Ragnarock41 wrote: »kendellking_chaosb14_ESO wrote: »Bleeds are needed to fight Heavy armor builds with high damage.
Correction : Bleeds are used by heavy armor builds with high weapon damage.
Finedaible wrote: »Nobody cared/complained about bleeds before this PTS even though nothing has changed with them. A Blackrose weapon which had a small design flaw allowing for scaling bleeds was introduced (and has now been nerfed to deal poison) and suddenly everyone is begging for bleed nerfs left and right. Ironically people have forgotten that Sload's Semblance still exists but "OMG, bleeds! Plz Nerf!..." like wtf?
usmguy1234 wrote: »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.
It might be useful to make bleeds more effective the higher the armor rating of the opponent you are facing. Just an idea.
Ragnaroek93 wrote: »I made a thread about Bleeds one year ago in the Morrowind closed beta section. It only took one year until everyone realised how broken they are LUL
Ragnaroek93 wrote: »I made a thread about Bleeds one year ago in the Morrowind closed beta section. It only took one year until everyone realised how broken they are LUL
@Ragnaroek93
Everyone lol? You should read what people come up with to defend bleeds. Or propose adjustments that simulate what maces do already because the only thing they know anymore are axes.
crit resists and major+minor protection directly counter bleeds.
I would have say to slot impreg as a counter to bleeds and most heavy hitting burst damage but some salty nightblades got their way and had impreg nerfed lol.
SergeantPink wrote: »Ragnarock41 wrote: »kendellking_chaosb14_ESO wrote: »Bleeds are needed to fight Heavy armor builds with high damage.
Correction : Bleeds are used by heavy armor builds with high weapon damage.
Almost every Stamina pvper now uses rending slashes. I doubt their reasoning is “we need something to combat heavy tanks in pvp.”
It’s currently the meta dot because, it’s strong, and dual weild is outperforming 2nd. It’s honestly smart a smart choice when considering which damage abilities to choose.
I personally don’t know which direction this ability should go. Maybe masters weapons need toned down just slightly. I would also support a cost increase to the skill
jbjondeaueb17_ESO wrote: »crit resists and major+minor protection directly counter bleeds.
I would have say to slot impreg as a counter to bleeds and most heavy hitting burst damage but some salty nightblades got their way and had impreg nerfed lol.
The main issue is that the one with the least amount of access to Major Protection will be the one who need it the most, aka magicka players.
Perhaps it's time to change the axe bleeds to not go through armor, then give maces a little love. Maces are clearly the designated 'more effective the more armor your opponent has', but they're outshined by axe due to the bleed.
Remove the goes-through-armor from bleeds, maybe buff maces' pen a little bit and give them another passive effect to give additional damage vs blocking targets or something.
Wolf_Watching wrote: »They literally nerfed master dw for you. Tf do the pugs want now? Let’s just remove mag classes from the game.
Wolf_Watching wrote: »They literally nerfed master dw for you. Tf do the pugs want now? Let’s just remove mag classes from the game.
I hardly call a 150 base damage reduction a meaningful adjustment.
usmcjdking wrote: »One of the biggest issues with bleeds isn't necessarily the bleed - but all the garbage that DOTS can proc. There is no reason why DOT effects proc weapon enchants, the weapon bleed, poisons, armor pieces, monster sets (unless specifically stated like Valkyn).
Wolf_Watching wrote: »They literally nerfed master dw for you. Tf do the pugs want now? Let’s just remove mag classes from the game.
I hardly call a 150 base damage reduction a meaningful adjustment.
Perhaps it's time to change the axe bleeds to not go through armor, then give maces a little love. Maces are clearly the designated 'more effective the more armor your opponent has', but they're outshined by axe due to the bleed.
Remove the goes-through-armor from bleeds, maybe buff maces' pen a little bit and give them another passive effect to give additional damage vs blocking targets or something.
@Wolf_Watching
Are you wearing a wolf costume irl when you play your werewolf?