[snip]
[Edited for Baiting]
[snip]
The change is good, an ability should never do dmg and heal at the same time, that always a bad thing balance wise.
That not like this ability was doing
- purge
- synergy for everyone like orb
- heal
- damage
- minor mending, thx to passive
- extremely high radius
What happen now ?
Morph 1 : You still get everything but healing
Morph 2 : You still get everything but dmg
[snip]
[Edited for Baiting]
FlamingBeard wrote: »[snip]
The change is good, an ability should never do dmg and heal at the same time, that always a bad thing balance wise.
That not like this ability was doing
- purge
- synergy for everyone like orb
- heal
- damage
- minor mending, thx to passive
- extremely high radius
What happen now ?
Morph 1 : You still get everything but healing
Morph 2 : You still get everything but dmg
[snip]
[Edited for Baiting]
Here are skills which deal damage and heal oneself or group-mates, from every skill line:
Nightblade: Strife (both morphs), Sap Essence, Grim Focus (both morphs), Soul Shred (ultimate - both morphs), Veil of Blades (ultimate)
Sorcerer: Blood Magic passive heals when you hit someone with Dark Magic skills (Crystal Fragments, Daedric Mines, Rune Cage, Shattering Prison) not to mention any damage skill can heal a Sorcerer when using Critical Surge.
Dragonknight: , Burning Embers, Inhale, Power Lash proc, Obsidian Shard, Shattering Rocks, Battle Roar passive causes any ultimate to return health/magicka/stamina
Warden: Arctic Blast, Lotus Flower causes all light/heavy attacks to heal oneself, Bond With Nature passive causes all Animal skills to heal you once recast or duration ends.
Necromancer: Avid Boneyard self-synergy, Death Scythe, Bone Goliath (ultimate)
Templar: Puncturing Sweep, Purifying Light, Radiant Glory
Werewolf: Claws of Life
Vampire: Vampiric Drain, Blood Scion (ultimate)
Psijic Order: Crushing Weapon
Templar isn't even close to having the widest variety of combination damage/healing utilities.
FlamingBeard wrote: »[snip]
The change is good, an ability should never do dmg and heal at the same time, that always a bad thing balance wise.
That not like this ability was doing
- purge
- synergy for everyone like orb
- heal
- damage
- minor mending, thx to passive
- extremely high radius
What happen now ?
Morph 1 : You still get everything but healing
Morph 2 : You still get everything but dmg
[snip]
[Edited for Baiting]
Here are skills which deal damage and heal oneself or group-mates, from every skill line:
Nightblade: Strife (both morphs), Sap Essence, Grim Focus (both morphs), Soul Shred (ultimate - both morphs), Veil of Blades (ultimate)
Sorcerer: Blood Magic passive heals when you hit someone with Dark Magic skills (Crystal Fragments, Daedric Mines, Rune Cage, Shattering Prison) not to mention any damage skill can heal a Sorcerer when using Critical Surge.
Dragonknight: , Burning Embers, Inhale, Power Lash proc, Obsidian Shard, Shattering Rocks, Battle Roar passive causes any ultimate to return health/magicka/stamina
Warden: Arctic Blast, Lotus Flower causes all light/heavy attacks to heal oneself, Bond With Nature passive causes all Animal skills to heal you once recast or duration ends.
Necromancer: Avid Boneyard self-synergy, Death Scythe, Bone Goliath (ultimate)
Templar: Puncturing Sweep, Purifying Light, Radiant Glory
Werewolf: Claws of Life
Vampire: Vampiric Drain, Blood Scion (ultimate)
Psijic Order: Crushing Weapon
Templar isn't even close to having the widest variety of combination damage/healing utilities.
And none of them give as much effect as does the ritual at once.
FlamingBeard wrote: »FlamingBeard wrote: »Can't believe people cry because one of the most overload skill in the game get a nerf it deserve since years.
The change is good, an ability should never do dmg and heal at the same time, that always a bad thing balance wise.
That not like this ability was doing
- purge
- synergy for everyone like orb
- heal
- damage
- minor mending, thx to passive
- extremely high radius
What happen now ?
Morph 1 : You still get everything but healing
Morph 2 : You still get everything but dmg
Awww so unfair
Try to play other class before complaining.
