medium armor builds.
That way they'll be a counter to heavy armor meta, not an enabler for it.
lucky_dutch wrote: »Bleeds need to scale with weapon power, making them slightly weaker for heavy armor builds and slightly stronger for medium armor builds.
That way they'll be a counter to heavy armor meta, not an enabler for it.
Psst* .... they do scale with weapon damage
kendellking_chaosb14_ESO wrote: »Bleeds are needed to fight Heavy armor builds with high damage.
Wolf_Watching wrote: »Why can one person make a post like this and achieve anything? If you can’t survive 800 dps you need to die. You are vying to destroy werewolf pvp builds and nerf both dks even farther. Do you understand this?
A blanket Bleed nerf is a blanket WW nerf. But unlike most nerfs, you can’t just swap out a skill or gear slot and adapt. They would just straight-up lose damage.
If Bleeds are overperforming, the individual sources should be evaluated separately. For example, the WW bleed can’t be stacked with the axe passive, since that passive doesn’t work in WW form. Similarly it can’t be combined with Masters DW.
Not fully convinced that bleeds are actually too strong, but if they are, please don’t forget that werewolves exist.
killimandrosb16_ESO wrote: »Wolf_Watching wrote: »Why can one person make a post like this and achieve anything? If you can’t survive 800 dps you need to die. You are vying to destroy werewolf pvp builds and nerf both dks even farther. Do you understand this?
A blanket Bleed nerf is a blanket WW nerf. But unlike most nerfs, you can’t just swap out a skill or gear slot and adapt. They would just straight-up lose damage.
If Bleeds are overperforming, the individual sources should be evaluated separately. For example, the WW bleed can’t be stacked with the axe passive, since that passive doesn’t work in WW form. Similarly it can’t be combined with Masters DW.
Not fully convinced that bleeds are actually too strong, but if they are, please don’t forget that werewolves exist.
They are too strong. If you need to be convinced, dip your toes in mmr bg's.
Wolf_Watching wrote: »Please someone just remove this guy from the game. Problem solved.
lucky_dutch wrote: »Wolf_Watching wrote: »Please someone just remove this guy from the game. Problem solved.
We get it, you disagree. Stop spamming.
leepalmer95 wrote: »If you nerf they by 40% the fact they igmore armour is pointless, better off using other dots.
I like bleeds as they counter the crappy heavy armour meta we have.
leepalmer95 wrote: »Well if they're heavy armour i'd consider them a tank anyway.
Could just change bleeds to do bonus dmg vs armour types then? I'm sure zos can do some calculations and change the bonus dmg to heavy to be about the same as it is currently.@Buzo
Or even just give the bleeds flat out % pen
@leepalmer95
Your points are non constructive.
Make bleeds punish one armor type more than others in an explicit way is the worst of „design“ choices.
Yet bleeds already do exactly that. Ignoring all resistances actually punishes HA builds the most since that's what they chose to build for. Obviously bleeds are meant to be the counter to that. It just so happens that ZOS failed terribly in the big picture design choices and gave HA better healing received and HP recovery, so they don't have as much trouble dealig with them as they should.
I'm going to repeat myself here by saying that in every other MMO I played the counter to tank was as effective against every other class/role as against tanks themselves, and that's the way it should be ... if someone builds/chooses class to withstand high amounts of damage, why should someone else be able to deal with it better? If there is a counter to a tank in form of damage bypassing his armor, it should work as well against everyone else, with maybe one exception being healers, having an ability to deal with it better.
When you bleed, you bleed untill stopped, it does not really matter what are you wearing.