DeadlyRecluse wrote: »I don't think it's complicated to understand, but I don't like it, at least not as a universal rule. I'd like to be able to invest in penetration and get more heals out of sweeps, for instance. Having it be a preset value somewhat pigeonholes you to push spell damage at the expense of other stats.
I think your solution would work well for some spells, for sure, but I'm not sure it needs to be a blanket rule.
I see your point and agree to some certain extend, but on the flip side you should ask yourself why penetration should buff your healing. Remember your main offensive stats, that is magicka and spell damage still increase the amount healed.
I think as y general rule of thumb you can say, if these skills perform well in PvP atm they are overperforming in PvE - at least its true for inhale and embers. Maybe not for your stereotype dps/ tank role, but very much for solo and overland content (e.g. vMSA)
What OP is saying is that the skills should ignore buffs and blocking that reduce damage taken or at least have a much more complicated design where the damage is still reduced but the servers calculate what it would have been without the player being smart about reducing their damage.
That would not only be complicated but also add more load to the server since the current design of the game would require that calculation be done server side.
WHAT? No thats not what im saying at all, I just want a seperate fricking hot instance instead of healing scaled off of damage done.
Your Jabs TT would liike like "hit enemy 5 times for X damage and heal for Y damage", with the heal component being a fixed value scaling off of your max stats. How is it so complicated to understand?? It has nothing to do with target you're fighting anymore.
Actually, this is the first time you have said this and you now make more sense.
I would still suggest it should not be the case as it means ineffective builds still get the same healing. Say someone comes in without any penetration and attacks a heavy armor player. Clearly their damage is pretty much wet noodles yet they are still getting huge heals
In the end those there could be unintended issues including it turns those skills more into a heal rather than a damage skill with a healing component since you do not even need to do damage to get the heal. The skill would just need to touch something.
I'm sorry if I delivered confusion with my working, I'll adjust the op. I see your point, but in turn whats so bad at tanky players receiving heal but doing no damage? Isn't that actually desirable and opens up build options? I see your point this can become an issue if the healing amounts arent implemented thoughfully, but from an ad hoc PoV I would can't really see a downside.
I think the biggest thing is why on earth would you ever use an ability like swallow soul or funnel health in pvp.
The cost is high, the damage is low, the heal is small, and it’s a projectile so can be negated entirely by Wardens, defensive stance, or the Sword and Board ultimate... or have it’s damage/healing cut in half by DKs. On top of which people have mitigation in pvp.
I think the main reason people think magblade is so weak is they hold onto dead skills in the toolkit because of pve or how it used to perform. Do yourself a favour, just stop using it. You only have space for 10 abilities, and these skills should definitely not be one of them. There are a dozen better spammables out there.... or something like that, are there 13? However many spammables there are swallow soul is last.
So you are suggesting your idea would benefit tank builds that cannot do much damage since these skills would still give them strong healing.
Even if that is not what you were trying to say you found the very solid reason Zos would not revisit these skills as you are wanting. Just as a very tanky build should not be doing much damage these same skills because they lack the max stam/mag and WD/SD to power them the related heals should be similarly smaller.
d Weapon, Force Shock (Morph), Elemental Weapon and aside from the first one, all do only 1 thing - damage. They have (almost) the same cost and deal only marginally more dmg (or force you into melee range in case of CB), which is not worth giving up a heal on a class that already struggles to heal. Even if the heal from Funnel isn't always good in PvP - it is still better than no heal at all. Only for gank builds CW or EW are worth slotting.So you are suggesting your idea would benefit tank builds that cannot do much damage since these skills would still give them strong healing.
Even if that is not what you were trying to say you found the very solid reason Zos would not revisit these skills as you are wanting. Just as a very tanky build should not be doing much damage these same skills because they lack the max stam/mag and WD/SD to power them the related heals should be similarly smaller.
