I disagree with the resource scaling for healing. To me that's just an adjustment for adjustment's sake that you'd have to spend patches balancing around when you can already balance it the way it is now.
There are definitely some sources of healing that are overtuned, but identifying it, pointing them out and having facts to get them adjusted will go a further distance than just saying change how they scale which on its own doesn't do much imo.
As far as undeath goes it's pretty clearly the best form of mitigation in the game since almost everyone runs vampire in pvp despite the cost increase. There's not really any cons to it, you're tankier vs flame dmg with it than without, which is the one "downside" that's supposed to happen with vamp.
30% mitigation is a lot and as was said before, there are a lot of different forms of "when at low health survive" modifiers that help create stalemate situations. This one is probably the most egregious though.
I think most pvpers would agree this patch is a little tanky. Allowing everyone to deal 5-10% more dmg would do wonders to end more fights and create less of a stalemate situation and overall a more enjoyable pvp experience.
I know it's a holiday weekend but if an adjustment could be made during an incremental patch that would be pretty huge.
edward_frigidhands wrote: »I disagree with the resource scaling for healing. To me that's just an adjustment for adjustment's sake that you'd have to spend patches balancing around when you can already balance it the way it is now.
There are definitely some sources of healing that are overtuned, but identifying it, pointing them out and having facts to get them adjusted will go a further distance than just saying change how they scale which on its own doesn't do much imo.
As far as undeath goes it's pretty clearly the best form of mitigation in the game since almost everyone runs vampire in pvp despite the cost increase. There's not really any cons to it, you're tankier vs flame dmg with it than without, which is the one "downside" that's supposed to happen with vamp.
30% mitigation is a lot and as was said before, there are a lot of different forms of "when at low health survive" modifiers that help create stalemate situations. This one is probably the most egregious though.
It really isn't that much given the amount of damage possible in PvP right now. You have to remember 30% is reached when the player is near death and exposed to execute abilities.
A lot of stalemates are the result of players not having a decent knowledge base and understanding why executes must be slotted and when they should be used.
Have a look at this thread:
https://forums.elderscrollsonline.com/en/discussion/614771/unacceptable-damage/p1
They are able to convert the increased flame damage received to flame resistance reduction and Undeath to a resistance buff in order to even things out though and ensure that the implementation of Vampiric buffs/debuffs makes more sense however.
I think most pvpers would agree this patch is a little tanky. Allowing everyone to deal 5-10% more dmg would do wonders to end more fights and create less of a stalemate situation and overall a more enjoyable pvp experience.
I know it's a holiday weekend but if an adjustment could be made during an incremental patch that would be pretty huge.
Honestly, I don't think they should adjust the battle spirit mitigation. What I think would be a much better choice, and something that is LONG overdue, is a nerf to vampire undeath.
Every single person in PVP is a vampire, and for 90% of those players they are a vampire purely for the undeath passive. It is by far the most broken passive in the game. It's very clear the passive overperforms and has for a while. I think if they nerfed undeath down to like 15% it would still be very strong, but there would be a realistic choice between being a vamp/not being a vamp. The current penalty of 8% ability cost or whatever is just a non factor compared to the potential 30% mitigation you get.
I think most pvpers would agree this patch is a little tanky. Allowing everyone to deal 5-10% more dmg would do wonders to end more fights and create less of a stalemate situation and overall a more enjoyable pvp experience.
I know it's a holiday weekend but if an adjustment could be made during an incremental patch that would be pretty huge.
Honestly, I don't think they should adjust the battle spirit mitigation. What I think would be a much better choice, and something that is LONG overdue, is a nerf to vampire undeath.
Every single person in PVP is a vampire, and for 90% of those players they are a vampire purely for the undeath passive. It is by far the most broken passive in the game. It's very clear the passive overperforms and has for a while. I think if they nerfed undeath down to like 15% it would still be very strong, but there would be a realistic choice between being a vamp/not being a vamp. The current penalty of 8% ability cost or whatever is just a non factor compared to the potential 30% mitigation you get.