Here are skills which deal damage and heal oneself or group-mates, from every skill line:
Nightblade: Strife (both morphs), Sap Essence, Grim Focus (both morphs), Soul Shred (ultimate - both morphs), Veil of Blades (ultimate)
Sorcerer: Blood Magic passive heals when you hit someone with Dark Magic skills (Crystal Fragments, Daedric Mines, Rune Cage, Shattering Prison) not to mention any damage skill can heal a Sorcerer when using Critical Surge.
Dragonknight: , Burning Embers, Inhale, Power Lash proc, Obsidian Shard, Shattering Rocks, Battle Roar passive causes any ultimate to return health/magicka/stamina
Warden: Arctic Blast, Lotus Flower causes all light/heavy attacks to heal oneself, Bond With Nature passive causes all Animal skills to heal you once recast or duration ends.
Necromancer: Avid Boneyard self-synergy, Death Scythe, Bone Goliath (ultimate)
Templar: Puncturing Sweep, Purifying Light, Radiant Glory
Werewolf: Claws of Life
Vampire: Vampiric Drain, Blood Scion (ultimate)
Psijic Order: Crushing Weapon
Templar isn't even close to having the widest variety of combination damage/healing utilities.
And none of them give as much effect as does the ritual at once.
FYI: none of those skills cost anywhere close to how much Ritual of Retribution costs (4860 magicka) so it should have more effects than average skills, or have its cost significantly reduced otherwise. It also lasts half as long as its opposite morph Extended Ritual and so it's much more expensive to maintain consistent uptime.
It's the 5th-highest costing skill after alliance war Siege Shield (8100), Purge (7830 magicka), Healing Ritual (another Templar skill, one notorious for being useless: 5265), Revealing Flare (5130)
the1andonlyskwex wrote: »FlamingBeard wrote: »FlamingBeard wrote: »Can't believe people cry because one of the most overload skill in the game get a nerf it deserve since years.
The change is good, an ability should never do dmg and heal at the same time, that always a bad thing balance wise.
That not like this ability was doing
- purge
- synergy for everyone like orb
- heal
- damage
- minor mending, thx to passive
- extremely high radius
What happen now ?
Morph 1 : You still get everything but healing
Morph 2 : You still get everything but dmg
Awww so unfair
Try to play other class before complaining.
Here are skills which deal damage and heal oneself or group-mates, from every skill line:
Nightblade: Strife (both morphs), Sap Essence, Grim Focus (both morphs), Soul Shred (ultimate - both morphs), Veil of Blades (ultimate)
Sorcerer: Blood Magic passive heals when you hit someone with Dark Magic skills (Crystal Fragments, Daedric Mines, Rune Cage, Shattering Prison) not to mention any damage skill can heal a Sorcerer when using Critical Surge.
Dragonknight: , Burning Embers, Inhale, Power Lash proc, Obsidian Shard, Shattering Rocks, Battle Roar passive causes any ultimate to return health/magicka/stamina
Warden: Arctic Blast, Lotus Flower causes all light/heavy attacks to heal oneself, Bond With Nature passive causes all Animal skills to heal you once recast or duration ends.
Necromancer: Avid Boneyard self-synergy, Death Scythe, Bone Goliath (ultimate)
Templar: Puncturing Sweep, Purifying Light, Radiant Glory
Werewolf: Claws of Life
Vampire: Vampiric Drain, Blood Scion (ultimate)
Psijic Order: Crushing Weapon
Templar isn't even close to having the widest variety of combination damage/healing utilities.
And none of them give as much effect as does the ritual at once.
FYI: none of those skills cost anywhere close to how much Ritual of Retribution costs (4860 magicka) so it should have more effects than average skills, or have its cost significantly reduced otherwise. It also lasts half as long as its opposite morph Extended Ritual and so it's much more expensive to maintain consistent uptime.
It's the 5th-highest costing skill after alliance war Siege Shield (8100), Purge (7830 magicka), Healing Ritual (another Templar skill, one notorious for being useless: 5265), Revealing Flare (5130)
Ash Cloud would like a word (5670).
