Health regen builds were already a meme, they required otherwise useless glyphs and multiple sets, none of which gave damage like the proc sets people have been complaining about. Werewolf was already nerfed, there was literally no reason to go after Health regen. Chock it up as yet another nerf to DK, we get a whopping 5% Health recovery per Draconic Power skill slotted and the Major Fortitude buff from GDB, which potions already grant. Wowee.
Health regen builds were already a meme, they required otherwise useless glyphs and multiple sets, none of which gave damage like the proc sets people have been complaining about. Werewolf was already nerfed, there was literally no reason to go after Health regen. Chock it up as yet another nerf to DK, we get a whopping 5% Health recovery per Draconic Power skill slotted and the Major Fortitude buff from GDB, which potions already grant. Wowee.
With no need for Major Fort I suggest you investigate Herosim pots.. It's downright dirty on DK.
Nebula_DooM wrote: »Good
Can someone link the nerf/changes to health recovery? I looked through all the notes but couldn't find it.
LinearParadox wrote: »Can someone link the nerf/changes to health recovery? I looked through all the notes but couldn't find it.
Copy-pasted for expedience. It's all the way at the very bottom of the patch notes. It was an addendum.
"FYI: We just added a missed note in the Combat & Gameplay section -
The Battle Spirit passive now also reduces your Health Recovery by 50%.
Developer Comment:
Spoiler
Currently, Health Recovery is quite powerful in PvP environments as it bypasses the typical penalty of Battle Spirit with healing, enabling those with high amounts of it to easily recuperate tremendous amounts of damage passively. Rather than nerfing Health Recovery as a whole and making it weaker in PvE where it already struggles due to the need of more reactive healing in those encounters, we've decided to utilize this to ensure it only sees a loss of power where it needs it."
LinearParadox wrote: »Can someone link the nerf/changes to health recovery? I looked through all the notes but couldn't find it.
Copy-pasted for expedience. It's all the way at the very bottom of the patch notes. It was an addendum.
"FYI: We just added a missed note in the Combat & Gameplay section -
The Battle Spirit passive now also reduces your Health Recovery by 50%.
Developer Comment:
Spoiler
Currently, Health Recovery is quite powerful in PvP environments as it bypasses the typical penalty of Battle Spirit with healing, enabling those with high amounts of it to easily recuperate tremendous amounts of damage passively. Rather than nerfing Health Recovery as a whole and making it weaker in PvE where it already struggles due to the need of more reactive healing in those encounters, we've decided to utilize this to ensure it only sees a loss of power where it needs it."
Thank you! No wonder I missed it the first time.
LinearParadox wrote: »The Time-To-Kill in PvP is already the lowest it's been in years* and doesn't need to be any lower. Streamers and PvPers are already saying the game feel more like an FPS than an MMORPG with the TTK so incredibly low.