Link the notes because I don’t see the patch notes
Nerftheforums wrote: »Maybe because having major defile with a huge uptime + healing absorbtion is broken af. Just maybe.
GrumpyDuckling wrote: »Nerftheforums wrote: »Maybe because having major defile with a huge uptime + healing absorbtion is broken af. Just maybe.
Maybe that's what they thought, but we have no idea because there isn't a dev note.
Temeraire507 wrote: »GrumpyDuckling wrote: »Nerftheforums wrote: »Maybe because having major defile with a huge uptime + healing absorbtion is broken af. Just maybe.
Maybe that's what they thought, but we have no idea because there isn't a dev note.
It is what they were afraid of, they said it on friday during ESO live if I remember correctly.
https://www.youtube.com/watch?v=TiL5MzzniD4healing absorption on a spamable is OP, everyone that knows anything about balance and tested that skill that were also able to overlook the personal bias of wanting to be OP in PvP said as much, its really not up for debate.
its also obvious that its a PvP bias of people wanting to be broken, healing absorption is an effect that is ONLY worth anything in PvP.
I have no doubt that the people that wanted this skill to remain as is, or want the change reverted, also play multi pet magicka sorcs and think they are perfectly balanced and people just need to learn how to play. in fact they will probably go out of there way to tell you how weak they are and how easy it is to beat and how in need a buff they actually are.
same people.
thank god it was brought in line, way to go ZOS, necro is still OP so keep the changes coming.
That healing absorption on top of the standard Stamina toolkit + Major Defile from the Stam-morph of Blastbones is just way over the top, and it doesn't need to return. Something being "cool" or "unique" isn't enough justification for it to remain in the game if it unbalances PvP.GrumpyDuckling wrote: »healing absorption on a spamable is OP, everyone that knows anything about balance and tested that skill that were also able to overlook the personal bias of wanting to be OP in PvP said as much, its really not up for debate.
its also obvious that its a PvP bias of people wanting to be broken, healing absorption is an effect that is ONLY worth anything in PvP.
I have no doubt that the people that wanted this skill to remain as is, or want the change reverted, also play multi pet magicka sorcs and think they are perfectly balanced and people just need to learn how to play. in fact they will probably go out of there way to tell you how weak they are and how easy it is to beat and how in need a buff they actually are.
same people.
thank god it was brought in line, way to go ZOS, necro is still OP so keep the changes coming.
Sorry to completely disprove your "no doubt" statement, but I don't play multi-pet magicka sorcerer in PVP.
Concerning Ruinous Scythe, I liked the idea of theorycrafting a pure disease/defiler support build for small group play, and healing absorption would have been fun to build into with Necromancer and a set like Solider of Anguish (even though it's meh). It would be great to see healing absorption return in some form (maybe in a more costly skill), as it represents something that is unique.
That healing absorption on top of the standard Stamina toolkit + Major Defile from the Stam-morph of Blastbones is just way over the top, and it doesn't need to return. Something being "cool" or "unique" isn't enough justification for it to remain in the game if it unbalances PvP.GrumpyDuckling wrote: »healing absorption on a spamable is OP, everyone that knows anything about balance and tested that skill that were also able to overlook the personal bias of wanting to be OP in PvP said as much, its really not up for debate.
its also obvious that its a PvP bias of people wanting to be broken, healing absorption is an effect that is ONLY worth anything in PvP.
I have no doubt that the people that wanted this skill to remain as is, or want the change reverted, also play multi pet magicka sorcs and think they are perfectly balanced and people just need to learn how to play. in fact they will probably go out of there way to tell you how weak they are and how easy it is to beat and how in need a buff they actually are.
same people.
thank god it was brought in line, way to go ZOS, necro is still OP so keep the changes coming.
Sorry to completely disprove your "no doubt" statement, but I don't play multi-pet magicka sorcerer in PVP.
Concerning Ruinous Scythe, I liked the idea of theorycrafting a pure disease/defiler support build for small group play, and healing absorption would have been fun to build into with Necromancer and a set like Solider of Anguish (even though it's meh). It would be great to see healing absorption return in some form (maybe in a more costly skill), as it represents something that is unique.
You wouldn't really need to sacrifice all that much to be a "support" build that spams Health Absorption + Major Defile. It's not like you couldn't have obscenely high weapon damage at the same time, and proc some ~2k damage/tick bleeds, right alongside Master DW-enhanced Rending Slashes, Master 2h-enhanced Cleave, Dawnbreaker, etc...
You're right, we should have incap inflict 5k healing absorption since it's an ultimate.
If this sounds game breaking it's because it is. Hence why putting healing absorption on a spammable was asinine to begin with.
GrumpyDuckling wrote: »You're right, we should have incap inflict 5k healing absorption since it's an ultimate.
If this sounds game breaking it's because it is. Hence why putting healing absorption on a spammable was asinine to begin with.
Health absorption is a cool idea. I'd like to see it implemented in a way where there's some tradeoff for it. Either a costly skill, or a reduction in damage. It would be a ton of fun to have a pure disease/defiler build for small group play.
