Wolf_Watching wrote: »This is the biggest bout I’ve seen. Food buffs are definitely part of the problem as they are giving ‘free’ health recovery, cp is only compounding the issue, and other things as well. Health recovery has rightfully been nerfed, the only thing to debate here is if it has been the ‘right’ way or not.
Wolf_Watching wrote: »This is the biggest bout I’ve seen. Food buffs are definitely part of the problem as they are giving ‘free’ health recovery, cp is only compounding the issue, and other things as well. Health recovery has rightfully been nerfed, the only thing to debate here is if it has been the ‘right’ way or not.
This is "kinda" what I'm saying. Too much of any free stat is an issue, Health recovery included. But a flatline 50% reduction in PvP is not the answer.
BrentBlemish wrote: »Wolf_Watching wrote: »This is the biggest bout I’ve seen. Food buffs are definitely part of the problem as they are giving ‘free’ health recovery, cp is only compounding the issue, and other things as well. Health recovery has rightfully been nerfed, the only thing to debate here is if it has been the ‘right’ way or not.
This is "kinda" what I'm saying. Too much of any free stat is an issue, Health recovery included. But a flatline 50% reduction in PvP is not the answer.
I think the term "free" here is subjective or relative i guess... the best foods for health recov, like Artium Takeaway Broth, dont feel "free" to me. I have to farm and stock up on these mats. These mats are also not super cheap to buy either. So, you either farm to get these mats or buy pre-made broths from a guild trader, which, costs gold... There is work that goes into prepping these "free" stats. and also in any given situation takes away from something else. Same with Mundus stones... which might be the most relative concept of "free" stat. but again... if you CHOOSE to take a certain stat from Munus then you lose something else.
since the dawn of MMOs, food has always given buffs. or "free" stats... I really dont think food is the issue here. TBH i dont even think health recovery is an issue at all. To be honest, i feel like this is more of a situation where they removed proc sets from PvP and given the very small slection of sets we had access too, a lot of people turned to health recov to help them stay alive. so... all of sudden ZOS saw a huge influx of health recov builds and thought "The data shows this is a problem" but it's also forced data. You backed ppl into a corner to use health recov and as soon as proc sets return, a lot of ppl will move away from health recov and back to their original builds.
Also... as with anything else... makling a build for a lot of health recov takes away from a lot of other offensive stats... plays are CHOOSING to be tanky. Your sacrificing offensive stats for defensive... idk man.... I just really dont think health recovery is an a problem.
ResidentContrarian wrote: »Players should be celebrating, not pretending that health recovery is not an issue.
ResidentContrarian wrote: »I disagree.
Health recovery needed to be reduced by 50% like all other healing because it has little to no opportunity cost, yet begins to outperform actual healing that requires real stat investment and opportunity cost (casting a skill, and requiring a crit to be effective) too easily.
When ZOS introduced Eternal Vigor, Strategic Reserve CP, Sugar Skulls food, etc. health recovery became a problem because now you can build in a way to get damage, get healing, and stack a massive amount of health recovery for little to no cost.
Health recovery is so effective ball groups even stack it now. Everyone knows that ball groups only use what is OP at the moment and/or what gives a massive advantage over others and nothing else.
To say that reducing health recovery by 50% will cause confusion is not even an argument worth debating because by that logic exactly how does reducing healing by 50% in general not cause confusion? When and how does or will a health recovery reduction cause confusion if it is added in the same exact description as the 50% healing reduction?
Health recovery is a problem in PvP and ZOS is taking a PvP approach to fix it instead of nerfing the stat in PvE as well. Every player that is "good" has at least 4-5K health recovery with little effort on the CP campaign and over 3K on the no CP campaign. It is the META and it is the most overpowered stat in PvP in the game on live server right now.
Players should be celebrating, not pretending that health recovery is not an issue.
YandereGirlfriend wrote: »BrentBlemish wrote: »Wolf_Watching wrote: »This is the biggest bout I’ve seen. Food buffs are definitely part of the problem as they are giving ‘free’ health recovery, cp is only compounding the issue, and other things as well. Health recovery has rightfully been nerfed, the only thing to debate here is if it has been the ‘right’ way or not.
This is "kinda" what I'm saying. Too much of any free stat is an issue, Health recovery included. But a flatline 50% reduction in PvP is not the answer.
I think the term "free" here is subjective or relative i guess... the best foods for health recov, like Artium Takeaway Broth, dont feel "free" to me. I have to farm and stock up on these mats. These mats are also not super cheap to buy either. So, you either farm to get these mats or buy pre-made broths from a guild trader, which, costs gold... There is work that goes into prepping these "free" stats. and also in any given situation takes away from something else. Same with Mundus stones... which might be the most relative concept of "free" stat. but again... if you CHOOSE to take a certain stat from Munus then you lose something else.
since the dawn of MMOs, food has always given buffs. or "free" stats... I really dont think food is the issue here. TBH i dont even think health recovery is an issue at all. To be honest, i feel like this is more of a situation where they removed proc sets from PvP and given the very small slection of sets we had access too, a lot of people turned to health recov to help them stay alive. so... all of sudden ZOS saw a huge influx of health recov builds and thought "The data shows this is a problem" but it's also forced data. You backed ppl into a corner to use health recov and as soon as proc sets return, a lot of ppl will move away from health recov and back to their original builds.
Also... as with anything else... makling a build for a lot of health recov takes away from a lot of other offensive stats... plays are CHOOSING to be tanky. Your sacrificing offensive stats for defensive... idk man.... I just really dont think health recovery is an a problem.
It's "free" in the sense that something like Sugar Skulls is the clear BiS food for many builds due to its unmatched stat density.
It would likely remain so even without the Health Recovery, which honestly feels tacked-on and out-of-place. Why is it there, nobody knows. The materials to make it are also dirt cheap (relative to certain other gold foods) so it's not like you have to shell out for Perfect Roe in order to make it.
There are other foods that have Health Recovery that also do not need it (Takeaway Broth and Clockwork). Players would use those foods even without the Health Recovery since they provide the highest combination of your essential sustain stats and Health. PvE wouldn't miss it at all and in PvP it would cut down the incidence of "free" Health Recovery on builds that otherwise were not building for it.
TLDR; Health Recovery should be removed from several of these gold foods and replaced with a different stat. Currently, many players are receiving it as essentially a freebie for doing things that they would have done anyway.