Speaking of Ash Cloud... On live, Ritual of Retribution does 80%of the healing of Cinder Storm and 80% of the damage of Eruption over a 6x larger area, with a purge (which, as a standalone skill, is one of the most expensive abilities there is). Similarly, Ritual does 80% of the damage of Twisting Path and 80% of the healing of Refreshing Path, also over a much larger area.
The only surprise about this nerf is that it didn't happen a year ago.
FlamingBeard wrote: »the1andonlyskwex wrote: »FlamingBeard wrote: »FlamingBeard wrote: »Can't believe people cry because one of the most overload skill in the game get a nerf it deserve since years.
The change is good, an ability should never do dmg and heal at the same time, that always a bad thing balance wise.
That not like this ability was doing
- purge
- synergy for everyone like orb
- heal
- damage
- minor mending, thx to passive
- extremely high radius
What happen now ?
Morph 1 : You still get everything but healing
Morph 2 : You still get everything but dmg
Awww so unfair
Try to play other class before complaining.
Here are skills which deal damage and heal oneself or group-mates, from every skill line:
Nightblade: Strife (both morphs), Sap Essence, Grim Focus (both morphs), Soul Shred (ultimate - both morphs), Veil of Blades (ultimate)
Sorcerer: Blood Magic passive heals when you hit someone with Dark Magic skills (Crystal Fragments, Daedric Mines, Rune Cage, Shattering Prison) not to mention any damage skill can heal a Sorcerer when using Critical Surge.
Dragonknight: , Burning Embers, Inhale, Power Lash proc, Obsidian Shard, Shattering Rocks, Battle Roar passive causes any ultimate to return health/magicka/stamina
Warden: Arctic Blast, Lotus Flower causes all light/heavy attacks to heal oneself, Bond With Nature passive causes all Animal skills to heal you once recast or duration ends.
Necromancer: Avid Boneyard self-synergy, Death Scythe, Bone Goliath (ultimate)
Templar: Puncturing Sweep, Purifying Light, Radiant Glory
Werewolf: Claws of Life
Vampire: Vampiric Drain, Blood Scion (ultimate)
Psijic Order: Crushing Weapon
Templar isn't even close to having the widest variety of combination damage/healing utilities.
And none of them give as much effect as does the ritual at once.
FYI: none of those skills cost anywhere close to how much Ritual of Retribution costs (4860 magicka) so it should have more effects than average skills, or have its cost significantly reduced otherwise. It also lasts half as long as its opposite morph Extended Ritual and so it's much more expensive to maintain consistent uptime.
It's the 5th-highest costing skill after alliance war Siege Shield (8100), Purge (7830 magicka), Healing Ritual (another Templar skill, one notorious for being useless: 5265), Revealing Flare (5130)
Ash Cloud would like a word (5670).
Speaking of Ash Cloud... On live, Ritual of Retribution does 80%of the healing of Cinder Storm and 80% of the damage of Eruption over a 6x larger area, with a purge (which, as a standalone skill, is one of the most expensive abilities there is). Similarly, Ritual does 80% of the damage of Twisting Path and 80% of the healing of Refreshing Path, also over a much larger area.
The only surprise about this nerf is that it didn't happen a year ago.
Okay I missed one lol
That still means Ritual of Retribution is now just an extremely expensive DoT with a non-useful synergy in PvE due to the presence of alliance Purge on healers.
the1andonlyskwex wrote: »FlamingBeard wrote: »the1andonlyskwex wrote: »FlamingBeard wrote: »FlamingBeard wrote: »Can't believe people cry because one of the most overload skill in the game get a nerf it deserve since years.
The change is good, an ability should never do dmg and heal at the same time, that always a bad thing balance wise.
That not like this ability was doing
- purge
- synergy for everyone like orb
- heal
- damage
- minor mending, thx to passive
- extremely high radius
What happen now ?
Morph 1 : You still get everything but healing
Morph 2 : You still get everything but dmg
Awww so unfair
Try to play other class before complaining.
