I agree that the changes are very minimal. But the fact that they are actually acknowledging the tank meta for once makes me look at this positively. They have plenty of time to tweak the numbers from PTS feedback, I doubt healing will stay at only 10% less.
As for % mitigation I strongly agree that this needs looked at. It is too easy to get multiple sources of it with very little drawbacks. Even with a major protection nerf, it would still be super strong which is why it should be strictly put on high costing ultimates.
I am excited from what i've seen but from past ZOS experience it can always go downhill, fast.
I'm an advocate for capping mitigation at 80-85%
80-85% is about the max possible now isn't it, assuming around 55% total mitigation from % reduction buffs, and 50% mitigation from capped armor.
Everyone gets 50% mitigation in pvp areas from battle spirit, you can get 50% from armor bringing total to 75%, 50% more from blocking bringing it to 87.5%, 30% more from using 1 hand shield and say iron skin dk passive while blocking, bringing it to 91.25%, 30% from major protection bringing it to 93.875, 8% from minor protection bringing it to 94.375%. Feels like I am missing something as I believe this can be pushed even higher.
Battlespirit is baseline to the game environment. I don't count it in the calculation.
What you've shown here is that major protection useless due to diminishing returns if you block. Minor and major maim are more impactful.
Your way of thinking actually makes the range of mitigation worse. Not including battle spirit makes the overall range of mitigation from 0% naked to 90% fully buffed vs. including battle spirit where the range is 50% naked to 95% fully buffed-semantics really but if you are taking mitigation off of tool tip values then you have to include battle spirit. Major and minor protection do a lot more when you are not blocking or running full 50% armor value.
The other half of the equation is damage, its too friggin high. I am also a proponent for capping stat pool + (wd/sd*10) at 80k. Right now you have people running around with 24k tool tip on leap that crits for 36k plus, one guy that is mitigating 95% of that is getting hit for 1800 another guy that is mitigating 66% is getting hit for 12k. That range right there is what propels the tank meta. It makes it so you have to build high mitigation to survive some of the high damage abilities out there. Then since people are running so much mit now everyone also has to hit tha tmuch harder to hurt those people. Meanwhile people that don't invest into mit like that are getting smoked by people dishing out that kind of damage.
The whole range between damage and mitigation needs to be drawn in so it doesn't create such a wide margin. The worst part of the whole thing is that it is possible to run high mitigation AND high damage at the same time, coupled with cross healing making certain group comps pretty much invincible ulti dumping groups with as little as 4 people.
Mitigation and damage BOTH can't be "too friggin high". If you have to nerf BOTH, then you shouldn't be nerfing either. Either way, next patch damage is going way, way up, and your ability to counter it is going down.
Nerf threads are always backwards looking. They've already missed the meta. The 4 person "invincible ulti dumping group" already knows what the next meta is and will show up next release with new builds and be just as effective. Like investing, if you are reading about it in the papers, you are too late, and never fight the Federal Reserve (i.e. the meta).
Sure it can. If it was possible to do 100,000 damage with abilities and block for 100% mitigation it would become a one shot or block game. Sounds like an extreme example, except its not considering some of the parse videos out there right now where people are light attacking for 40k and abilities are hitting for 80k.
edit: scratch that there are parses where abilities exceed 100k significantly.
Finally ZOS have listened and are reducing healing via battle spirit! A must needed change along with reducing impen to counter the tank and healing meta. The change to BRP dw is also MUCH appreciated, however they should look at reducing % mitigation too.
Overall this is amazing and is a huge step in the right direction for pvp. GG ZOS.
“HUGE step in the right direction”
What? Another nerf to 1vxers?
I thought this was about reducing lag and making the game playable, but it’s not. It’s about players who can’t kill solo players and call them, us, ME...hackers everyday.
Finally ZOS have listened and are reducing healing via battle spirit! A must needed change along with reducing impen to counter the tank and healing meta. The change to BRP dw is also MUCH appreciated, however they should look at reducing % mitigation too.
Overall this is amazing and is a huge step in the right direction for pvp. GG ZOS.
“HUGE step in the right direction”
What? Another nerf to 1vxers?
I thought this was about reducing lag and making the game playable, but it’s not. It’s about players who can’t kill solo players and call them, us, ME...hackers everyday.
Yes it is. Going after the tank meta was the way to go. The healing nerf will hit us solo players a little but there is always work arounds. We'll have to see when it comes to live, but if you can't survive because of the supposed 'nerf' then thats on you.
Also, reducing lag has been needed for years now and its not gonna happen, performance patch is pretty much a myth.