If the Ruinous Scythe change was reverted, what's to stop people from just ignoring the Soldier of Anguish set, and having a spammable heal absorption skill + extremely high damage?GrumpyDuckling wrote: »That healing absorption on top of the standard Stamina toolkit + Major Defile from the Stam-morph of Blastbones is just way over the top, and it doesn't need to return. Something being "cool" or "unique" isn't enough justification for it to remain in the game if it unbalances PvP.GrumpyDuckling wrote: »healing absorption on a spamable is OP, everyone that knows anything about balance and tested that skill that were also able to overlook the personal bias of wanting to be OP in PvP said as much, its really not up for debate.
its also obvious that its a PvP bias of people wanting to be broken, healing absorption is an effect that is ONLY worth anything in PvP.
I have no doubt that the people that wanted this skill to remain as is, or want the change reverted, also play multi pet magicka sorcs and think they are perfectly balanced and people just need to learn how to play. in fact they will probably go out of there way to tell you how weak they are and how easy it is to beat and how in need a buff they actually are.
same people.
thank god it was brought in line, way to go ZOS, necro is still OP so keep the changes coming.
Sorry to completely disprove your "no doubt" statement, but I don't play multi-pet magicka sorcerer in PVP.
Concerning Ruinous Scythe, I liked the idea of theorycrafting a pure disease/defiler support build for small group play, and healing absorption would have been fun to build into with Necromancer and a set like Solider of Anguish (even though it's meh). It would be great to see healing absorption return in some form (maybe in a more costly skill), as it represents something that is unique.
You wouldn't really need to sacrifice all that much to be a "support" build that spams Health Absorption + Major Defile. It's not like you couldn't have obscenely high weapon damage at the same time, and proc some ~2k damage/tick bleeds, right alongside Master DW-enhanced Rending Slashes, Master 2h-enhanced Cleave, Dawnbreaker, etc...
Thanks for your comment because your mindset (still stacking damage) perfectly segways into what I would do to implement health absorption and a set like Soldier of Anguish.
Have Soldier of Anguish be a tradeoff. Have it proc like it used to, without the stupid conditions, but at the cost that it drops the user's damage by x%. That way there people aren't stacking defiling + absorption + damage, but we could still make awesome support builds.
That 10% damage from Exploiter CP is only active when CP is, and some people's primary mode of gameplay in ESO is no-CP PvP. 'Course, anything was better than making Stam more OP in BGs.Off balance is a great trade off. It adds 10% more damage using exploiter CP. Why is this bad? It's a cone as well so anyone hit on the 3rd strike is set off balance as well. Along with the other benefits of off balance.
I like it.
People need to cry less and test more.
GrumpyDuckling wrote: »You're right, we should have incap inflict 5k healing absorption since it's an ultimate.
If this sounds game breaking it's because it is. Hence why putting healing absorption on a spammable was asinine to begin with.
Health absorption is a cool idea. I'd like to see it implemented in a way where there's some tradeoff for it. Either a costly skill, or a reduction in damage. It would be a ton of fun to have a pure disease/defiler build for small group play.
Pretty confident most people don't find healing absorption to be cool.
GrumpyDuckling wrote: »From PTS Notes 5.0.2
Ruinous Scythe (morph): This morph has been redesigned so it no longer applies Healing Absorption to targets hit. Now, every third cast of the ability will set targets hit Off Balance.
I don't understand why this change was made -- this was a cool morph that did something unique. Why are you so afraid of healing absorption, ZOS? There's not even a dev note about this change. First the Solider of Anguish nerf, now this.Soldier of Anguish
(2 items) Adds 129 Weapon Damage
(3 items) Adds 833 Weapon Critical
(4 items) Adds 129 Weapon Damage
(5 items) When you deal damage with a melee attack, you have a 25% chance to place a ring on the ground that explodes after 1.3 seconds, applying 4800 Heal Absorption to all enemies hit for 4 seconds, negating their next 4800 points of healing done. This effect can occur once every 6 seconds.
GrumpyDuckling wrote: »From PTS Notes 5.0.2
Ruinous Scythe (morph): This morph has been redesigned so it no longer applies Healing Absorption to targets hit. Now, every third cast of the ability will set targets hit Off Balance.
I don't understand why this change was made -- this was a cool morph that did something unique. Why are you so afraid of healing absorption, ZOS? There's not even a dev note about this change. First the Solider of Anguish nerf, now this.Soldier of Anguish
(2 items) Adds 129 Weapon Damage
(3 items) Adds 833 Weapon Critical
(4 items) Adds 129 Weapon Damage
(5 items) When you deal damage with a melee attack, you have a 25% chance to place a ring on the ground that explodes after 1.3 seconds, applying 4800 Heal Absorption to all enemies hit for 4 seconds, negating their next 4800 points of healing done. This effect can occur once every 6 seconds.
Probably because it was broken on stamnecro with major defile lol.
I think Stam Necro will probably do OK, since the baseline Stamina toolkit is extremely good, and some of the issues Blastbones has will be mitigated if you're usually casting it while sitting on top of your target.Waffennacht wrote: »I really don't see the Necro class being all that PvP BG viable...
I dunno maybe I'm wrong, maybe 2 offensive skills from the class is enough.... Lmfao
Forum drama. This skill will still be really good. The off balance change makes it more interesting and also so that you have to actually think about what you’re doing instead of just spamming away and getting major defile and a huge heal debuff with no thought.