Maintenance for the week of April 6:
• PC/Mac: No maintenance – April 6

Consitency pass on damage based healing

  • Iskiab
    Iskiab
    ✭✭✭✭✭
    ✭✭✭
    I don’t think we’ll see it this PTS. Maybe they didn’t want to nerf magblade in pve and buff magblade in pvp. Maybe next cycle.
    Looking for any guildies I used to play with:
    Havoc Warhammer - Alair
    LoC EQ2 - Mayi and Iskiab
    PRX and Tabula Rasa - Rift - Iskiab
    Or anyone else I used to play games with in guilds I’ve forgotten
  • DeadlyRecluse
    DeadlyRecluse
    ✭✭✭✭✭
    ✭✭✭✭
    Jeezye 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)

    It's not buffing your healing! It's buffing your damage...and the heal is based on that! I'm being facetious, obviously, but I do think there's an argument for keeping it as something that scales off of damage-done. It also allows for more counterplay that way--If I see someone sweepsing, if I build/play more defensively I reduce their heals, rather than letting heal at the same value they would hitting a glass cannon or potato...

    And yes, I agree that there are some that have issues with overperforming in one context or the other. And I don't think your suggestion is bad! It's used already on some skills (I think Sap is worded that way, with a set heal value per target?). I'm 100% on board with these skills getting a balance pass, but I'm not sold on this being the one and only way to balance them. I could be wrong!
    Thrice Empress, Forever Scrub
  • Iskiab
    Iskiab
    ✭✭✭✭✭
    ✭✭✭
    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.
    Edited by Iskiab on May 14, 2019 1:58AM
    Looking for any guildies I used to play with:
    Havoc Warhammer - Alair
    LoC EQ2 - Mayi and Iskiab
    PRX and Tabula Rasa - Rift - Iskiab
    Or anyone else I used to play games with in guilds I’ve forgotten
  • idk
    idk
    ✭✭✭✭✭
    ✭✭✭✭✭
    Jeezye wrote: »
    idk wrote: »
    Jeezye wrote: »
    idk wrote: »
    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.

    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.


    Edited by idk on May 14, 2019 5:27AM
  • Rianai
    Rianai
    ✭✭✭✭✭
    Iskiab wrote: »
    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.
    idk wrote: »
    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.
    Edited by Rianai on May 14, 2019 5:40AM
  • idk
    idk
    ✭✭✭✭✭
    ✭✭✭✭✭
    Rianai wrote: »
    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.
    idk wrote: »
    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.

    @Rianai Did you read what I quoted? OP asked "but in turn whats so bad at tanky players receiving heal but doing no damage?"

    So the OP is clearly implying the tank build is not setup for damage yet is getting a strong heal from this damage based skill.

    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. I ask because your comment does not make sense to me in the context of what OP said in what I quoted.
    Edited by idk on May 14, 2019 6:00AM
  • Jeezye
    Jeezye
    ✭✭✭✭✭
    idk wrote: »
    Rianai wrote: »
    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.
    idk wrote: »
    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.

    Hey man, so the model is really plain simple:

    The skills does X damage and heals for Y.

    Y is scaling with your offensive stats, that is mag/Stam and spell/wep damage depending on skill plus the healing multipliers.

    The only difference this makes is that the healing component doesn’t scale on the damage DELIVERED to the target, hence is not affected by its mitigation or your penetration.

    I’m not sure how I can describe it better, hope this is clear now.
  • Jeezye
    Jeezye
    ✭✭✭✭✭
    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.
  • idk
    idk
    ✭✭✭✭✭
    ✭✭✭✭✭
    Jeezye wrote: »
    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.
  • HowlKimchi
    HowlKimchi
    ✭✭✭✭✭
    Iskiab wrote: »
    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.

    Which is exactly the point of this thread. Asking for a fix to a "dead" skill according to you.

    I don't think it's a dead skill btw. As the only siphoning skill on my front bar, it activates siphoning passives which are all strong. I believe normalizing the heal it does would make it a balanced skill without making it the definite BiS spammable for a magblade.
    Edited by HowlKimchi on May 14, 2019 6:27AM
    previously @HaruKamui but I outgrew my weeb phase (probably)

    PC/NA - EP - Howl Bragi/Howl Kimchi
  • Jeezye
    Jeezye
    ✭✭✭✭✭
    idk wrote: »
    Jeezye wrote: »
    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.

    Bro, I really don't understand where all your confusion comes from. I added an example in the OP for swallow soul which shows how the skill would look after the pass.

    My example with two different magplar builds with identical mag and spelldamge, but one wearing heavy and the other light, was to indicate that a heavy armor user will do less damage due to the missing offensive stats of light, but have access to better healing due to the 8% heavy armor passive.

    This is exactly the way the game was designed, making meaningful decisions that slightly alter your playstyle.
  • Iskiab
    Iskiab
    ✭✭✭✭✭
    ✭✭✭
    Rianai wrote: »
    Iskiab wrote: »
    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.
    idk wrote: »
    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.
    Edited by Iskiab on May 14, 2019 5:27PM
    Looking for any guildies I used to play with:
    Havoc Warhammer - Alair
    LoC EQ2 - Mayi and Iskiab
    PRX and Tabula Rasa - Rift - Iskiab
    Or anyone else I used to play games with in guilds I’ve forgotten
  • NyassaV
    NyassaV
    ✭✭✭✭✭
    ✭✭
    Edziu wrote: »
    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

    Battlespirit doesnt double dip anymore. It does double dip on Grim Focus tho
    Flawless Conqueror ~ Grand Overlord
    She/Her ~ PC/NA | I record things for fun and for info
  • Sheuib
    Sheuib
    ✭✭✭✭
    I like the damaged base healing the way it is now. Just enough in PVP to make you tanky but not enough to make you unkillable but still have high damage.
  • idk
    idk
    ✭✭✭✭✭
    ✭✭✭✭✭
    Jeezye wrote: »
    idk wrote: »
    Jeezye wrote: »
    idk wrote: »
    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 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?