He isn't saying heals should not scale with stam/mag and WD/SD so idk what you are on about again.
d Weapon, Force Shock (Morph), Elemental Weapon and aside from the first one, all do only 1 thing - damage. They have (almost) the same cost and deal only marginally more dmg (or force you into melee range in case of CB), which is not worth giving up a heal on a class that already struggles to heal. Even if the heal from Funnel isn't always good in PvP - it is still better than no heal at all. Only for gank builds CW or EW are worth slotting.So you are suggesting your idea would benefit tank builds that cannot do much damage since these skills would still give them strong healing.
Even if that is not what you were trying to say you found the very solid reason Zos would not revisit these skills as you are wanting. Just as a very tanky build should not be doing much damage these same skills because they lack the max stam/mag and WD/SD to power them the related heals should be similarly smaller.
He isn't saying heals should not scale with stam/mag and WD/SD so idk what you are on about again.
My guess is you did not read what I was responding to. It is kind of obvious that it has to scale off something and OP does not want it to scale off damage as it does now. OP was very clear in what I quoted that OP states "whats so bad at tanky players receiving heal but doing no damage?"
So that clearly indicates OP is not talking about scaling off of typical damage stats since that tank build would not provide the much of the heal they are talking about.
IDK, as my name implies, but maybe OP is not being very clear with that last reply he made to my comments. Please try to explain for me based on what I had quoted above how a tank can be getting heals from a damage based skill when they cannot do any damage because they lack the damage stats.
Ohh and regarding the tanky player statement, take a light and a heavy magplar for example with equal mag and spelldmg.
Light will do more damage because of crit and penetration, but heavy will have more healing due to multipliers. The healing base value of both is exactly equal.
Some speccing purely in defenses with significantly less mag and spell dmg will not pull the same healing numbers as he lacks the main offensive stats, so I don’t see this being a problem.
The cost is high, the damage is low, the heal is small, and it’s a projectile so can be negated entirely by Wardens, defensive stance, or the Sword and Board ultimate... or have it’s damage/healing cut in half by DKs. On top of which people have mitigation in pvp.
I think the main reason people think magblade is so weak is they hold onto dead skills in the toolkit because of pve or how it used to perform. Do yourself a favour, just stop using it. You only have space for 10 abilities, and these skills should definitely not be one of them. There are a dozen better spammables out there.... or something like that, are there 13? However many spammables there are swallow soul is last.
Ohh and regarding the tanky player statement, take a light and a heavy magplar for example with equal mag and spelldmg.
Light will do more damage because of crit and penetration, but heavy will have more healing due to multipliers. The healing base value of both is exactly equal.
Some speccing purely in defenses with significantly less mag and spell dmg will not pull the same healing numbers as he lacks the main offensive stats, so I don’t see this being a problem.
Not at all what you said. You really need to choose your words carefully because your explanation now makes that previous comment look like nonsense. Even your current explanation is odd since when you have a small base number adding a very small amount of crit to a small multiplier means a very rare crit that is very small. Even the added penetration has a small effect.
Even more so, when talking tanky builds we generally do not think of someone wearing 5 pieces of light armor.
This makes the comment I was replying to even more odd. I really think you need to give your idea much more thought since there are clearly a lot of aspects that have not been considered.
I think the biggest thing is why on earth would you ever use an ability like swallow soul or funnel health in pvp.
The cost is high, the damage is low, the heal is small, and it’s a projectile so can be negated entirely by Wardens, defensive stance, or the Sword and Board ultimate... or have it’s damage/healing cut in half by DKs. On top of which people have mitigation in pvp.
I think the main reason people think magblade is so weak is they hold onto dead skills in the toolkit because of pve or how it used to perform. Do yourself a favour, just stop using it. You only have space for 10 abilities, and these skills should definitely not be one of them. There are a dozen better spammables out there.... or something like that, are there 13? However many spammables there are swallow soul is last.
There are 4 spammables a magblade can use - Swallow Soul, Concealed Weapon, Force Shock (Morph), Elemental Weapon and aside from the first one, all do only 1 thing - damage. They have (almost) the same cost and deal only marginally more dmg (or force you into melee range in case of CB), which is not worth giving up a heal on a class that already struggles to heal. Even if the heal from Funnel isn't always good in PvP - it is still better than no heal at all. Only for gank builds CW or EW are worth slotting.So you are suggesting your idea would benefit tank builds that cannot do much damage since these skills would still give them strong healing.
