ResidentContrarian wrote: »But when the dev team themselves point to a mechanic doing too much and they have the hard data to make that decision, there's little argument to be made against it, even if you don't always like their balancing decisions.
Mythreindeer wrote: »A high health regen is a pretty niche build. I don't see the need for the nerf.
ResidentContrarian wrote: »But when the dev team themselves point to a mechanic doing too much and they have the hard data to make that decision, there's little argument to be made against it, even if you don't always like their balancing decisions.
I have no doubt they can gather some data to see what's most broken, I doubt they interpret the data correctly. For now, we have glazing 2k difference in CP and noCP. It means they should nerf CPs by cutting em by 1/3. Maybe HP regen would still be overtuned, they should reduce it slightly (say, 80%) and see what happens.
In the past, devs nuked skill dots. They don't do anything about overnerfed stuff, they only nerf top stuff. Why health regen and HP stacking is so good now? Because we don't have enough powerful skill dots to make those tanks cry. I remember pre-nerf times, heavy was a meme. Did dots need nerf? Yes, absolutely. Did dots needed to be destroyed? No. This was a bad balancing decision. And I fear they make another bad balancing decision again.
ResidentContrarian wrote: »I am of the opinion that healing should require real investment...
If hp regen can exceed the healing of skills that take actual stat-investment...
ResidentContrarian wrote: »Disagree. You answered why it needed a nerf in the first place: DoTs aren't as powerful as hp regen is. It takes two to three DoTs on an offensive build to negate hp regen being stacked by -- offensive builds, and that's ignoring any healing they do outside of hp regen. No one can say that is balanced.
ResidentContrarian wrote: »every ball group that isn't out of the loop knows what hp regen is for and what it can do for them
ResidentContrarian wrote: »I've said it before on this forum that imbalance will always appear whenever a mechanic grants either defense or offense without any real trade off. It's precisely because those mechanics can always be stacked with ones that do and grant too much power in those cases every time.
ResidentContrarian wrote: »I am of the opinion that healing should require real investment...
If hp regen can exceed the healing of skills that take actual stat-investment...
Has this game changed then? I haven't played this game in a long while, but when I played one of the most busted things was you didn't need any real stat investment for healing as a damage dealer, because there is no healing stat. So if your build was built for damage you would end up with high heals for free, because they often scaled off some combination of max stat, weapon / spell damage, etc, with no real stat investment in healing.
xylena_lazarow wrote: »The problem with HP regen was powerful low investment sources like Sugar Skulls and Strategic Reserve, along with absurdly dense sets like Endurance and Alessian. In typical ZOS fashion they blanket nerfed the mechanic instead of going after the outliers, so now things like Steed Mundus and Seventh Legion are bad. My stamsorc build was deleted, but I don't mourn, at this point anything that makes players less tanky is welcome.
I really hope it doesn't lead to a "mandatory vamp stage 3" meta for competitive PvP though, because mandatory vamp is lame. I also can't believe after that huge CP overhaul that we're still talking about balancing CP versus noCP. In conclusion, buff Steed Mundus.
Simply another case of ZOS choosing to not understand the issue, Health regen has never been an issue in PvP, the insane amount of heal skills/abilities certain classes have is and has been since Warden/Necro came around.
Feels to me like this change is coming because too many PVP'ers are slotting the red star that gives you 30 health regen for every 10 ult, now that its bonus is effectively halved it probably wont be worth running over one of the others.
Honestly, you would think that after 7 years ZOS would have some idea on how to actually balance their game.
I was still able to get over 2k hp regen on stamsorc with relatively light investment on PTS, with about half of that coming from Strategic Reserve, which seems remarkably fair now. Seriously though, buff Steed Mundus.Feels to me like this change is coming because too many PVP'ers are slotting the red star that gives you 30 health regen for every 10 ult, now that its bonus is effectively halved it probably wont be worth running over one of the others.
Also if the strategic reserve was the issue, then why don't nerf just it?