Unified_Gaming wrote: »The issue I see is healing scales with damage. More damage means more heals. This paired with undeath and major resolve means most builds without trying can get 20-25k armour + bonus when low AND really large burst heals due to hybridisation.
The issue wont be fixed by changing heal strength or healing received but instead I feel it can only be fixed by changing how it scales. Instead of scaling with weapon/spell damage make it scale like this:
Heal does X amount flat regardless of stats - set this value for pve so it doesnt impact new players on overland/dungeon content. Then the only way to amplify this is via healing done % which would raise the heal strength and is already on many healer sets like sanctuary. Healing received % to remain the same allowing tanks to spec to take more healing but in doing so will sacrifice damage.
To fix the scaling and not impact trials I'd suggest they adjust it so that you need X healing done % set bonuses to reach current heal values on a typical healer/damage dealer - say 6 bonuses (that's using two lots of 2 piece, 3 piece and 4 piece bonuses as many 5 piece bonuses don't have healing done %).
This would result in those who stack damage seeing a large drop in healing power but dedicated healers remaining viable, if not more valuable.
The other fix I'd suggest is they make heal over time effects (ground and sticky) refresh with the greatest total healing left to remain i.e. player 1 (dedicated healer) casts rapid regen. Player 2 casts rapid regen straight after. Player 1s rapid regen remains as player 2s rapid regen remaining total was less than player 1s.
What do you guys think?