Spirit Mender change

IAmIcehouse
IAmIcehouse
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Spirit Mender:
* Reduced the healing per tick of this ability and its morphs by approximately 48%.
* Fixed an issue where this ability and its morphs could sometimes lose a tick of healing when cast.
Spirit Guardian (morph): Fixed an issue where the transferred damage from this morph was not applying to the guardian's health, circumventing the risk of the ability ending early in situations you are taking a significant amount of damage over the duration. It will now die after absorbing 3000 total damage, meaning after damage reductions you can take up to 30,000 damage over its duration before it will perish.

So it basically applies a 3k damage shield? How is this so tremendously low? This is now a remarkably inferior morph. It will always die in under 8 seconds in pressure, which means it costs more than Intensive Mendor, lasts not as long, AND heals for less per tick?. Intensive Mendor is the go-to morph in pvp already. This just makes Guardian useless.

How can you rationalize such a low absorption amount
  • CameraBeardThePirate
    CameraBeardThePirate
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    Boggles my mind that this was considered a 'fix'. It makes the ability useless.
  • Snow_White
    Snow_White
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    I mostly use it as a PVE tank, and I’m thinking that it’ll just get burned through so quickly it won’t be worth using.

    Looking at my last vCR run I was taking about 1800 DPS, which would have it up for a little over 16 seconds (technically, longer than it stays up now), but that’s damage averaged out over time. High damage phases are going to shred it and that’s when I actually want the 10% mitigation up.

    I’m thinking that either A, I’m not going to bother running it because it dies too quickly to be truly useful, or B, I’ll learn to recast it as neccissarily to maintain the mitigation buff.
  • IAmIcehouse
    IAmIcehouse
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    I don't get more people aren't blown out by this change. Likely because other sweeping changes but this is just ridiculous. Where is the thought process on this one?
  • SeaUnicorn
    SeaUnicorn
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    So basically tank with Spirit Guardian has it up for 1 heavy attack from the Boss, so very useful
  • Urvoth
    Urvoth
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    I don't get more people aren't blown out by this change. Likely because other sweeping changes but this is just ridiculous. Where is the thought process on this one?

    What makes it even more absurd is they worded the change like there was some sort of bug with the skill that they're only now deciding to fix after 3 years of the class being out.
  • IAmIcehouse
    IAmIcehouse
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    SeaUnicorn wrote: »
    So basically tank with Spirit Guardian has it up for 1 heavy attack from the Boss, so very useful

    The spirit HP would have to be magnitudes higher than 3000 for it to be at all relevant. doubling it is still absolutely nothing.
  • sabresandiego_ESO
    sabresandiego_ESO
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    10% un-named damage reduction has been way too OP for way too long. This is coming from a pvp Stam necro main. This nerf is well deserved
    Ali Dreadsabre -Necromancer
    Ali Sabre -Nightblade
  • IAmIcehouse
    IAmIcehouse
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    10% un-named damage reduction has been way too OP for way too long. This is coming from a pvp Stam necro main. This nerf is well deserved

    One argument is to nerf it (which I still disagree its better than Intensive). But this isn't just nerfing it, it's making it useless. No nerf should render a skill never-worth-running. Saying something was OP and now it should be a dead skill is just ridiculous.
  • katorga
    katorga
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    10% un-named damage reduction has been way too OP for way too long. This is coming from a pvp Stam necro main. This nerf is well deserved

    There are so many sources of % damage mitigation in the game that it actually was of little value, making mender the superior choice. Now both are dead slots used only to trigger passives or generate corpses for other skills.

    At some point I mathed it all out trying to see just how far I could push it, and diminishing returns bit hard. Accounting for all sources of percent mitigation and armor mitigation on my build, dropping spirit guardian took me from reducing 72% of incoming damage to reducing 68% of incoming damage.

    People say everything is OP. For some it drives views, and $$, others get kicks out of seeing toys taken away and the angst of others.
    Edited by katorga on July 12, 2022 9:55PM
  • CameraBeardThePirate
    CameraBeardThePirate
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    10% un-named damage reduction has been way too OP for way too long. This is coming from a pvp Stam necro main. This nerf is well deserved

    Guardian wasn't even used because Intensive mender was so good. And to be honest, I'd even use PTS Intensive Mender over Live Spirit Guardian. PTS Guardian is a non-skill.

