So now that we've had a while to get used to the 20% (or 10% depending who taught you maths) healing nerf in PvP zones, how do you feel about it?
Personally, I noticed that tanky players are even tankier, ball groups have been pretty much unaffected and non-tanky players get completely destroyed and when fighting more than 1v1, they get one-shot.
I totally understand, that in a lot of cases this is an adapt and overcome (or l2p) issue. The now super weak healing can be overcome by wearing heavy armor, increasing your health pool or investing in passive health recovery.
The problem is: not every class is inherently built to provide those things.
In my opinion, the healing nerf has piegon holed a lot of players into one build or class (anyone noticed how many stam and mag sorcs there are about?). As much as I understand the reasoning of the devs for this change, I noticed it completely killed build diversity and pretty much everyone is wearing/playing the same thing.
So, do you think the healing nerf should be reversed, tuned down, increased? Tell us why you think so.
Edited by red_emu on June 29, 2020 11:23AM
PC - EU:
Falathren Noctis - AD MagNecro
Falathren - AD StamSorc
Falathren Eryndaer - AD StamDen
Falathren Irimion - AD MagPlar
Talagan Falathren - AD StamDK
Falathren Infernis - AD MagDK
Your-Ex - AD MagBlade
Healing changes in PvP. Good? Bad? Ugly? 38 votes
Keep the healing debuff at 60%
Revert the healing debuff to 50%
Increase the debuff to xx%
2 votes
I have a better idea! Here's why...