For the record I actually like the WW rework but think they have this part completely wrong. We have been here before with Warden. No heals at all should be based of health, perhaps just shields. There is simply not enough burst to take them out even with a decent combo unblocked and stunned. This play style encourages building with a ridiculous amount of health which would typically result in no damage since they are forgoing max mag and stam except these 45-50k health WW's running around endlessly actually hit super hard with the broken Shattered Paths Signet and Serpents Disdain setup. A reminder they also generate stam from the heal, do not have to apply major buffs and get a flat movement speed passive so all they do is kite a tower with 50k health until they can kill a few casuals. Do you really think casual players will put up with this?
The WW burst heal scales off health, but it costs magicka. Not many WW players are spec'ing into mag and mag recovery, so the burst heal has limited use. The healing is coming from the offensive skills or class passives if they're a sorc (or maybe a set like gorethief).
DK and Warden have burst heals that also scale off health (or missing health) and are every bit as powerful as the WW burst heal.
Elendildur wrote: »The WW burst heal scales off health, but it costs magicka. Not many WW players are spec'ing into mag and mag recovery, so the burst heal has limited use. The healing is coming from the offensive skills or class passives if they're a sorc (or maybe a set like gorethief).
DK and Warden have burst heals that also scale off health (or missing health) and are every bit as powerful as the WW burst heal.
Every class has at least one Max Health scaling heal. Arcanist has Runic Defense and Runespite Ward, Dragonknight has Dragon Blood and Heart of Flame, Necromancer has Death Scythe and Bitter Harvest, Nightblade has Dark Cloak, Sorcerer has Summon Unstable Clannfear, Regenerative Ward and Blood Magic, Templar has Rune Focus, and Warden has Arctic Wind
Dalsinthus wrote: »
Many highly effective PVP players are building with 40k+ health, especially DKs, wardens, and now sorcs... it's not just WWs. How many PVP players aren't putting 64 points into health? The ones that aren't are enabling the vicious death procs and pulse ganks. It might change with today's nerf to the new mythic, but I'll believe it when I see it.
IZZEFlameLash wrote: »Tbh, a solution to 40k+ health would be to impose damage done reduction that begins at 35k health and 1% per every 1k additional health. But, eh... damage in general is high and no one really survives being surrounded by 2-4 decent players unless they are exploiting some mechanic or full on tank with little to no damage. So, I am not 100% on it.
dark_hunterxmg wrote: »IZZEFlameLash wrote: »Tbh, a solution to 40k+ health would be to impose damage done reduction that begins at 35k health and 1% per every 1k additional health. But, eh... damage in general is high and no one really survives being surrounded by 2-4 decent players unless they are exploiting some mechanic or full on tank with little to no damage. So, I am not 100% on it.
Healing ability should scale inversely with damage output. High damage and high healing output at the same time should not be a thing.
IZZEFlameLash wrote: »dark_hunterxmg wrote: »IZZEFlameLash wrote: »Tbh, a solution to 40k+ health would be to impose damage done reduction that begins at 35k health and 1% per every 1k additional health. But, eh... damage in general is high and no one really survives being surrounded by 2-4 decent players unless they are exploiting some mechanic or full on tank with little to no damage. So, I am not 100% on it.
Healing ability should scale inversely with damage output. High damage and high healing output at the same time should not be a thing.
Wouldn't be a bad idea to attach healing done debuff for sure after certain threshold...