Even if that is not what you were trying to say you found the very solid reason Zos would not revisit these skills as you are wanting. Just as a very tanky build should not be doing much damage these same skills because they lack the max stam/mag and WD/SD to power them the related heals should be similarly smaller.
He isn't saying heals should not scale with stam/mag and WD/SD so idk what you are on about again.
I think main problem is healing reduced 2x witht this by battlespirit
1st time it is just reduced by overall reduced damage done by 50%
then when we have reduced damage done by that huge amount then healing done in those skills is additionally reeduced by additional 50% by battlespirit so in practise:
for example if an damage skill is healing you for 50% of damage done by this in theory then in practice with battle spirit this skill is healing you by only 25% of damage done so it is really lower
when everything normal is cutted single time by 50% with battle spirit many heals like those are cutted twice for this 50% which is problem how some skills are jsut unreliable as you said
we can add also to this old dragonblood when normally this was healing you for only for 33% of your lost max health it was also cutted by half and on ppv it was healing you for only 16.5% of lost max health so not so much at all
I see your point, but in turn whats so bad at tanky players receiving heal but doing no damage? Isn't that actually desirable and opens up build options?What OP is saying is that the skills should ignore buffs and blocking that reduce damage taken or at least have a much more complicated design where the damage is still reduced but the servers calculate what it would have been without the player being smart about reducing their damage.
That would not only be complicated but also add more load to the server since the current design of the game would require that calculation be done server side.
WHAT? No thats not what im saying at all, I just want a seperate fricking hot instance instead of healing scaled off of damage done.
Your Jabs TT would liike like "hit enemy 5 times for X damage and heal for Y damage", with the heal component being a fixed value scaling off of your max stats. How is it so complicated to understand?? It has nothing to do with target you're fighting anymore.
Actually, this is the first time you have said this and you now make more sense.
I would still suggest it should not be the case as it means ineffective builds still get the same healing. Say someone comes in without any penetration and attacks a heavy armor player. Clearly their damage is pretty much wet noodles yet they are still getting huge heals
In the end those there could be unintended issues including it turns those skills more into a heal rather than a damage skill with a healing component since you do not even need to do damage to get the heal. The skill would just need to touch something.
Ohh and regarding the tanky player statement, take a light and a heavy magplar for example with equal mag and spelldmg.
Light will do more damage because of crit and penetration, but heavy will have more healing due to multipliers. The healing base value of both is exactly equal.
Some speccing purely in defenses with significantly less mag and spell dmg will not pull the same healing numbers as he lacks the main offensive stats, so I don’t see this being a problem.
I see your point, but in turn whats so bad at tanky players receiving heal but doing no damage? Isn't that actually desirable and opens up build options?What OP is saying is that the skills should ignore buffs and blocking that reduce damage taken or at least have a much more complicated design where the damage is still reduced but the servers calculate what it would have been without the player being smart about reducing their damage.
That would not only be complicated but also add more load to the server since the current design of the game would require that calculation be done server side.
WHAT? No thats not what im saying at all, I just want a seperate fricking hot instance instead of healing scaled off of damage done.
Your Jabs TT would liike like "hit enemy 5 times for X damage and heal for Y damage", with the heal component being a fixed value scaling off of your max stats. How is it so complicated to understand?? It has nothing to do with target you're fighting anymore.
Actually, this is the first time you have said this and you now make more sense.
I would still suggest it should not be the case as it means ineffective builds still get the same healing. Say someone comes in without any penetration and attacks a heavy armor player. Clearly their damage is pretty much wet noodles yet they are still getting huge heals
In the end those there could be unintended issues including it turns those skills more into a heal rather than a damage skill with a healing component since you do not even need to do damage to get the heal. The skill would just need to touch something.
This is your comment advocating for a tank build that is clearly lacking the damage component would still get a good heal.Ohh and regarding the tanky player statement, take a light and a heavy magplar for example with equal mag and spelldmg.
Light will do more damage because of crit and penetration, but heavy will have more healing due to multipliers. The healing base value of both is exactly equal.
Some speccing purely in defenses with significantly less mag and spell dmg will not pull the same healing numbers as he lacks the main offensive stats, so I don’t see this being a problem.
This is the attempted explanation. Mostly that somehow the a small amount of crit chance and penetration will increase the heal significantly even though it lacks the spell damage and weapon damage because it is a tank build. Further, the HA passive that increases heals received by 8% would be pretty small when the heal is small.
The explanation is mathematically insignificant is my point. They lack significant mag and spell damage which is they their damage is low per your statement so their heals should be low. This is mathematical certainty regardless if the heal is damage based or stat based.
This whole part also conflicts with pretty much with original OP and updated OP.
I think the biggest thing is why on earth would you ever use an ability like swallow soul or funnel health in pvp.
The cost is high, the damage is low, the heal is small, and it’s a projectile so can be negated entirely by Wardens, defensive stance, or the Sword and Board ultimate... or have it’s damage/healing cut in half by DKs. On top of which people have mitigation in pvp.
I think the main reason people think magblade is so weak is they hold onto dead skills in the toolkit because of pve or how it used to perform. Do yourself a favour, just stop using it. You only have space for 10 abilities, and these skills should definitely not be one of them. There are a dozen better spammables out there.... or something like that, are there 13? However many spammables there are swallow soul is last.
There are 4 spammables a magblade can use - Swallow Soul, Concealed Weapon, Force Shock (Morph), Elemental Weapon and aside from the first one, all do only 1 thing - damage. They have (almost) the same cost and deal only marginally more dmg (or force you into melee range in case of CB), which is not worth giving up a heal on a class that already struggles to heal. Even if the heal from Funnel isn't always good in PvP - it is still better than no heal at all. Only for gank builds CW or EW are worth slotting.So you are suggesting your idea would benefit tank builds that cannot do much damage since these skills would still give them strong healing.
Even if that is not what you were trying to say you found the very solid reason Zos would not revisit these skills as you are wanting. Just as a very tanky build should not be doing much damage these same skills because they lack the max stam/mag and WD/SD to power them the related heals should be similarly smaller.
He isn't saying heals should not scale with stam/mag and WD/SD so idk what you are on about again.
I’d argue there are a ton of better options:
- Reach with the staff that boosts it’s damage
- Elemental weapon in melee builds
- Crushing shock (it’s unreflectable)
- Elemental Ring (with the BRP staff)
- Sap essence (melee builds)
- Concealed weapon (in cloak melee builds)
Saying there’s self healing to swallow soul is a little misleading. You’ll end up killing yourself from reflections. If you’re a pure ranged magblade crushing shock and elemental ring are outright better, and use resto abilities on your back bar to heal yourself.
Most people think magblades are the weakest pvp class. Mainly because so many try to use these dead skills that don’t work and haven’t adjusted to the pvp reality.
I see your point, but in turn whats so bad at tanky players receiving heal but doing no damage? Isn't that actually desirable and opens up build options?What OP is saying is that the skills should ignore buffs and blocking that reduce damage taken or at least have a much more complicated design where the damage is still reduced but the servers calculate what it would have been without the player being smart about reducing their damage.
That would not only be complicated but also add more load to the server since the current design of the game would require that calculation be done server side.
WHAT? No thats not what im saying at all, I just want a seperate fricking hot instance instead of healing scaled off of damage done.
Your Jabs TT would liike like "hit enemy 5 times for X damage and heal for Y damage", with the heal component being a fixed value scaling off of your max stats. How is it so complicated to understand?? It has nothing to do with target you're fighting anymore.
Actually, this is the first time you have said this and you now make more sense.
I would still suggest it should not be the case as it means ineffective builds still get the same healing. Say someone comes in without any penetration and attacks a heavy armor player. Clearly their damage is pretty much wet noodles yet they are still getting huge heals
In the end those there could be unintended issues including it turns those skills more into a heal rather than a damage skill with a healing component since you do not even need to do damage to get the heal. The skill would just need to touch something.
