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BLOOD FOR BLOOD!

DARKSTER1
DARKSTER1
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Back in 2020 we had the whole "Magicka and Stamina" difference in specs. when the ability first came you could be healed creating an infinite spammable available only to magicka users.
The stamina players CRIED, and they were correct. So ZOS decided to make you unable to be healed for 3 seconds after using the ability!. But after the hybridization. THIS ISSUE IS NO MORE!.
So can we finally remove this nerf ? since now it could make the ability available for stamina users too? and not only that undeath gets nerfed too so nobody can use "undeath is OP in PVP" as an excuse. so whatya say, can the company finally lift the nerf?

BLOOD FOR BLOOD! 50 votes

YES REMOVE THIS NERF ALREADY!
56% 28 votes
NO ITS TOO OVERPOWERED. KEEP THE NERF!
44% 22 votes
  • LunaFlora
    LunaFlora
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    what does stamina and magicka have to do with Blood for Blood? the ability costs Health.
    even if the cost were different anyone can use it.

    i think it would be weird if zos removed "After casting the ability, you cannot be healed by allies for a short duration.",
    because you're sacrificing your own health when using this ability and if you could be healed immediately then there isn't really a sacrifice.
    miaow! i'm Luna ( she/her ).

    🌸*throws cherry blossom on you*🌸
    "Eagles advance, traveler! And may the Green watch and keep you."
    🦬🦌🐰
    PlayStation and PC EU.
    LunaLolaBlossom on psn.
    LunaFloraBlossom on pc.
  • Soarora
    Soarora
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    Yeah sure why not, lets people bring vampires into content without making healers frustrated. If people want to play a low-health vampire build they'll wear pale order or play solo anyways.
    PC/NA Dungeoneer (Tank/DPS/Heal), Trialist (DPS/Tank/Heal), and amateur Battlegrounder (DPS) with a passion for The Elder Scrolls lore
    • CP 2000+
    • Warden Healer - Arcanist Healer - Warden Brittleden - Stamarc - Sorc Tank - Necro Tank - Templar Tank - Arcanist Tank
    • Trials: 9/12 HMs - 3/8 Tris
    • Dungeons: 30/30 HMs - 24/24 Tris
    • All Veterans completed!

      View my builds!
  • Urzigurumash
    Urzigurumash
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    LunaFlora wrote: »
    what does stamina and magicka have to do with Blood for Blood? the ability costs Health.
    even if the cost were different anyone can use it.

    i think it would be weird if zos removed "After casting the ability, you cannot be healed by allies for a short duration.",
    because you're sacrificing your own health when using this ability and if you could be healed immediately then there isn't really a sacrifice.

    It scaled same as Eviscerate, off Mag and Spell Dmg.

    I'd be happy to see the change, akin somewhat to unnerfing Sun Shield and Swallow Soul, bring back some "unfair" playstyles if you can keep them tricky enough to not be meta.
    Xbox NA AD / Day 1 ScrubDK / Wood Orc Cuisine Enthusiast
  • Vaqual
    Vaqual
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    Animation looks too stupid, can't take this ability seriously. Let me slash the enemy with my right hand, in which I will hold my actual main hand weapon 100 % of the time. It should really be a left-handed swipe. Other than that: I think it is in a reasonable spot, but a slight buff won't break it either.
  • tsaescishoeshiner
    tsaescishoeshiner
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    I don't think the block on being healed came because of stamina builds. The skill cost Health and happened to scale with Magicka, so I think that nerf would have happened whether the damage was scaling with Mag or Stam at the time, so I think it holds up. It would change things a lot to have a health-cost spammable be healable by others, especially in PvE.