Here are skills which deal damage and heal oneself or group-mates, from every skill line:
Nightblade: Strife (both morphs), Sap Essence, Grim Focus (both morphs), Soul Shred (ultimate - both morphs), Veil of Blades (ultimate)
Sorcerer: Blood Magic passive heals when you hit someone with Dark Magic skills (Crystal Fragments, Daedric Mines, Rune Cage, Shattering Prison) not to mention any damage skill can heal a Sorcerer when using Critical Surge.
Dragonknight: , Burning Embers, Inhale, Power Lash proc, Obsidian Shard, Shattering Rocks, Battle Roar passive causes any ultimate to return health/magicka/stamina
Warden: Arctic Blast, Lotus Flower causes all light/heavy attacks to heal oneself, Bond With Nature passive causes all Animal skills to heal you once recast or duration ends.
Necromancer: Avid Boneyard self-synergy, Death Scythe, Bone Goliath (ultimate)
Templar: Puncturing Sweep, Purifying Light, Radiant Glory
Werewolf: Claws of Life
Vampire: Vampiric Drain, Blood Scion (ultimate)
Psijic Order: Crushing Weapon
Templar isn't even close to having the widest variety of combination damage/healing utilities.
And none of them give as much effect as does the ritual at once.
FYI: none of those skills cost anywhere close to how much Ritual of Retribution costs (4860 magicka) so it should have more effects than average skills, or have its cost significantly reduced otherwise. It also lasts half as long as its opposite morph Extended Ritual and so it's much more expensive to maintain consistent uptime.
It's the 5th-highest costing skill after alliance war Siege Shield (8100), Purge (7830 magicka), Healing Ritual (another Templar skill, one notorious for being useless: 5265), Revealing Flare (5130)
Ash Cloud would like a word (5670).
Speaking of Ash Cloud... On live, Ritual of Retribution does 80%of the healing of Cinder Storm and 80% of the damage of Eruption over a 6x larger area, with a purge (which, as a standalone skill, is one of the most expensive abilities there is). Similarly, Ritual does 80% of the damage of Twisting Path and 80% of the healing of Refreshing Path, also over a much larger area.
The only surprise about this nerf is that it didn't happen a year ago.
Okay I missed one lol
That still means Ritual of Retribution is now just an extremely expensive DoT with a non-useful synergy in PvE due to the presence of alliance Purge on healers.
Which means it's still better than Eruption, Twisting Path, and both Lightning Splash morphs, and roughly comparable to Winter's Revenge and the Boneyard morphs.
FlamingBeard wrote: »the1andonlyskwex wrote: »FlamingBeard wrote: »the1andonlyskwex wrote: »FlamingBeard wrote: »FlamingBeard wrote: »Can't believe people cry because one of the most overload skill in the game get a nerf it deserve since years.
The change is good, an ability should never do dmg and heal at the same time, that always a bad thing balance wise.
That not like this ability was doing
- purge
- synergy for everyone like orb
- heal
- damage
- minor mending, thx to passive
- extremely high radius
What happen now ?
Morph 1 : You still get everything but healing
Morph 2 : You still get everything but dmg
Awww so unfair
Try to play other class before complaining.
Here are skills which deal damage and heal oneself or group-mates, from every skill line:
Nightblade: Strife (both morphs), Sap Essence, Grim Focus (both morphs), Soul Shred (ultimate - both morphs), Veil of Blades (ultimate)
Sorcerer: Blood Magic passive heals when you hit someone with Dark Magic skills (Crystal Fragments, Daedric Mines, Rune Cage, Shattering Prison) not to mention any damage skill can heal a Sorcerer when using Critical Surge.
Dragonknight: , Burning Embers, Inhale, Power Lash proc, Obsidian Shard, Shattering Rocks, Battle Roar passive causes any ultimate to return health/magicka/stamina
Warden: Arctic Blast, Lotus Flower causes all light/heavy attacks to heal oneself, Bond With Nature passive causes all Animal skills to heal you once recast or duration ends.
Necromancer: Avid Boneyard self-synergy, Death Scythe, Bone Goliath (ultimate)
Templar: Puncturing Sweep, Purifying Light, Radiant Glory
Werewolf: Claws of Life
Vampire: Vampiric Drain, Blood Scion (ultimate)
Psijic Order: Crushing Weapon
Templar isn't even close to having the widest variety of combination damage/healing utilities.