This is your comment advocating for a tank build that is clearly lacking the damage component would still get a good heal.Ohh and regarding the tanky player statement, take a light and a heavy magplar for example with equal mag and spelldmg.
Light will do more damage because of crit and penetration, but heavy will have more healing due to multipliers. The healing base value of both is exactly equal.
Some speccing purely in defenses with significantly less mag and spell dmg will not pull the same healing numbers as he lacks the main offensive stats, so I don’t see this being a problem.
This is the attempted explanation. Mostly that somehow the a small amount of crit chance and penetration will increase the heal significantly even though it lacks the spell damage and weapon damage because it is a tank build. Further, the HA passive that increases heals received by 8% would be pretty small when the heal is small.
The explanation is mathematically insignificant is my point. They lack significant mag and spell damage which is they their damage is low per your statement so their heals should be low. This is mathematical certainty regardless if the heal is damage based or stat based.
This whole part also conflicts with pretty much with original OP and updated OP.
Dude I dont know where to begin, it literally says in the very first sentance that both builds have equal max stats. Either you must be trolling me by now or just don't ready my stuff carefully. In the last sentance I clarify exactly those full-tank builds will have no benefit from the skill becuase they lack offensive stats. Im done with this.
I think the biggest thing is why on earth would you ever use an ability like swallow soul or funnel health in pvp.
The cost is high, the damage is low, the heal is small, and it’s a projectile so can be negated entirely by Wardens, defensive stance, or the Sword and Board ultimate... or have it’s damage/healing cut in half by DKs. On top of which people have mitigation in pvp.
I think the main reason people think magblade is so weak is they hold onto dead skills in the toolkit because of pve or how it used to perform. Do yourself a favour, just stop using it. You only have space for 10 abilities, and these skills should definitely not be one of them. There are a dozen better spammables out there.... or something like that, are there 13? However many spammables there are swallow soul is last.
There are 4 spammables a magblade can use - Swallow Soul, Concealed Weapon, Force Shock (Morph), Elemental Weapon and aside from the first one, all do only 1 thing - damage. They have (almost) the same cost and deal only marginally more dmg (or force you into melee range in case of CB), which is not worth giving up a heal on a class that already struggles to heal. Even if the heal from Funnel isn't always good in PvP - it is still better than no heal at all. Only for gank builds CW or EW are worth slotting.So you are suggesting your idea would benefit tank builds that cannot do much damage since these skills would still give them strong healing.
Even if that is not what you were trying to say you found the very solid reason Zos would not revisit these skills as you are wanting. Just as a very tanky build should not be doing much damage these same skills because they lack the max stam/mag and WD/SD to power them the related heals should be similarly smaller.
He isn't saying heals should not scale with stam/mag and WD/SD so idk what you are on about again.
I’d argue there are a ton of better options:
- Reach with the staff that boosts it’s damage
- Elemental weapon in melee builds
- Crushing shock (it’s unreflectable)
- Elemental Ring (with the BRP staff)
- Sap essence (melee builds)
- Concealed weapon (in cloak melee builds)
Saying there’s self healing to swallow soul is a little misleading. You’ll end up killing yourself from reflections. If you’re a pure ranged magblade crushing shock and elemental ring are outright better, and use resto abilities on your back bar to heal yourself.
Most people think magblades are the weakest pvp class. Mainly because so many try to use these dead skills that don’t work and haven’t adjusted to the pvp reality.
I'd really love to see a magblade solo/smallscale open world (or even in bg) with crushing shock and ele ring. You surely can provide some gameplay examples that show how great that those skills work, right?
I think the biggest thing is why on earth would you ever use an ability like swallow soul or funnel health in pvp.
The cost is high, the damage is low, the heal is small, and it’s a projectile so can be negated entirely by Wardens, defensive stance, or the Sword and Board ultimate... or have it’s damage/healing cut in half by DKs. On top of which people have mitigation in pvp.
