Hattenhair wrote:
If we take the 2 most bland examples - 1H holy E under 40% VS 3-stack Broadsword E, the damage/healing should be about the same (~650, give or take 50, after resistances at 1150 IP in full cloth, I'm too lazy to log in for concrete numbers). Same goes for AoE's - Kingmaker VS Fallen, etc. Of course, they're not as bland as pure healing/damage with utility and different downsides added on top (stack requirements, delays, cast-times, cleanses, you name it), but the gist of it stays the same - the power level of individually selected W/E spells is roughly equal.The_Support_God wrote:
Healing W/E options in my opinion are equal to damage options because their values are compensated for group play
they had to reduce healing by 30% to make it this weaker in corrupted dungeon
The reason why there's a healing reduction debuff in CRDs is because of sustain stacking - old nature staff is a good example which can abuse such a system, doesn't matter how much damage you deal as long as you can outheal the damage you receive. Double merc meta is also a good example.
The reason why there's a healing reduction debuff in 2v2 HG's is that the Q healing slots truly, as you mentioned, have 5v5 values.
Did you read my post? That's exactly why I mentioned that healer bruisers should not have mobility options - to limit their ability to cast W/E sustain on a whim unpunished.The_Support_God wrote:
because of how easy it is to disengage and cast W and E 1 or 2 rotations to heal up before reengaging
even without Q healing they have enough sustain in Hit and run tactics where they can shrug off damage they take
That's an issue of a singular spell, not an issue of healer-bruisers as a sub-class. To be quite honest I still don't understand what's up with all of these overloaded Qs lately, they have the mechanics akin to W or even E spells. Qs should be very understandable and easy to execute, and not whatever the new thorns are.The_Support_God wrote:
then why i have problems with thorns and bramble seed? and not smite? simple
your pre change thorns Q has the power budget equal to most E on weapons in the game. it had everything. CC, high damage, AoE denial,
These discussions always remember me to the one wrong way driver complaining about all the stupid guys driving in the wrong direction - whatever.
Looking at thorns, the reasonable change would have been if one is needed at all, to remove the Auto AA bonus. If the concept of thorns Q is zoning on the ground, gaining damage on AA is just completely breaking the concept. Because if the Nature is in AA mode, the other, spear, bow, fire, curse, frost, whatever is in AA mode 10 times before.
So putting Q on the floor you goal is to stay away, not to AA.
AA is just like Execution mode or PVE.. but not for PvP in zoning mode.
So you shouldn't add the AA to average comparison damage at all, because you try avoid AA range...
That's why I btw think that the concept of AA bonus is wrong.
So the proper fix would have been: damage on Q stays as it is in PvE & PvP but the bonus damage gets halved