Maybe, but the real problem imho in PvP are Ball groups that can out-heal 20+ sieges. Solos or zergs or zerg surfers can not do that and despite healing being high they still die like flies. Ball groups on the other hand can (as usual) abuse stuff. That is imho the primary balance issue when it comes to PvP. You can not balance stuff as long as you don't address the elephant in the room (ball groups) and how they can somehow scale stuff to have 1000% boost lol.Healing in general needs to be absolutely gutted in PvP.
Tommy_The_Gun wrote: »Maybe, but the real problem imho in PvP are Ball groups that can out-heal 20+ sieges. Solos or zergs or zerg surfers can not do that and despite healing being high they still die like flies. Ball groups on the other hand can (as usual) abuse stuff. That is imho the primary balance issue when it comes to PvP. You can not balance stuff as long as you don't address the elephant in the room (ball groups) and how they can somehow scale stuff to have 1000% boost lol.Healing in general needs to be absolutely gutted in PvP.
gariondavey wrote: »Would be cool if rapid regen had a similar tooltip to resolving vigor but only could be cast on yourself
gariondavey wrote: »One can argue radiating regen is intended to heal allies.
I've never seen anyone use rapid regen since the rework. So my comment would help it to be actually used.
gariondavey wrote: »Would be cool if rapid regen had a similar tooltip to resolving vigor but only could be cast on yourself
LittlePinkDot wrote: »gariondavey wrote: »Would be cool if rapid regen had a similar tooltip to resolving vigor but only could be cast on yourself
I think rapid regen was intended for the Dungeon Healer role, not PvP.
Thecompton73 wrote: »LittlePinkDot wrote: »gariondavey wrote: »Would be cool if rapid regen had a similar tooltip to resolving vigor but only could be cast on yourself
I think rapid regen was intended for the Dungeon Healer role, not PvP.
I don't think dungeon healer's use it either though. Radiating hits 3 group members so it's more effcient and the duration makes it much easier to work into a rotation of other HOT's and buffs.
WrathOfInnos wrote: »Thecompton73 wrote: »LittlePinkDot wrote: »gariondavey wrote: »Would be cool if rapid regen had a similar tooltip to resolving vigor but only could be cast on yourself
I think rapid regen was intended for the Dungeon Healer role, not PvP.
I don't think dungeon healer's use it either though. Radiating hits 3 group members so it's more effcient and the duration makes it much easier to work into a rotation of other HOT's and buffs.
I agree they don't use it, but I think the intent was to give a smart-targeted panic heal to classes that don't have one. Something to press when you see a health bar drop low in group frames, but don't have time to find them with combat prayer. IMO the skill missed the mark, and healing ward serves the same purpose better.
Tommy_The_Gun wrote: »Maybe, but the real problem imho in PvP are Ball groups that can out-heal 20+ sieges. Solos or zergs or zerg surfers can not do that and despite healing being high they still die like flies. Ball groups on the other hand can (as usual) abuse stuff. That is imho the primary balance issue when it comes to PvP. You can not balance stuff as long as you don't address the elephant in the room (ball groups) and how they can somehow scale stuff to have 1000% boost lol.Healing in general needs to be absolutely gutted in PvP.
They just nerfed vigor. But since you apparently don't want to use it you complain for a nerf. Adapt or die in PVP. If a skill or gear set is OP then use it yourself and benefit instead of complaining.
Because rapid regen tied to restro weapon comes without any buffs and worse then vigor. While vigor is stronger, provide needless buff on it and u can slot it without any sacrificesComparing a resto skill to an alliance skill though... I don't see the big fuss. Everybody can use both if they want so why does it matter?
Most heals heal more than restoration skills honestly. Is there a class without a burst heal stronger than blessing of restoration? Honest question-- I don't know.
And that's because people complain when weapon skills are better than class skills.
Comparing a resto skill to an alliance skill though... I don't see the big fuss. Everybody can use both if they want so why does it matter?
I guess the argument is that it gives stam toons an edge over mag toons... But honestly mag toons needing to build for the occasional roll dodge or break free isn't new, and since hybridization I would hope everyone has about perfected that balance by now.
You know what was tricky back in the day? Playing a stam melee toon and having to manage stamina for offense and core combat abilities while simultaneously using magic to buff and heal yourself.
Running out of stam means you're dead. Running out of magicka means you need to heavy attacks. Get more stam recovery!
there's more things here, vigor has different cost, targeting, duration.
i guess u talk about radiating regen, it can heal three players so it has more healing in the bucket, magicka is easier to refill
and rapid regen can not only be shared but placed on multiple players at once too
vigor was barely equal to those and only got equal with the minor buff added. They also already nerfed the heal.
-
LittlePinkDot wrote: »
there's more things here, vigor has different cost, targeting, duration.
i guess u talk about radiating regen, it can heal three players so it has more healing in the bucket, magicka is easier to refill
and rapid regen can not only be shared but placed on multiple players at once too
vigor was barely equal to those and only got equal with the minor buff added. They also already nerfed the heal.
-
This is an excellent point. One cannot compare two skills in such a narrow manner as is done in the OP. There are many differences between the two skills that need to be taken into account.
LittlePinkDot wrote: »