The same argument would require you to want all AOE damage that isn’t aimed and specifically targets a player to be removed. Destro Ultimate, hurricane, all forms of splash damage, caltrops: all of it. All “unintentional damage” gone.
Please consider giving one of the morphs of Regeneration a guaranteed heal on the caster. If this skill is intended to be magicka vigor (and pushes magicka toons to all run destro/resto) please give players the option to choose to heal themselves selfishly, like stamina has.
This is not just a PVP consideration. PVE'ers who are doing Dragons, World Bosses, etc. should have a reliable self-heal regardless of class.
Seraphayel wrote: »Please consider giving one of the morphs of Regeneration a guaranteed heal on the caster. If this skill is intended to be magicka vigor (and pushes magicka toons to all run destro/resto) please give players the option to choose to heal themselves selfishly, like stamina has.
This is not just a PVP consideration. PVE'ers who are doing Dragons, World Bosses, etc. should have a reliable self-heal regardless of class.
Make it act like Strife. The caster ALWAYS gets one of the HoTs plus one additional ally.
The same argument would require you to want all AOE damage that isn’t aimed and specifically targets a player to be removed. Destro Ultimate, hurricane, all forms of splash damage, caltrops: all of it. All “unintentional damage” gone.
I think you misunderstood my argument, I'll try making an edit to explain further.
The other morph of vigor still exists, and so does the new fighters guild AOE. So do the refreshing path for nb, templar AOE heal, and the warden AOE heals. These are all AOE heals that are intended to be primarily AOE heals, and I am fine with that.
Destro ultimate, caltrops, etc, etc are all primarily damage AOE abilities. And they are fine too.
My issue was with AOE heal abilities that are good enough for solo-use that have an additional AOE heal attached to it with no significant trade-off.
The templar ritual is still more than good enough if it doesn't heal allies other than yourself.
Resolving vigor is good enough if it doesn't heal other allies.
Mutagen/RR is good enough if it doesn't heal an additional ally.
Most people using the three abilities mentioned are not using it to maximize group healing. Their unintended effects leads to overhealing plaguing PVP right now.
For damage abilities, I would be fine if more abilities functioned in a conal way where the intended targets would take more damage, the templar crescent sweep already incorporates this functionality.
Where is the page for PVE healers? Why nerf all heals completely to the ground strictly for PVP? What about your PVE players? Make these changes only for Cyrodiil if there is such an issue and leave the heals alone in PVE.
jediodyn_ESO wrote: »Werewolf heals (Hircine’s Rage) does not heal enough and costs too much.
Balancing this in comparison to non-transformed skills is ridiculous, because when not transformed we have access to multiple other forms of healing, defensive moves, and...oh yeah..an actually useful ultimate.
This is a BAD change. Nerfing the pack leader pets is what was needed to happen to reduce werewolf survivability. GOOD JOB with that. The other changes, combined with the overall changes to bleed, are ridiculous overkill.
Either turn werewolf into a legitimate class or give it a shorter duration and acknowledge that it should retain a powerful, but more temporary, “ultimate” balance status when the “new rules” are applied to it.
If this patch goes through, werewolf is for roleplayers only.
ZOS_GinaBruno wrote: »This is the official feedback thread for PvP Healing changes. After you have a chance to try out different combat scenarios, let us know what you think of the current balance and changes.
8.DK: Increase the radius of Ash cloud to 8m. Combined with its slow, it might be a unique asset. Change Fragmented shield´s buff to Major Vitality. Apply the single Dot/ Hot standards to Inferno.
I honestly gave up on the math when i hit forward momentum (it wasn't clear how it was calculated) but essentially on the WW, it works out to be something like -
hircine's rage cost
Original: 4,590
New: 5,737.5
Amount:
Original: 45% max health
New: 37.5%
Effective healing @ hps 37k in a single mana bar of 13k
Original: 16,650 x3, total effective healing: 49,950
New: 13,875 x2, total effective healing: 27,750
vs. what other stam classes have with vigor and forward momentum; which btw are stamina based and thus will get more use out of them. But for the sake of debate lets assume they use the same stamina @ 13k. Resolving Vigor got a single target buff, "Increased the healing per tick by approximately 85% & Reduced the cost to 2295 from 3511." with its morph it goes back to the old 5s duration every 1s. Which accounts to almost 10k per cast? While this is a hot, there are other skills to keep the caster alive such as weapon swapping to blade cloak. The point is, there is more in every other classes tool box to keep them alive vs. the WW where they have 1 burst heal that they can only cast a few times a bar.
(Rapid) Regeneration and (Resolving) Vigor healing per second needs to be significantly reduced. It's broken on PTS right now, noone is really dying.
Seriously, this healing per second everyone has can't go live as it is. I cannot emphasize this enough.
Slowbromance wrote: ». At this point the only group healing I'm seeing remain relevant is from Templars and Wardens, stam Wardens being the new preferred meta healer. While some players will adapt, this is going to kill a lot of the healing community in PvP.
Slowbromance wrote: ». At this point the only group healing I'm seeing remain relevant is from Templars and Wardens, stam Wardens being the new preferred meta healer. While some players will adapt, this is going to kill a lot of the healing community in PvP.
There is no way to "really" test it. But your conclusions are correct.
noCP, shieldstacker:
And how you supposed to kill it with new Healing Ward that literally will bring him to full hp in 2 seconds?
noCP, shieldstacker:
And how you supposed to kill it with new Healing Ward that literally will bring him to full hp in 2 seconds?
- Update 23Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus