Since everyone falls back on TLDR, or OP died by this or that. or a nerf this thread.
Lets see your constructive criticism
Want specifics? Okay, healing power has increased a lot lately. Defile options has been nerfed a lot in the past, and now we have a gap of immortality when it comes to trying to outplay the strong healing power it has. Maybe templars... maybe you'll just get offended. Tanks happen to live through because of strong healing power, it's easier to stack resistances than it is to stack penetration. Change my mind.
Cheers
Nerftheforums wrote: »Since everyone falls back on TLDR, or OP died by this or that. or a nerf this thread.
Lets see your constructive criticism
Want specifics? Okay, healing power has increased a lot lately. Defile options has been nerfed a lot in the past, and now we have a gap of immortality when it comes to trying to outplay the strong healing power it has. Maybe templars... maybe you'll just get offended. Tanks happen to live through because of strong healing power, it's easier to stack resistances than it is to stack penetration. Change my mind.
Cheers
It is also extremely easier to have access to minor maim (low lash, shade, sets, etc) and minor protection (psijic ult, res buffs for Wardens, templar passives, etc) than it is to have access to minor berserker (evil hunter and slimecraw, and warden obviously cuz warden cannot have evrry buff in the game) and minor vulnerability (concussion, ambush/lotus, warden flies cuz again warden must have everything). Same for major mending, which is accessible from class skills by dks and Wardens (and necros?), whereas major defile comes only from 1 set, warden skills (again, lol), necro blast bones, standard (for whoever is crazy enough to use that skill) and soul harvest.
juhislihis19 wrote: »Nerftheforums wrote: »Since everyone falls back on TLDR, or OP died by this or that. or a nerf this thread.
Lets see your constructive criticism
Want specifics? Okay, healing power has increased a lot lately. Defile options has been nerfed a lot in the past, and now we have a gap of immortality when it comes to trying to outplay the strong healing power it has. Maybe templars... maybe you'll just get offended. Tanks happen to live through because of strong healing power, it's easier to stack resistances than it is to stack penetration. Change my mind.
Cheers
It is also extremely easier to have access to minor maim (low lash, shade, sets, etc) and minor protection (psijic ult, res buffs for Wardens, templar passives, etc) than it is to have access to minor berserker (evil hunter and slimecraw, and warden obviously cuz warden cannot have evrry buff in the game) and minor vulnerability (concussion, ambush/lotus, warden flies cuz again warden must have everything). Same for major mending, which is accessible from class skills by dks and Wardens (and necros?), whereas major defile comes only from 1 set, warden skills (again, lol), necro blast bones, standard (for whoever is crazy enough to use that skill) and soul harvest.
Hmm, I don't think Necro's have Major Mending..?
But yeah, it's crazy how Warden has access pretty much to every meaningful buff in the game.. and it's not like they asked for them..
Tommy_The_Gun wrote: »I am not surprised by tanky meta, since everything that was meant to counter tanks (Werewolves, bleed dmg mechanics, oblivion dmg, defile, etc.) was vote-nerfed to oblivion.
It is hilarious to see people who previously were bragging about those things and how those were broken, now that those things are gone are like: "We dont have counter to tanks"
This is how blind call for nerfs ends. With broken game balance eco-system... lol ?
Tommy_The_Gun wrote: »I am not surprised by tanky meta, since everything that was meant to counter tanks (Werewolves, bleed dmg mechanics, oblivion dmg, defile, etc.) was vote-nerfed to oblivion.
Resistances are not the reason for the "tank meta." Sword and board is about 80% of the reason, and cross healing being too strong is the other 20%.
S/B blocking needs to be added to battlespirit. Not only does it massively buff block mitigation, but it also reduces the cost too much.
Resistances are not the reason for the "tank meta." Sword and board is about 80% of the reason, and cross healing being too strong is the other 20%.
S/B blocking needs to be added to battlespirit. Not only does it massively buff block mitigation, but it also reduces the cost too much.
It would damage 1v1 fighting to much. It's the only option for classes that can't kite. Imo closer to 90% cross healing with almost no access/weak defile mechanics. Blocking chews Stam fast, it has to be built into, sacrificing damage/regen of primary focus stats.
Resistances are not the reason for the "tank meta." Sword and board is about 80% of the reason, and cross healing being too strong is the other 20%.
S/B blocking needs to be added to battlespirit. Not only does it massively buff block mitigation, but it also reduces the cost too much.
Tommy_The_Gun wrote: »I am not surprised by tanky meta, since everything that was meant to counter tanks (Werewolves, bleed dmg mechanics, oblivion dmg, defile, etc.) was vote-nerfed to oblivion.
It is hilarious to see people who previously were bragging about those things and how those were broken, now that those things are gone are like: "We dont have counter to tanks"
This is how blind call for nerfs ends. With broken game balance eco-system... lol ?
How about heals would only apply to the caster in PVP... That would take care of the unkillable ball groups spamming heals and healing each other.
How about heals would only apply to the caster in PVP... That would take care of the unkillable ball groups spamming heals and healing each other.
How about healers heal, dps do damage. I heard a decent suggestion on making max stat scale healing and WD/SD scale abilities and both scale heavy/light attacks. Defensive abilities can scale WD/SP or Max stat and health.
I'm sick of fighting a group of 9 healers that just use AoE heals and run the entire fight until ult dumps. Their health barely moves unless you ball group too.
But this late in implementing might *** off a bunch of players, especially on the heels of so much change already.
Ok, first of all, nerfing block is not going to solve any issue since there are classes that live on blocking dmg, Do you want to nerf it? Ok, then give something to those classes to compensate.
Healing should be tuned down a little. It is way too strong and there are a lot sources that increase healing done and healing received/taken. But more important than that, it is the use of defile. It was a good debuff, quite useful, BUT it was too easy to get over 50% through CP. The biggest offender wasnt' defile, the biggest offender was the befoul star on CP.
The solution was quite simple but instead of that, ZoS tried to reinvent the wheel (as they have done it once and again during the last 5 years) and now we have one of the most boring patches ever.
While healing + block/purge is a great combo to negate dmg, DoT + defile is not a good combo to counter that.
Ragnarock41 wrote: »The answer is to LITERALLY nerf healing. The reason heals were buffed was because dots were also buffed. Now dots are WORSE than what it was before the buff. So the only logical answer is to nerf healing by at least %20-30.