    This is your comment advocating for a tank build that is clearly lacking the damage component would still get a good heal.
    Jeezye wrote: »
    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.
  • Jeezye
    Jeezye
    ✭✭✭✭✭
    idk wrote: »
    Jeezye wrote: »
    idk wrote: »
    Jeezye wrote: »
    idk wrote: »
    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 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?

    This is your comment advocating for a tank build that is clearly lacking the damage component would still get a good heal.
    Jeezye wrote: »
    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.
  • DeadlyRecluse
    DeadlyRecluse
    ✭✭✭✭✭
    ✭✭✭✭
    I really don't understand why people are finding this concept so hard to grasp, lol. I don't even agree with it (as I've said), but I at least I understand it.
    Thrice Empress, Forever Scrub
  • Rianai
    Rianai
    ✭✭✭✭✭
    Iskiab wrote: »
    Rianai wrote: »
    Iskiab wrote: »
    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.
    idk wrote: »
    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?
  • idk
    idk
    ✭✭✭✭✭
    ✭✭✭✭✭
    Jeezye wrote: »
    idk wrote: »
    Jeezye wrote: »
    idk wrote: »
    Jeezye wrote: »
    idk wrote: »
    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 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?

    This is your comment advocating for a tank build that is clearly lacking the damage component would still get a good heal.
    Jeezye wrote: »
    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 quoted your words and did not take them out of context. These are all from posts since or including your statement you edited your OP on May 13. I do see you have edited it again the OP again.

    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.
  • Iskiab
    Iskiab
    ✭✭✭✭✭
    ✭✭✭
    Rianai wrote: »
    Iskiab wrote: »
    Rianai wrote: »
    Iskiab wrote: »
    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.
    idk wrote: »
    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.
    Edited by Iskiab on May 15, 2019 12:33AM
    Looking for any guildies I used to play with:
    Havoc Warhammer - Alair
    LoC EQ2 - Mayi and Iskiab
    PRX and Tabula Rasa - Rift - Iskiab
    Or anyone else I used to play games with in guilds I’ve forgotten
  • Jeezye
    Jeezye
    ✭✭✭✭✭
    @Joy_Division any opinions of the class reps? Is there a chance to pass this to the devs, at least for future updates?
  • Rianai
    Rianai
    ✭✭✭✭✭
    Iskiab wrote: »
    Rianai wrote: »
    Iskiab wrote: »
    Rianai wrote: »
    Iskiab wrote: »
    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.
    idk wrote: »
    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.

    I was more looking for gameplay rather than meaningless bg stats.
  • Jeezye
    Jeezye
    ✭✭✭✭✭
    //push

    want to bring this topic back up from last interation as it still isn't looked at...
  • labambao
    labambao
    ✭✭✭✭
    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
  • Jeezye
    Jeezye
    ✭✭✭✭✭
    labambao wrote: »
    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

    wait, if you have a 10.000 TT on a whip there's no way its mitigated to 700. The healing still scales with your offensive stats, if you have a noodle whip you'll also have a noodle heal. The only difference is that hitting tanky targets will not diminish the healing component.

    Ohh, and btw, whip already works exactly like that and is used as a reference to how other skills should work. pls take your time when reading.
  • twing1_
    twing1_
    ✭✭✭✭
    idk wrote: »
    So you are suggesting your idea would benefit tank builds that cannot do much damage since these skills would still give them strong healing.

    I think what the OP is suggesting is to simply remove the heal based off of damage done mechanic entirely in favor of skills (that already exist) that do damage based off of max stats and provide a corresponding heal also based off of max stats, contingent on whether or not the damage component of the skill successfully lands.

    A good comparison would be strife and dk lash. Where strife's heal is dependent on the damage it does, a dk's lash will heal for a consistent amount each and every time the damage component lands, even if battling enemies with higher or lower resistances. This consistent heal, however, is still dependent on the caster's max stats. So if a tank build cannot do much damage (inherent in its lack of max offensive stats), then the attached heal would not heal for much either because it too relies on the same max stat scaling their damage is based off of. The proposed change wouldn't benefit tank builds.

    All it would do is standardize (which ZOS has suddenly become a fan of given the recent skill audits and their respective dev notes) the heal-on-damage skills across all skill lines. As the OP has stated in the title of the thread, the change would be nothing more than a consistency pass.
    Edited by twing1_ on July 29, 2019 4:04AM
  • twing1_
    twing1_
    ✭✭✭✭
    idk wrote: »
    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.
  • idk
    idk
    ✭✭✭✭✭
    ✭✭✭✭✭
    twing1_ wrote: »
    idk wrote: »
    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.

    Please do not tag me to a thread that barely made it to a second page before it died two months ago and is only alive today because the OP bumped the thread. It died for a reason.

    Have all the fun you want with this thread but I will not argue with you about the idea as I already pointed out the glaring issues with it. Cya.
  • FrancisCrawford
    FrancisCrawford
    ✭✭✭✭✭
    ✭✭✭✭
    Jeezye wrote: »
    Ironically, the new classes don't have this mechanic implemented to their skills anymore.

    I stopped reading at this error (Necromancer Scythe).
  • Jeezye
    Jeezye
    ✭✭✭✭✭
    Jeezye wrote: »
    Ironically, the new classes don't have this mechanic implemented to their skills anymore.

    I stopped reading at this error (Necromancer Scythe).

    only that scythe doesn't heal on damage done but scales with with max stats - exactly what this consitency pass is about. Accordingly, this is no error.
Sign In or Register to comment.