    This is coming from a pvp necro main. This nerf is poorly designed.
  • WreckfulAbandon
    WreckfulAbandon
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    Intensive Mender has been the better option for as long as I can remember. Oh well they are both useless now ¯\_(ツ)_/¯
    PC NA

    All my comments are regarding PvP
  • Urvoth
    Urvoth
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    10% un-named damage reduction has been way too OP for way too long. This is coming from a pvp Stam necro main. This nerf is well deserved

    Other classes get damage mitigation from other ways, sorcs from streak/shields, nbs from cloak, etc. The mender is necro’s class-specific mode of damage mitigation.
  • IAmIcehouse
    IAmIcehouse
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    Urvoth wrote: »
    10% un-named damage reduction has been way too OP for way too long. This is coming from a pvp Stam necro main. This nerf is well deserved

    Other classes get damage mitigation from other ways, sorcs from streak/shields, nbs from cloak, etc. The mender is necro’s class-specific mode of damage mitigation.

    Not anymore, the mender is now necro's whopping 3k damage shield.
  • CaptainVenom
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    Sometimes it feels to me ZOS hired Blizzard to do the balancing.
    🌈 Ride with Pride🌈
    Magicka/Damage Sorcerer - PC - NA - DC
  • Medicate
    Medicate
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    10% un-named damage reduction has been way too OP for way too long. This is coming from a pvp Stam necro main. This nerf is well deserved

    i think pvp and pve dont play along here. But as ZOS cant or wont separate Sandboxes, we gotta both deal with the others [snip]
    Necro lacks in easy HoT except the scythe which requires a meele hit...
    Spirit Guardian is just fine (ON LIVE) and adds to the necro being a good tank class in pve

    There is no useful "limit" to its HP. there just shouldn't be any. Other temp pets dont have so either... Its heal is already low compared to other morph or other HoTs which occour more often.

    [edited for profanity bypass]
    Edited by ZOS_Icy on July 15, 2022 1:01PM
  • Cuddlypuff
    Cuddlypuff
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    Guess we're all gonna be healing with Ruinous Scythe from now on :D
  • Rhavein
    Rhavein
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    this is literally how you destroy a perfectly functioning and fine skill. intensive mender was too much and nerfing that wouldnt make any problem. but now, this change really doesnt make much sense.
    Gaehr
    Necro, Ninja, Goalkeeper
    Firehearts
  • IAmIcehouse
    IAmIcehouse
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    Rhavein wrote: »
    this is literally how you destroy a perfectly functioning and fine skill. intensive mender was too much and nerfing that wouldnt make any problem. but now, this change really doesnt make much sense.

    It's gone from the inferior morph to an unusable skill. its not worth the magicka let alone the GCD.
  • LukosCreyden
    LukosCreyden
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    Honestly out of everything, this is the change that bugs me the most.
    Spirit Guardian would be useless as a skill with these changes, which sucks because it is a great skill for soloing pve stuff.

    If they must make adjustments, I would hope that they would at least increase the amount of damage it can take before dying, or revert it to being unkillable. Keep the healing amount at the new, nerfed value.

    The skill is not worth casting except for class passives, and even then that may be a stretch.
    Struggling to find a new class to call home.Please send help.
  • kringled_1
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    On live, necro already struggles with solo pve. vMA and vVH weekly leaderboard scores are on average much much lower than for any of the other classes, and the number of people completing is also quite low. Spirit mender has been a significant part of my self-healing, since I don't get pale order heals for either blastbones or the mage. I will probably not continue doing these on necro if this change goes through as is.
  • Rex-Umbra
    Rex-Umbra
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    All the Necro changes are terrible and ruin it
    Xbox GT: Rex Umbrah
    GM of IMPERIUM since 2015.
  • FrankonPC
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    Health cap on guardian seems to be a bit much imo. In any content where you're taking real dmg it seems pretty useless to cast it for mitigation. I'll just switch to potency or flare for 10% if I'm getting pressured that much. They will just be much better skills.

