For the record I actually like the WW rework but think they have this part completely wrong. We have been here before with Warden. No heals at all should be based of health, perhaps just shields. There is simply not enough burst to take them out even with a decent combo unblocked and stunned. This play style encourages building with a ridiculous amount of health which would typically result in no damage since they are forgoing max mag and stam except these 45-50k health WW's running around endlessly actually hit super hard with the broken Shattered Paths Signet and Serpents Disdain setup. A reminder they also generate stam from the heal, do not have to apply major buffs and get a flat movement speed passive so all they do is kite a tower with 50k health until they can kill a few casuals. Do you really think casual players will put up with this?
The WW burst heal scales off health, but it costs magicka. Not many WW players are spec'ing into mag and mag recovery, so the burst heal has limited use. The healing is coming from the offensive skills or class passives if they're a sorc (or maybe a set like gorethief).
DK and Warden have burst heals that also scale off health (or missing health) and are every bit as powerful as the WW burst heal.
Elendildur wrote: »The WW burst heal scales off health, but it costs magicka. Not many WW players are spec'ing into mag and mag recovery, so the burst heal has limited use. The healing is coming from the offensive skills or class passives if they're a sorc (or maybe a set like gorethief).
DK and Warden have burst heals that also scale off health (or missing health) and are every bit as powerful as the WW burst heal.
Every class has at least one Max Health scaling heal. Arcanist has Runic Defense and Runespite Ward, Dragonknight has Dragon Blood and Heart of Flame, Necromancer has Death Scythe and Bitter Harvest, Nightblade has Dark Cloak, Sorcerer has Summon Unstable Clannfear, Regenerative Ward and Blood Magic, Templar has Rune Focus, and Warden has Arctic Wind
Dalsinthus wrote: »
Many highly effective PVP players are building with 40k+ health, especially DKs, wardens, and now sorcs... it's not just WWs. How many PVP players aren't putting 64 points into health? The ones that aren't are enabling the vicious death procs and pulse ganks. It might change with today's nerf to the new mythic, but I'll believe it when I see it.
IZZEFlameLash wrote: »Tbh, a solution to 40k+ health would be to impose damage done reduction that begins at 35k health and 1% per every 1k additional health. But, eh... damage in general is high and no one really survives being surrounded by 2-4 decent players unless they are exploiting some mechanic or full on tank with little to no damage. So, I am not 100% on it.
dark_hunterxmg wrote: »IZZEFlameLash wrote: »Tbh, a solution to 40k+ health would be to impose damage done reduction that begins at 35k health and 1% per every 1k additional health. But, eh... damage in general is high and no one really survives being surrounded by 2-4 decent players unless they are exploiting some mechanic or full on tank with little to no damage. So, I am not 100% on it.
Healing ability should scale inversely with damage output. High damage and high healing output at the same time should not be a thing.
IZZEFlameLash wrote: »dark_hunterxmg wrote: »IZZEFlameLash wrote: »Tbh, a solution to 40k+ health would be to impose damage done reduction that begins at 35k health and 1% per every 1k additional health. But, eh... damage in general is high and no one really survives being surrounded by 2-4 decent players unless they are exploiting some mechanic or full on tank with little to no damage. So, I am not 100% on it.
Healing ability should scale inversely with damage output. High damage and high healing output at the same time should not be a thing.
Wouldn't be a bad idea to attach healing done debuff for sure after certain threshold...
This is post Shattered nerf ofc but more to your point OP-
If they consider max health scaling in PvP as an issue then they should also consider Blood Magic, sorc shield, warden Polar, Gore, and more -+ the resolution should honestly be in favor of wep/spell scaling ‘under battle spirit’ (to avoid unnecessary PvE tanking nerfs).
That is to say werewolf healing should remain strong when stacking wep/spell + stam/mag in that scenario and, as mentioned, that type of adjustment shouldn’t just be targeted at werewolf specifically if they were to actually feel the need to make these types of changes.
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I’ll say that just swapping from Fortitude to Rage, the healing lost feels significant. I couldn’t see this level of healing being feasible if they ever touched health-stack also. (zos pls implement a health cap outside of transformations that aren’t werewolf via Battle Spirit 0.o)
More to the point directly above, I believe that the average player severely underestimates the amount of healing received from healing soul+vigor on command just by themselves… and then everything else healing-wise you can get on a DK, for example, that you are barred from completely on werewolf.
*edit: also, armor pots (which DK and WW can make use of far more easily than other specs) should legitimately just not exist anymore. Again these are based off old armor buff values… and even then they didn’t really make sense
I understand that the devs want ww players to be able to tank and giving health scaling heals seems like a good idea, but some of the values are outright insane. Rip and tear is a spammable and I regularly get 10k+ heals off of it. In pvp.
Imagine if templars puncturing sweeps healed for that much.
Health scaling heals in general are an issue in pvp right now, and a lot of masteries have hp scaling built in too.
On my templar bastion of light, another hp scaling heal, is almost always at least 35% of my total healing.
Maybe a cap on their scaling while under the effects of battle spirit could help.
I understand that the devs want ww players to be able to tank and giving health scaling heals seems like a good idea, but some of the values are outright insane. Rip and tear is a spammable and I regularly get 10k+ heals off of it. In pvp.
Imagine if templars puncturing sweeps healed for that much.
Health scaling heals in general are an issue in pvp right now, and a lot of masteries have hp scaling built in too.
On my templar bastion of light, another hp scaling heal, is almost always at least 35% of my total healing.
Maybe a cap on their scaling while under the effects of battle spirit could help.
To be fair I'm not sure the devs or atleast that guy Brian in charge of combat has any idea what balance is. The fact one whip morph on DK is a single target increased damage no heal and the other is 5 aoe increased damage with a big heal tells you what you need to know.