Please no making battle spirit nerf healing worse. I barely heal jack all in Imperial City as it is.
CameraBeardThePirate wrote: »Please no making battle spirit nerf healing worse. I barely heal jack all in Imperial City as it is.
No offense, but that is quite literally a build issue. Healing is at an all time high with nerfs to healing reduction modifiers and easier access to positive healing modifiers, plus all of the healing and shielding that can be found in scribing.
IncultaWolf wrote: »Maybe healing shouldn't be scaling off weapon/spell damage, instead make it something you have to actually invest in. This issue is probably not an easy thing to fix.
xylena_lazarow wrote: »BGs healing is out of control. You don't have meatbags like you do in Cyro. Stacked heals grind matches to a halt, hp bars that don't move when your whole team ult dumps them, it's like the Cyro ball group problem. All other factors equal, healing outpaces damage by far too large a margin at the group level.
IncultaWolf wrote: »Maybe healing shouldn't be scaling off weapon/spell damage, instead make it something you have to actually invest in. This issue is probably not an easy thing to fix.
Parasaurolophus wrote: »I wouldn't mind completely killing the healer role in pvp, significantly reducing outgoing healing.
The whole concept of a PvP support role needs to be redesigned, making it both healer and tank at the same time is awful. Make it killable like a PvE healer. Or let's delete it and go by Pale Order rules.Parasaurolophus wrote: »I wouldn't mind completely killing the healer role in pvp, significantly reducing outgoing healing.
IncultaWolf wrote: »Maybe healing shouldn't be scaling off weapon/spell damage, instead make it something you have to actually invest in. This issue is probably not an easy thing to fix.
xylena_lazarow wrote: »Stop asking for healing to scale off max stat pool. This kills solo builds and buffs comp groups with dedicated healers that can minmax around the new restriction. Wrong direction. No, dear god no.
BXR_Lonestar wrote: »IncultaWolf wrote: »Maybe healing shouldn't be scaling off weapon/spell damage, instead make it something you have to actually invest in. This issue is probably not an easy thing to fix.
because group heals scale with offensive stats, and DPS usually have better offensive stats than a dedicated healer,
Apply a penalty to healing/shields received from other players specifically through battlespirit, and limit stacks of same morph sticky HOTs to two.
This will instantly improve the problem scenarios with overtuned heals/supports as well as group hot/shielding stacking, without hurting solo/uncoordinated players nearly as much. Supports will still be effective and arguably even more in demand, but they won't be as broken as they are right now. Who knows, maybe if we're lucky we'd even be able to move the healthbars of a 60k EHP ballgroup player!
Apply a penalty to healing/shields received from other players specifically through battlespirit, and limit stacks of same morph sticky HOTs to two.
This will instantly improve the problem scenarios with overtuned heals/supports as well as group hot/shielding stacking, without hurting solo/uncoordinated players nearly as much. Supports will still be effective and arguably even more in demand, but they won't be as broken as they are right now. Who knows, maybe if we're lucky we'd even be able to move the healthbars of a 60k EHP ballgroup player!
This is exactly how it should be. Simply nerfing healing done by more % or have it scale on something other than w/s damage isn't going to put much if any dent into the problem and would just cause problems elsewhere. It's healing received from other players than needs to be cut down by a lot, as well as the infinite healstacking. It's probably much easier to implement as well without disrupting gameplay everywhere else in the game.
This obliterates most solo builds in the game, while having no significant impact on minmax comp groups, they slightly change their minmax then continue doing the same exact thing. It would basically force an MMO trinity type system on PvP, severely restrict solo play, and widen the gap between comp and randoms. Wrong direction.Theist_VII wrote: »Nope, the best solution would be to make heals scale off of Max Magicka or Max Stamina
xylena_lazarow wrote: »This obliterates most solo builds in the game, while having no significant impact on minmax comp groups, they slightly change their minmax then continue doing the same exact thing. It would basically force an MMO trinity type system on PvP, severely restrict solo play, and widen the gap between comp and randoms. Wrong direction.Theist_VII wrote: »Nope, the best solution would be to make heals scale off of Max Magicka or Max Stamina
xylena_lazarow wrote: »This obliterates most solo builds in the game, while having no significant impact on minmax comp groups, they slightly change their minmax then continue doing the same exact thing. It would basically force an MMO trinity type system on PvP, severely restrict solo play, and widen the gap between comp and randoms. Wrong direction.Theist_VII wrote: »Nope, the best solution would be to make heals scale off of Max Magicka or Max Stamina
CameraBeardThePirate wrote: »xylena_lazarow wrote: »This obliterates most solo builds in the game, while having no significant impact on minmax comp groups, they slightly change their minmax then continue doing the same exact thing. It would basically force an MMO trinity type system on PvP, severely restrict solo play, and widen the gap between comp and randoms. Wrong direction.Theist_VII wrote: »Nope, the best solution would be to make heals scale off of Max Magicka or Max Stamina
As I already explained, it would severely nerf groups too because it would demolish DPS cross heals. DPS cross heals are where the majority of the passive healing of groups comes from. True healers are really only there for defending against and recovering from big combos/dumps.
If you scale heals off of max stat, you now have to pick between 2 of 3 things - max damage, max healing (mag/stam), or max health. Right now you can have all 3, and that's the core issue.
No, I'd be moving from my 64 hp DK brawler into a Sorc or NB that actually benefits from a max stat pool meta. And so would a lot of other minmax tryhards. Forcing solo brawlers into inferior max stat pool builds, that are now strained for density by another stat, accomplishes what exactly? Ball groups don't lose a thing. If you think ball groups can't minmax around this restriction with ease, then you vastly underestimate them, and should talk to more ball group players.Theist_VII wrote: »Explain how moving from Tarnished Nightmare to Bone Pirate would devolve your experience