    I'm all for the heal reduction though.
  • Xuhora
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    am i getting this wrong? The guardian takes 10% of the dmg recieved thrue the necro, so that means for it to die the necro has to take 30k dmg? thats what the patchnotes say? but all you replies indicate that this is not right?

    edit for strange typos
    Edited by Xuhora on July 15, 2022 1:02PM
  • CameraBeardThePirate
    CameraBeardThePirate
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    Xuhora wrote: »
    am i getting this wrong? The guardian takes 10% of the dmg recieved thrue the necro, so that means for it to die the necro has to take 30k dmg? thats what the patchnotes say? but all you replies indicate that this is not right?

    edit for strange typos

    No this is correct. 30k damage to the necro means the Guardian takes 3k damage, which really isn't a lot at all. That's basically a single heavy attack from a boss in PvE or a single burst combo from a player in PvP.
  • prof_doom
    prof_doom
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    It either needs to go back to being unkillable, or it needs to have at least 20K health.
  • Xuhora
    Xuhora
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    Xuhora wrote: »
    am i getting this wrong? The guardian takes 10% of the dmg recieved thrue the necro, so that means for it to die the necro has to take 30k dmg? thats what the patchnotes say? but all you replies indicate that this is not right?

    edit for strange typos

    No this is correct. 30k damage to the necro means the Guardian takes 3k damage, which really isn't a lot at all. That's basically a single heavy attack from a boss in PvE or a single burst combo from a player in PvP.

    yeah but again....3k dmg TO THE GUARDIAN which in terms is 30k dmg to THE NECRO. right?right?
  • prof_doom
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    Xuhora wrote: »

    yeah but again....3k dmg TO THE GUARDIAN which in terms is 30k dmg to THE NECRO. right?right?

    Like everyone already said... yes, 30K to the player... which in DLC vet content can be as little as 2 light attacks from the boss. Which is why people are saying it's useless.
  • Xuhora
    Xuhora
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    prof_doom wrote: »
    Xuhora wrote: »

    yeah but again....3k dmg TO THE GUARDIAN which in terms is 30k dmg to THE NECRO. right?right?

    Like everyone already said... yes, 30K to the player... which in DLC vet content can be as little as 2 light attacks from the boss. Which is why people are saying it's useless.

    in that case i read the thread wrong, must be the heat. sorry and thy for clarification
  • the1andonlyskwex
    the1andonlyskwex
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    Xuhora wrote: »
    Xuhora wrote: »
    am i getting this wrong? The guardian takes 10% of the dmg recieved thrue the necro, so that means for it to die the necro has to take 30k dmg? thats what the patchnotes say? but all you replies indicate that this is not right?

    edit for strange typos

    No this is correct. 30k damage to the necro means the Guardian takes 3k damage, which really isn't a lot at all. That's basically a single heavy attack from a boss in PvE or a single burst combo from a player in PvP.

    yeah but again....3k dmg TO THE GUARDIAN which in terms is 30k dmg to THE NECRO. right?right?

    Yes. I think people understand, they're just freaking out because they're used to Spirit Guardian mitigating virtually unlimited damage and even the most reasonable nerf is "the worst thing ever" to the ESO forum crowd.

    My favorite part in this instance are the people comparing it to a 3k damage shield (on top of the guardian's healing). How big do they think other damage shields are? It might be a little on the weak side because it doesn't scale, but it's not nearly as bad as people are making it sound. Try comparing it to the bonus DK's Igneous Shield (another group "heal" with a self defense morph bonus) gets over Obsidian Shield.
  • prof_doom
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    My favorite part in this instance are the people comparing it to a 3k damage shield (on top of the guardian's healing). How big do they think other damage shields are? It might be a little on the weak side because it doesn't scale, but it's not nearly as bad as people are making it sound. Try comparing it to the bonus DK's Igneous Shield (another group "heal" with a self defense morph bonus) gets over Obsidian Shield.

    The problem is that it is a summon that is both a damage absorber and a healer... except that it's not going to actually heal you because it's going to be dead in 5 seconds or less in any kind of harder content.

    Maybe it was a bit too good as it was, but again, it's an instance of something being nerfed into completely uselessness. It seems like the main complaint is that 10% for the entire duration of the mender is too much absorption

    They either need to:
    1. Leave it unkillable and decrease the % of damage absorbed
    2. Increase the health of the mender by a decent amount so that it can survive a little longer than 5 seconds, along with decreasing the % absorbed.
    3. Leave it unkillable and just cap the damage absorbed
    4. Increase the health and just cap the damage absorbed
    Edited by prof_doom on July 15, 2022 2:41PM
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