I think the main reason people think magblade is so weak is they hold onto dead skills in the toolkit because of pve or how it used to perform. Do yourself a favour, just stop using it. You only have space for 10 abilities, and these skills should definitely not be one of them. There are a dozen better spammables out there.... or something like that, are there 13? However many spammables there are swallow soul is last.
There are 4 spammables a magblade can use - Swallow Soul, Concealed Weapon, Force Shock (Morph), Elemental Weapon and aside from the first one, all do only 1 thing - damage. They have (almost) the same cost and deal only marginally more dmg (or force you into melee range in case of CB), which is not worth giving up a heal on a class that already struggles to heal. Even if the heal from Funnel isn't always good in PvP - it is still better than no heal at all. Only for gank builds CW or EW are worth slotting.So you are suggesting your idea would benefit tank builds that cannot do much damage since these skills would still give them strong healing.
Even if that is not what you were trying to say you found the very solid reason Zos would not revisit these skills as you are wanting. Just as a very tanky build should not be doing much damage these same skills because they lack the max stam/mag and WD/SD to power them the related heals should be similarly smaller.
He isn't saying heals should not scale with stam/mag and WD/SD so idk what you are on about again.
I’d argue there are a ton of better options:
- Reach with the staff that boosts it’s damage
- Elemental weapon in melee builds
- Crushing shock (it’s unreflectable)
- Elemental Ring (with the BRP staff)
- Sap essence (melee builds)
- Concealed weapon (in cloak melee builds)
Saying there’s self healing to swallow soul is a little misleading. You’ll end up killing yourself from reflections. If you’re a pure ranged magblade crushing shock and elemental ring are outright better, and use resto abilities on your back bar to heal yourself.
Most people think magblades are the weakest pvp class. Mainly because so many try to use these dead skills that don’t work and haven’t adjusted to the pvp reality.
I'd really love to see a magblade solo/smallscale open world (or even in bg) with crushing shock and ele ring. You surely can provide some gameplay examples that show how great that those skills work, right?
Sure, here’s one with me where I got a lot of kills. I’m a healer so predominantly heal.
https://media.discordapp.net/attachments/540046416110813194/563343674264780811/Screenshot_20190404_084454.png
I can link more if you’d like:
https://media.discordapp.net/attachments/540046416110813194/573152707452600330/Screenshot_20190501_102328.png
https://media.discordapp.net/attachments/540046416110813194/562861548427804682/Screenshot_20190403_004946.png
Do those links work? Only damage abilities I use are elemental ring, blockade and impale. Typically when I do see a magblade, which isn’t often, I’ll have just as much damage and kills as them and I’m usually 1:2 damage to healing. I think I can confidently say most magblades spec poorly which is why they feel the class is so bad, the meta is poor.
So it's "buff typical ep" thread.
Jokes aside, it would be a buff to those zerglingz who just chase you down with 15 tanks with no damage.
Imagine fire a whip not with 10000, but for 700 and still heal for 4000 as you said.
Nah
So you are suggesting your idea would benefit tank builds that cannot do much damage since these skills would still give them strong healing.
As I even stated in the last sentence of what you just quoted that these statists conflict with both your original OP and edited OP. Again this was your statement and answer to the issue with that statement. I understand you cannot see the glaring conflict with your own statements and that is ok. As for your most recent edit, I have not read it and am tired of caring. I expect you have taken my advice and worked with it so the idea makes more sense.
As I even stated in the last sentence of what you just quoted that these statists conflict with both your original OP and edited OP. Again this was your statement and answer to the issue with that statement. I understand you cannot see the glaring conflict with your own statements and that is ok. As for your most recent edit, I have not read it and am tired of caring. I expect you have taken my advice and worked with it so the idea makes more sense.
@idk
Also, cut people some slack man.
I too greatly appreciate well thought out and clearly communicated arguments and I also understand that pointing out the flaws in other people's logic can help them to improve their argument and overall quality of writing in general, but doing so in the quantity that you do just comes off as combatitive.
I know that you mean well though, the best arguments can withstand opposition after all. I just fear some people don't always interpret it that way.
FrancisCrawford wrote: »