Ring of Pale Order nerf, PVP considerations?

sMuggle
sMuggle
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Has the changes mentioned to Ring of Pale Order even taken PVP into consideration? In particular Battlegrounds, where you're force into a 4 man group, but tend to find yourself solo or at most with 1 other member even remotely near? Same for let's say IC or Cyrodiil, where you're in a group, but find yourself scouting or solo, you take group penalties.. The proposed changes really dampens it's usefulness in PVP situations.. Even further affected by Battle Spirit debuff...

Thoughts? DEVs, community managers have any input?
Edited by sMuggle on May 19, 2021 4:16AM
  • relentless_turnip
    relentless_turnip
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    Yes it's dead in PvP next patch. Particularly for me as our small-scale group compositions are mainly DD's and I have used this mythic since it's inception on one build or another.
  • Chilly-McFreeze
    Chilly-McFreeze
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    [snip] Don't count on any adjustments to resolve such inadequacies.

    [edited for bashing]
    Edited by ZOS_Lunar on May 19, 2021 1:19PM
  • Vevvev
    Vevvev
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    No idea, but it's basically pushing my vampire build further onto the shelf. That ring helped make it usable by allowing me to use the health cost abilities for much cheaper (If not outright free), but these changes will force me to play solo, period. At least in Battlegrounds it's just up to 3 other people making it 8%, but then the devs effectively nerfed the ring by 10% (18% down to 8%). Sure it has the cap removed, but has anyone ever actually hit that cap in PVP outside of ulting?
    Edited by Vevvev on May 19, 2021 1:04PM
    PC NA - Ceyanna Ashton - Breton Vampire MagDK
  • divnyi
    divnyi
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    I don't think you hit the cap on ulting even. This item was already questionable, because you slotted it out if you have a good healer in your team, but now it's just so not worth it.
  • MurderMostFoul
    MurderMostFoul
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    I really feel like the effectiveness reduction in groups should only apply to PVE settings. Is it really a problem for a small scale PVP group to be running multiple of these without the healing reduction? Healing is already reduced inside of PVP due to battle spirit
    “There is nothing either good or bad, but thinking makes it so.”
  • jaws343
    jaws343
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    I've honestly never really found it useful in PVP. It doesn't heal nearly enough, even at 20%, to make much of a difference. You are healing for maybe 200-300 health per attack at most, and only healing when you are on the offensive, with no chance of cross healing assisting you in more defensive situations.
  • MurderMostFoul
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    jaws343 wrote: »
    I've honestly never really found it useful in PVP. It doesn't heal nearly enough, even at 20%, to make much of a difference. You are healing for maybe 200-300 health per attack at most, and only healing when you are on the offensive, with no chance of cross healing assisting you in more defensive situations.

    All the more reason to not reduce it's effectiveness in group PvP.
    “There is nothing either good or bad, but thinking makes it so.”
  • divnyi
    divnyi
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    I really feel like the effectiveness reduction in groups should only apply to PVE settings. Is it really a problem for a small scale PVP group to be running multiple of these without the healing reduction? Healing is already reduced inside of PVP due to battle spirit

    Healing from vampy abilities doesn't get halved by the battle spirit. You damage is halved, tho, so it's not like you can do something broken.
  • ResidentContrarian
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    If a single piece of gear makes or breaks your build, it might just be OP and a target for a nerf.

    Wait, where have I heard that one before...?
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