And none of them give as much effect as does the ritual at once.
FYI: none of those skills cost anywhere close to how much Ritual of Retribution costs (4860 magicka) so it should have more effects than average skills, or have its cost significantly reduced otherwise. It also lasts half as long as its opposite morph Extended Ritual and so it's much more expensive to maintain consistent uptime.
It's the 5th-highest costing skill after alliance war Siege Shield (8100), Purge (7830 magicka), Healing Ritual (another Templar skill, one notorious for being useless: 5265), Revealing Flare (5130)
Ash Cloud would like a word (5670).
Speaking of Ash Cloud... On live, Ritual of Retribution does 80%of the healing of Cinder Storm and 80% of the damage of Eruption over a 6x larger area, with a purge (which, as a standalone skill, is one of the most expensive abilities there is). Similarly, Ritual does 80% of the damage of Twisting Path and 80% of the healing of Refreshing Path, also over a much larger area.
The only surprise about this nerf is that it didn't happen a year ago.
Okay I missed one lol
That still means Ritual of Retribution is now just an extremely expensive DoT with a non-useful synergy in PvE due to the presence of alliance Purge on healers.
Which means it's still better than Eruption, Twisting Path, and both Lightning Splash morphs, and roughly comparable to Winter's Revenge and the Boneyard morphs.
All of those skills interact with their classes' passives while Ritual of Retribution now only grants a healing and block mitigation passive, which provides nearly no benefit to a DPS build in PvE.
Nemesis7884 wrote: »I think stamplar in general need some bones thrown towards them...
FlamingBeard wrote: »Okay I missed one lol
That still means Ritual of Retribution is now just an extremely expensive DoT with a non-useful synergy in PvE due to the presence of alliance Purge on healers.
Wouldn't you rather Ash Cloud be cost-reduced or buffed than other classes' skills be nerfed at random?
FlamingBeard wrote: »Okay I missed one lol
That still means Ritual of Retribution is now just an extremely expensive DoT with a non-useful synergy in PvE due to the presence of alliance Purge on healers.
Wouldn't you rather Ash Cloud be cost-reduced or buffed than other classes' skills be nerfed at random?
Any synergy is useful in PvE because it's another way to proc synergy sets (Alkosh, Lokke etc.) and get sustain from the undaunted passives.
You can argue about bringing the cost down on the damage morph, or changing the synergy to a different one for the damage morph, but the dual functionality of this AoE ability was certainly OTT compared to other skills.
the1andonlyskwex wrote: »FlamingBeard wrote: »Okay I missed one lol
That still means Ritual of Retribution is now just an extremely expensive DoT with a non-useful synergy in PvE due to the presence of alliance Purge on healers.
Wouldn't you rather Ash Cloud be cost-reduced or buffed than other classes' skills be nerfed at random?
Any synergy is useful in PvE because it's another way to proc synergy sets (Alkosh, Lokke etc.) and get sustain from the undaunted passives.
You can argue about bringing the cost down on the damage morph, or changing the synergy to a different one for the damage morph, but the dual functionality of this AoE ability was certainly OTT compared to other skills.
Between the huge area of effect and the purge (which costs 5400 magicka all by itself in the Support skill line) it's hard to argue for a cost reduction.
The change is good, an ability should never do dmg and heal at the same time, that always a bad thing balance wise.
This ability is overloaded since so long it doesn't surprise me it get finally nerf.
That not like this ability was doing
- purge
- synergy for everyone like orb
- heal
- damage
- minor mending, thx to passive
- extremely high radius
What happen now ?
Morph 1 : You still get everything but healing
Morph 2 : You still get everything but dmg
without that heal i wont be able to solo anymore with my stamplar, unless i do pvp and get that healing skills from that branch... i hate pvp ;(
I don't believe that's true. In PVP, Retribution helps your opponent proc their own set bonuses than it does heal or deal damage. The Extended morph is a better option thats dual-purpose for both PVE and PVP.
With the changes to earlier accessibility of Vigor in the update here will help significantly; plus with Extended to cleanse negative effects and HOT overlapping Vigor, you'll do just fine self-healing with either choices.
PvE content is not deadly.
The change is good, an ability should never do dmg and heal at the same time, that always a bad thing balance wise.
