SeaGtGruff wrote: »Okay, I had a look at the class skills on UESP to refresh my memory.
Nightblade has one skill where the cost is Health rather than Magicka or Stamina-- Malevolent Offering.
Necromancer has one skill where the cost is Health rather than Magicka or Stamina-- Expunge.
Have I missed any others?
So you want to fundamentally change the well-established meaning of an existing rune just for the sake of two skills, which aren't even available unless you're a Nightblade or a Necromancer, and even then only one of them is available to you since you can't be two different classes at the same time?
spartaxoxo wrote: »Okoma should stay the way it is because people shouldn't need to relearn something they have been doing that way for years just for a semantics difference.
reducing health costs is a good way to exploit over-statted skills like the NB heal, balance/spell sym, and the new vamp skills. The issue is if you could reduce their costs, you essentially are removing the risk. Also seems extremely bad in general, since spell damage/mag/stam/wep damage would increase your healing, which is likely better in almost every situation UNLESS you're exploiting it somehow.
So you either have something worthless or something to exploit. No thanks.
reducing health costs is a good way to exploit over-statted skills like the NB heal, balance/spell sym, and the new vamp skills. The issue is if you could reduce their costs, you essentially are removing the risk. Also seems extremely bad in general, since spell damage/mag/stam/wep damage would increase your healing, which is likely better in almost every situation UNLESS you're exploiting it somehow.
So you either have something worthless or something to exploit. No thanks.
I disagree. You are indeed reducing risk but by deciding against a damage glyph you are also reducing reward, which is a fair trade. I can see health cost reduction glyphs being useful in some PvP builds but not gamebreakingly useful in any.
For example while it would allow Necromancers to cleanse a bit more and NBs to heal more, it also makes them deal quite a bit less damage. A dedicated NB healer might want to pick those glyphs up and it would not make him any stronger than a dedicated healer of any other class using a different glyph.
We are already getting health cost reduction in the form of Indeko, but with the way percent-based cost reductions interact with flat cost reductions, the tri-recovery will be more useful than the tri-cost reduction in all situations. But there are not a whole lot of percentage based health cost reducing effects around. Imperials, Templars and the Mage's guild passive are all there is, so a pure Health cost reduction would still be a desireable effect.
reducing health costs is a good way to exploit over-statted skills like the NB heal, balance/spell sym, and the new vamp skills. The issue is if you could reduce their costs, you essentially are removing the risk. Also seems extremely bad in general, since spell damage/mag/stam/wep damage would increase your healing, which is likely better in almost every situation UNLESS you're exploiting it somehow.
So you either have something worthless or something to exploit. No thanks.
I disagree. You are indeed reducing risk but by deciding against a damage glyph you are also reducing reward, which is a fair trade. I can see health cost reduction glyphs being useful in some PvP builds but not gamebreakingly useful in any.
For example while it would allow Necromancers to cleanse a bit more and NBs to heal more, it also makes them deal quite a bit less damage. A dedicated NB healer might want to pick those glyphs up and it would not make him any stronger than a dedicated healer of any other class using a different glyph.
We are already getting health cost reduction in the form of Indeko, but with the way percent-based cost reductions interact with flat cost reductions, the tri-recovery will be more useful than the tri-cost reduction in all situations. But there are not a whole lot of percentage based health cost reducing effects around. Imperials, Templars and the Mage's guild passive are all there is, so a pure Health cost reduction would still be a desireable effect.
Do you not see them nerfing healing? Why would they support one specific class's burst heal and pretty much nothing else in the game, ONLY for pvp because in pve you'll be laughed off your raid for wearing hp cost reduction. This is a bad idea and you need to think a lot more about what is in the game before asking for something like this. It is either useless, like in pve cuz healers use hots, and it doesnt matter if you pay 5k hp or 4k hp, or potentially so annoying and broken no one would want to play against it, like if a night blade could spam an extremely strong burst heal for basically nothing. Templars and sorcs pay hefty mag fees for their heals, not even triple reduce cost makes them as spammable as the NB's could be since you can just stack them up and rapid regen all the damage