They cant just nerf everything because PVPers complain. Pve tanks got shafted because of pvp again, healers are already not needed for most content so let's nerf them even more?
Pvp should be separated or removed from the game. It's only small part of the game but it doesn't make sense why they let it dictate the majority of the game.
They cant just nerf everything because PVPers complain. Pve tanks got shafted because of pvp again, healers are already not needed for most content so let's nerf them even more?
Pvp should be separated or removed from the game. It's only small part of the game but it doesn't make sense why they let it dictate the majority of the game.
It's a two-way street, you know, as PvP is frequently negatively effected by changes that are centered around PvE. Or, as is the case with my Magicka Necromancer, our class toolkit stays on the trash heap probably due to fears that buffs necessary for PvP would cause a lot of PvE players to get upset. That said, it's hard to see how a change to Battlespirit, as suggested in the OP, would have any impact whatsoever on PvE.They cant just nerf everything because PVPers complain. Pve tanks got shafted because of pvp again, healers are already not needed for most content so let's nerf them even more?
Pvp should be separated or removed from the game. It's only small part of the game but it doesn't make sense why they let it dictate the majority of the game.
They cant just nerf everything because PVPers complain. Pve tanks got shafted because of pvp again, healers are already not needed for most content so let's nerf them even more?
Pvp should be separated or removed from the game. It's only small part of the game but it doesn't make sense why they let it dictate the majority of the game.
Like I said above, I can't say for sure whether or not I think healing for the next update needs to be nerfed, since "real" PvP on the PTS is hard to come by. CP-enabled duels are by no means representative of Battlegrounds or Cyrodiil (especially no-CP), but if we can get enough people to run some games on the PTS I might be able to make more of a judgment call.sabresandiego_ESO wrote: »Wheem: Healing is 25% stronger on PTS in nocp than on live because of the added base stats. Damage from skills is only 15% stronger on PTS in nocp because of the 10% damage reduction, and damage from procs is 10% weaker on PTS nocp because of the 10% damage reduction. This means that the gap between heals and skills is 10% in healings favor for skills, and 35% in healings favor against procs - compared to nocp on live.
This is going to translate to extremely boring nocp gameplay where nobody dies outside of pure burst. Dots will be nearly useless and healers will make games endless stalemates. The game becomes a burst/heal/tank meta where the matches will be extremely low scoring and the few deaths which happen will be due to massive unhealable burst lining up. Pressure builds and dot builds will be next to worthless.
They cant just nerf everything because PVPers complain. Pve tanks got shafted because of pvp again, healers are already not needed for most content so let's nerf them even more?
Pvp should be separated or removed from the game. It's only small part of the game but it doesn't make sense why they let it dictate the majority of the game.
They cant just nerf everything because PVPers complain. Pve tanks got shafted because of pvp again, healers are already not needed for most content so let's nerf them even more?
Pvp should be separated or removed from the game. It's only small part of the game but it doesn't make sense why they let it dictate the majority of the game.
PvE tanks gets nerfed so that a healer is needed to keep them alive and they all lose their mind.
Also looks like all the nerfs to things like Elf-Bane and 7th Legion are 100% PvE related, due to people trying to cheese a few extra points on some "score" metric by using sets and swapping them with addons before engaging a boss fight. It seems so silly, but now PvP has to pay a price for it.And seeing how PvE gets sets like Arkasis and Dead-Water's Guile nerfed (just to name two examples of sets that got nerfed 100% because of PvE), I'd say adjustments goes both ways.
sabresandiego_ESO wrote: »Wheem: Healing is 25% stronger on PTS in nocp than on live because of the added base stats. Damage from skills is only 15% stronger on PTS in nocp because of the 10% damage reduction, and damage from procs is 10% weaker on PTS nocp because of the 10% damage reduction. This means that the gap between heals and skills is 10% in healings favor for skills, and 35% in healings favor against procs - compared to nocp on live.
This is going to translate to extremely boring nocp gameplay where nobody dies outside of pure burst. Dots will be nearly useless and healers will make games endless stalemates. The game becomes a burst/heal/tank meta where the matches will be extremely low scoring and the few deaths which happen will be due to massive unhealable burst lining up. Pressure builds and dot builds will be next to worthless.
They cant just nerf everything because PVPers complain. Pve tanks got shafted because of pvp again, healers are already not needed for most content so let's nerf them even more?
Pvp should be separated or removed from the game. It's only small part of the game but it doesn't make sense why they let it dictate the majority of the game.
The only way they should ever consider buffing defile, even by a little bit, is if it's made equally available to every single class - both Magicka and Stamina.They could probably test undoing the Major/Minor Defile nerfs or just tweak the numbers, and they could always look at tweaking the amounts of heal absorption stuff like soldier of anguish proc, traumatic poisons, and time stop.