This ability is overloaded since so long it doesn't surprise me it get finally nerf.
That not like this ability was doing
- purge
- synergy for everyone like orb
- heal
- damage
- minor mending, thx to passive
- extremely high radius
What happen now ?
Morph 1 : You still get everything but healing
Morph 2 : You still get everything but dmg
You don't seem to really know what you're talking about. There are lots of abilities in the game that deal damage and heal. Ritual of ret wasnt overpowered. It only lasted 12 seconds and had a high cost.
Listing all the templar skill tree passives that interacted with ritual is also a silly argument, because EVERY class has skill tree passives that interact with their abilities...
The change is good, an ability should never do dmg and heal at the same time, that always a bad thing balance wise.
This ability is overloaded since so long it doesn't surprise me it get finally nerf.
That not like this ability was doing
- purge
- synergy for everyone like orb
- heal
- damage
- minor mending, thx to passive
- extremely high radius
What happen now ?
Morph 1 : You still get everything but healing
Morph 2 : You still get everything but dmg
You don't seem to really know what you're talking about. There are lots of abilities in the game that deal damage and heal. Ritual of ret wasnt overpowered. It only lasted 12 seconds and had a high cost.
Listing all the templar skill tree passives that interacted with ritual is also a silly argument, because EVERY class has skill tree passives that interact with their abilities...
I think he knows that he's talking about and you're intentionally avoiding the point with your statement. There are indeed plenty of damage + heal skills in the game. Almost all of those (like the large list above) are exclusively healing the caster. You're bypassing the fact that the heal of Ritual, like the damage, is an aoe in a large radius. It doesn't just heal the caster, it heals everyone. You would do 20-30k hps in a stacked group (in PvE) for 12 secs, while also doing damage, providing a synergy and purging.
There aren't many (any in fact) skills like that any more. The ones that were like that (Refreshing Path, Swallow Soul etc) got nerfed to not be doing hot aoe heals along with their damage.
MellowMagic wrote: »This skill Morph losing its heal makes it hard to consider slotting for a Stamplar now.
Despite the fact that it scales with your highest offensive stats it still does only magic damage. It should function similarly to Soul trap which does physical or magic damage based on your highest stats.
I dont think the heal should've been removed completely, a token 50-75% heal reduction compared to the other morph would allow stamplars to potentially trigger the newly updated passive, plus it just seems silly that this massive glowing aura of light....doesn't heal at all, even if it was an insignificant weak heal. I will be probably slotting extended for both pvp and pve now if this morph goes live.
The change is good, an ability should never do dmg and heal at the same time, that always a bad thing balance wise.
This ability is overloaded since so long it doesn't surprise me it get finally nerf.
That not like this ability was doing
- purge
- synergy for everyone like orb
- heal
- damage
- minor mending, thx to passive
- extremely high radius
What happen now ?
Morph 1 : You still get everything but healing
Morph 2 : You still get everything but dmg
You don't seem to really know what you're talking about. There are lots of abilities in the game that deal damage and heal. Ritual of ret wasnt overpowered. It only lasted 12 seconds and had a high cost.
Listing all the templar skill tree passives that interacted with ritual is also a silly argument, because EVERY class has skill tree passives that interact with their abilities...
I think he knows that he's talking about and you're intentionally avoiding the point with your statement. There are indeed plenty of damage + heal skills in the game. Almost all of those (like the large list above) are exclusively healing the caster. You're bypassing the fact that the heal of Ritual, like the damage, is an aoe in a large radius. It doesn't just heal the caster, it heals everyone. You would do 20-30k hps in a stacked group (in PvE) for 12 secs, while also doing damage, providing a synergy and purging.
There aren't many (any in fact) skills like that any more. The ones that were like that (Refreshing Path, Swallow Soul etc) got nerfed to not be doing hot aoe heals along with their damage.
So remove the synergy, remove the tiny purge, remove the group heal, leave the heal for the templar. The other morph can be for group support. Stamplar has 0 class healing.
Joy_Division wrote: »I think what you mean is that you will waste time and money switching between Extended and Retribution for PvP and PvE as your healer doesn't need your Stamplar's Extended.