with the new changes to healing and the size of overshields being given combined with the lionheart buff/new weapons it is much easier for hard hitting barbs to end up killing themselves espicially in zariel even with 550k hp with how hard mechanics hit in there. i'm not sure this was looked into or not when the healing changes were being tested and the resault is a class already underperforming in comparison to arbiters haveing to nerf them selves by holding an encounter or running the other feat the other option is taking the chance of killing themselves in content they cant afford extra random deaths. any others opions or changes to help maximize dps and not die is welcome.
as always ty for your time, tuna
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Comments
Just removing the self heal would not be an equivalent exchange for the Magnitude boost and would only result in a pointless Feat.
I have wiped close to 40% of my health with it before on Crit. but why doesn't that concern me? Because I know exactly the cost of using it, I know the risk and I make sure I'm willing to pay the price for it.
People who want to use it but are inherently bad at managing their health should invest in a Bloodtheft enchant if it's such a problem for them.
Btw, it's unbalanced. You take away the self heal, reduce cooldown and make it deal a ton of damage, which limits how often you can use it, basically nullifying the cooldown reduction. You increase magnitude, but you force the guy to invest in HP and survivability to avoid killing himself, which means they have to sacrifice offensive stats...
"normal" bloodletter deals 500+ damage AND self heals for the amount of damage inflicted. We might say it's 500+ magnitude damage and 500+ magnitude healing (let's say it's a 1000+ "gain", equally split between offense and survivability). With bloodspiller, the magnitude is less than doubled (900+), the cooldown reduced by 3 sec (balances the fact that the damage is not doubled) and the self-heal is removed. This would already be balanced, with it being a switch to total offense, sacrificing the huge self-heal part (survivability). But with the monster damage reflected back to the barbarian, it pretty much is worse than the "normal" bloodletter...
Normal bloodletter = 500 magnitude dmg + 500 magnitude heal (1000+ "gain")
Bloodspiller = 900 magnitude dmg + 3 sec cooldown reduction - 300-400ish magnitude self-damage (?????)
Must apply a very special logic to think that it's balanced this way...