That's not entirely true. See: http://www.wowhead.com/spell=49998
The real key, like you said, is that it has to scale off of *incoming* damage, and not be primarily tied to any stats possessed by the player.

That's not entirely true. See: http://www.wowhead.com/spell=49998I have yet to see a single MMO that has actually stuck with a tank that uses differently scaling self-healing as a large portion of their mitigation without admitting they've simply abandoned all efforts at balancing classes. *Every single one* moves away from them because they *always* present overwhelming problems with balance that cannot be addressed. It is an interesting concept, but it is *just not possible* within the realms of a balanced game.
The real key, like you said, is that it has to scale off of *incoming* damage, and not be primarily tied to any stats possessed by the player.
Actually, it is. When I said "differently scaling self-healing", I was referring to self healing mechanisms that contribute substantially to the class's mean mitigation and scales with anything except for incoming damage. The major points of that are "contribute substantially" and "anything except for incoming damage". Death Strike doesn't fit within that description (and hasn't since DKs were first introduced; they were changed to scale with incoming damage pretty quickly when the devs realized how borked they were).
I did a *lot* of math on the SWTOR forums and played/mathed Shadow tank intensively. Fully 25% of its total mitigation was due to self-healing, which has *always* been a problem as content progressed: they did amazing at early content (above and beyond what the other tanks could do) while diminishing quickly in value in higher end and larger group (i.e. 16m v. 8m content). Interestingly, the devs have stated that, in the next major patch, they are effectively removing all of their "passive" self healing because it simply wasn't a balanced construct.
I did it a lot in City of Heroes/Villains as well and, in that case, the devs just gave up trying to create a balanced game construct and just said "screw it".
In MMOs, devs either recognize that self-healing that doesn't scale based upon incoming damage is a patently *bad* idea or they recognize that balance just doesn't matter to the game itself. If balance matters, you *cannot* have self-healing act as a substantial factor in survivability while scaling with hp, damage, or whatever. I'm going to laugh my ass off when the SE devs finally recognize this.



Yes and no. The value of Death Strike is half the amount self-healed and half the resulting Blood Shield, which plays into mitigation gained by DKs from armor, inherent mitigation via parry & dodge, and cooldowns like Icebound Fortitude and Bone Shield. If anything (and this has been said before), the self heals+Blood Shield are there to compensate DKs not having access to shield block mechanics like other tanks (prot warriors and prot paladins).That's not entirely true. See: http://www.wowhead.com/spell=49998
The real key, like you said, is that it has to scale off of *incoming* damage, and not be primarily tied to any stats possessed by the player.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
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