Hey all! I've wanted to make this post for years now, but never had the drive to put it together until this patch.
I'd like to preface this discussion by noting that everything I am about to say is from the perspective of a PvP healer main. 90% of my playtime has been spent healing in PvP, out of thousands of hours.
To make things easier to discuss, I will be breaking down the issues into multiple categories, and discussing how the developers could deal with them individually, and as a whole.
- Note that the developers previously added sets like "Snake in the Stars", which while it does instakill certain HoT spam builds while used, only works if someone wears it. Players shouldn't be forced to hard counter something that someone else is doing to win.
If you'd prefer a video demonstration of this thread, I've provided it
hereFor reference, I will be using the above build for all tooltips.
This build is able to provide up to 1000 extra Weapon and Spell damage to all players and keep them and myself alive easily.
Healing, and Healing Over Time
To put it lightly, healing tooltips are quite inflated, and the reason is that healers must react to damage taken, and Players can die in a second or less sometimes. However, the inflation is far too strong in both burst heals, and Healing Over Time.
The above tooltip is from my templar healer, with all buffs that I would normally obtain applied. Many DPS Ultimates don't even get that high of a tooltip, and this is just a normal skill!
This number is actually lower than it used to be, as I swapped to a more defensive and less selfish build (more on that later). I also don't have ANY non-passive Warfare stars boosting it!
Not only that, but Healers don't have to worry about Armor, Dodging, Blocking, Line of Sight (mostly), and any other mitigation that most PvP players might have. Thus, the damage that an enemy Player or group of players can deal can be easily negated by a single healer.
Of course, Healing over Time is equally as inflated, just take a look at the below tooltips!
Added together, all these heals combine to
8150 Healing Per Second! That's over 3600 health recovered every second with Battle Spirit active!
All of these buffs can be applied to 6 people in a group, with the low health ones being targeted thanks to Smart Healing, leading to up to
21k total group healing per second in PvP!Now, multiply this by multiple healers... Oh dear!Shielding
Shielding typically doesn't have "Shielding Over Time" issues like Healing does, but by stacking multiple shields to your group, it can easily get out of hand, with Shield HP sometimes eclipsing a player's regular HP! These shields can be applied over and over, so the short time limit isn't much of a limiting factor. The Support Ultimate can easily be kept up endlessly with the power of Battery builds, too!
My solution to both the Healing and Shielding problems is simple, and would come as a single addendum to Battle Spirit in all PvP gamemodes.
"Reduce healing and shielding received from other Players by X%"
- The X could be up for debate, but personally I believe it should be 50% in all PvP gamemodes. That would be a good start. This would be in addition to current Battle Spirit
Supports and Unique Buffs
Now, healers can heal, and can protect, but they can also provide buffs to the entire team if they play their cards right...
My personal build grants these buffs to everyone near me, some of which are sticky and can apply to an even larger area!
- Minor Courage
- Major Courage
- Minor Resolve
- Minor Sorcery
- Minor Protection
- +180 WD/SD (Pearlescent)
- +4200 Armor (Ozezan)
- 6% Mitigation (Banner)
That's just me though, multiple healers can stack the unique buffs from sets like Pearlescent, Ozezan, Rallying Cry, Lucent Echoes, and many other Unique Buffs that can make a team extremely difficult to stop.
My solution to these issues is also simple.
Unique Support Set buffs are limited by the Minor/Major system in the form of a new buff called "Blessing", which keeps their unique effects but limits how many a Player can receive.
- What constitutes a Major or Minor blessing could be up for debate, but any form of unique support Set buff should fall under this system.
Summary
In the end, it's important that playing support is enjoyable, but it can't come at the cost of the fun of anyone who isn't playing a Healer or Support themselves.
When too much healing over time, burst healing, shielding, and support buffs can come from a single player or multiple healers, then an entire team can become an invincible wall. The solution isn't to add "hard counter" sets, rather the solution is to just kill these strategies without harming regular players. And thus, I suggest the following two simple changes be made to the game, as a way to keep healing enjoyable, without it being extremely out of hand like it is now, and keeping self sustain the same as it currently is.
Damage dealers have to sacrifice a lot of power to give out buffs or be able to heal themselves, but healers don't have that penalty, and thus, the roles should be brought into balance. Reducing cross healing and buffing, while keeping self healing the same, should prevent any of the previous issues found with reducing self sustain, while also bringing the healers in line with DPS in terms of balance.
"Reduce healing and shield received from other Players by X%"
- The X could be up for debate, but personally I believe it should be 50% in all PvP gamemodes. That would be a good start. This would be in addition to current Battle Spirit
Unique Support Set buffs are limited by the Minor/Major system in the form of a new buff called "Blessing", which keeps their unique effects but limits how many a Player can receive.
- What constitutes a Major or Minor blessing could also be up for debate, but any form of unique support Set buff should fall under this system.