UntouchableHunter wrote: »From the pvp perspective classe like magdk are dead next patch.
How can you using dots, with no execute kill and bad mobility kill another player with crazy heal, crazy mobility, crazy armor and crazy health recovery?
UntouchableHunter wrote: »From the pvp perspective classe like magdk are dead next patch.
How can you using dots, with no execute kill and bad mobility kill another player with crazy heal, crazy mobility, crazy armor and crazy health recovery?
@katorgaHealing bonuses in warfare cp total 15% and are all passive, not slottable (unless I have the outdated spreadsheet).
Make the 10% healing CP slottable, and now you have to choose between damage, mitigation or healing.
The following skills are now slotted rather than passive to better mirror the other specific bonus type mechanics, such as damage done or damage taken:
Focused Mending
Soothing Tide
Swift Renewal
Synapsis123 wrote: »So people are gaining damage, but you think 10% more healing is completely over the top? Why don't you test it before making posts about how no cp pvp will be too slow. People tend to instantly explode in no cp right now if they aren't running 40k HP.
The only way they should ever consider buffing defile, even by a little bit, is if it's made equally available to every single class - both Magicka and Stamina.They could probably test undoing the Major/Minor Defile nerfs or just tweak the numbers, and they could always look at tweaking the amounts of heal absorption stuff like soldier of anguish proc, traumatic poisons, and time stop.
The old defile was simply too powerful and game changing to be something that isn't available to everyone, and arguments about supposed homogenization being bad don't change that simple fact.milllaurie wrote: »The only way they should ever consider buffing defile, even by a little bit, is if it's made equally available to every single class - both Magicka and Stamina.They could probably test undoing the Major/Minor Defile nerfs or just tweak the numbers, and they could always look at tweaking the amounts of heal absorption stuff like soldier of anguish proc, traumatic poisons, and time stop.
Yeah make everything available for both specs. Make dodging cost magicka bcuz everythin must be equal. Make magica fury (oh, it exists already), make stamina haunting curse, make stam whip, make mag dizzy. Stam streak would also be nice, while you are at it, give us stam arctic blast. I mean, just get rid of magicka and stamina attributes whatsoever. Let us all spec into health and run proc sets. Oh wait.
sabresandiego_ESO wrote: »Overly strong heals make the game slow paced and boring, and make dots/pressure damage nearly worthless compared to burst. Although the update looks great overall, I think healing is one area that has gotten by the dev testing. Live is already a tank/heal/proc meta (particularly in premade group battlegrounds); which almost always reach the time limit and end with as little as 5 kills per team in a match (when three good teams with healers play against each other).
The new base stats are an awesome addition to the game and should improve nocp PVP particularly except for one oversight: nocp healing got boosted tremendously compared to live. The new base stats give an average nocp character roughly 25-30% more skill damage and healing (assuming heals scale the same as damage), 10% more health, and 10% reduced damage taken. This translates to skills doing about 15-20% more damage than live, and procs doing 10% less damage than live. However healing got 25-30% stronger on the PTS in nocp than on live.
The net effect here is that nocp is going to play more like CP now, and the unkillable tank/heal meta only got worse. Nobody is going to die in BGs with healers unless the battle spirit healing penalty is put back to 60% (which would only be an 11.1% reduction compared to battle spirit at 55%). This alone wouldn't even be enough to prevent extremely slow paced heal/tank gameplay with this update. Many of my friends in this game are healers and even they agree that the game is incredibly boring when nobody dies or it takes several minutes to kill a single person.
Massacre_Wurm wrote: »UntouchableHunter wrote: »From the pvp perspective classe like magdk are dead next patch.
How can you using dots, with no execute kill and bad mobility kill another player with crazy heal, crazy mobility, crazy armor and crazy health recovery?
Why should you ? if i invest in "crazy" armor and health recovery is should be able to survive at least 1v1 regardless of your class and damage. Proc sets is the problem not health recovery , armor , ect.
the1andonlyskwex wrote: »I welcome a buff to noCP PvP healing. On live, healing is way too weak (at least in solo BGs). Part of the current tank meta is the fact that heals aren't strong enough to be useful on anyone who doesn't have huge mitigation.
That said, there is a fine line between healing being too weak and healing being too strong.
the1andonlyskwex wrote: »I welcome a buff to noCP PvP healing. On live, healing is way too weak (at least in solo BGs). Part of the current tank meta is the fact that heals aren't strong enough to be useful on anyone who doesn't have huge mitigation.
That said, there is a fine line between healing being too weak and healing being too strong.
dont know what game u play, but atm noncp healing is to strong.