    Maybe the skill could use a buff, anyway.
    PC-NA
    in-game: @tsaescishoeshiner
  • notyuu
    notyuu
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    What if instead they just made the other morph have dynamic resource cost?
  • DARKSTER1
    DARKSTER1
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    LunaFlora wrote: »
    what does stamina and magicka have to do with Blood for Blood? the ability costs Health.
    even if the cost were different anyone can use it.

    i think it would be weird if zos removed "After casting the ability, you cannot be healed by allies for a short duration.",
    because you're sacrificing your own health when using this ability and if you could be healed immediately then there isn't really a sacrifice.

    back in 2020 the ability costed health yes. but it was a magic damage skill. outside of some exceptions that said (scales with your highest resource like DK inferno) magic damage skills scaled with magicka and physical damage skills with stamina. the stamina players back then CRIED that we magicka players had a free spammable (and overall they were right and back then sustain was bad) so the ability got nerfed

    Now in 2024 with the hybridization and all. there's NO REASON to keep the ability on the "unhealable" side
  • DARKSTER1
    DARKSTER1
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    Soarora wrote: »
    Yeah sure why not, lets people bring vampires into content without making healers frustrated. If people want to play a low-health vampire build they'll wear pale order or play solo anyways.

    Pale order is useless on trials
  • propertyOfUndefined
    propertyOfUndefined
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    Sorry, but I don't understand the logic. What does the healing mechanic have to do with magicka or stamina? The mechanic was put in place to prevent infinite use of the ability while receiving cross-heals. Even if stamina players could use it before, the mechanic still would have been needed -- same as pale order.
  • LunaFlora
    LunaFlora
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    DARKSTER1 wrote: »
    LunaFlora wrote: »
    what does stamina and magicka have to do with Blood for Blood? the ability costs Health.
    even if the cost were different anyone can use it.

    i think it would be weird if zos removed "After casting the ability, you cannot be healed by allies for a short duration.",
    because you're sacrificing your own health when using this ability and if you could be healed immediately then there isn't really a sacrifice.

    back in 2020 the ability costed health yes. but it was a magic damage skill. outside of some exceptions that said (scales with your highest resource like DK inferno) magic damage skills scaled with magicka and physical damage skills with stamina. the stamina players back then CRIED that we magicka players had a free spammable (and overall they were right and back then sustain was bad) so the ability got nerfed

    Now in 2024 with the hybridization and all. there's NO REASON to keep the ability on the "unhealable" side

    it still costs health. are you thinking of Arterial Burst, the other morph of Eviscerate?
    miaow! i'm Luna ( she/her ).

    🌸*throws cherry blossom on you*🌸
    "Eagles advance, traveler! And may the Green watch and keep you."
    🦬🦌🐰
    PlayStation and PC EU.
    LunaLolaBlossom on psn.
    LunaFloraBlossom on pc.
  • xDeusEJRx
    xDeusEJRx
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    The stipulation where you can't be healed is perfectly balanced imo. If they remove the option then you can just see anyone running around with BFB spamming BFB and then being healed back to full health via cross healing which removes the entire risk behind the skill.

    Eviscerate as a skill is good as is and I don't want to see it or either morph changed any time soon
    Solo PvP'er PS5 NA player

    90% of my body is made of Magblade
  • TX12001rwb17_ESO
    TX12001rwb17_ESO
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    They should make it so using eviscerate or it's morphs procs strike from shadows.
  • Lalothen
    Lalothen
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    They could always have Blood for Blood proc heal absorption instead of blocking external healing outright. It should still be enough to make it a risky spammable... perhaps the amount of heal absorption could be a percentage of total health and scale based on the size of your group, capping out at let's say 60% of your maximum health in a 12-man group (so +5% for each person you're grouped with).
    Edited by Lalothen on July 30, 2024 8:43AM
  • NuarBlack
    NuarBlack
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    Lalothen wrote: »
    They could always have Blood for Blood proc heal absorption instead of blocking external healing outright. It should still be enough to make it a risky spammable... perhaps the amount of heal absorption could be a percentage of total health and scale based on the size of your group, capping out at let's say 60% of your maximum health in a 12-man group (so +5% for each person you're grouped with).

    So you would make it completely unusable solo? Just switching the problem then.
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