This change was made to help offer the Dragonknight more steady healing in the midst of combat,
WrathOfInnos wrote: »It should improve as players adapt to the new patch. Few people like high TTK or stalemates, so they will naturally shift to more damage, which has the side effect of losing some sustain or survivability. I suspect there will always be some troll tanks that cannot be killed 1v1, but soon the vast majority of players will find the appropriate balance of damage and become mortal again.
WrathOfInnos wrote: »It should improve as players adapt to the new patch. Few people like high TTK or stalemates, so they will naturally shift to more damage, which has the side effect of losing some sustain or survivability. I suspect there will always be some troll tanks that cannot be killed 1v1, but soon the vast majority of players will find the appropriate balance of damage and become mortal again.
I would unironically want to see heals cut in half or something like this, and damage being toned down a bit.
Damage done with 2x damage sets should not be outheal'able.
Just start with heals not being able to stack. The real problem with groups is all the layers of heals. Remove that and more people will die. Keep damage as it is and see what happens. It can't be worse than it is now
TheEndBringer wrote: »So as with every update, I play all my classes evenly. I've mostly focused on DK, templar and NB. On all three classes, I am insanely hard to kill, even by multiple targets, even on my squishy NB, because I can heal through massive amounts of damage. The changes to DK Burning Embers alone are just dumb when you consider we already had access with arguably the best heal in the game.
And on top of that, ball group have once again been buffed, making them massively harder to kill than they ever were, while also offering more sets to further push damage. This let's them running a third or even fourth healer, all spamming the same HOTs, stacking them on every player.
I wanted to give this update a fair chance even after seeing the PC complaints, but after the better part of a week on console, I am very concerned with how many fights are just stalemates for minutes on end. It shouldn't take 15 minutes to clear out a 5 man group of DKs when you have 20 plus dropping bombs on them. I've been on both sides of this. I personally find it incredibly boring to just tank people all night long, so I'm leaving behind my DK and templar, focusing on my NB and sorc, but survivability is too high there, as well (though not quite as much).
I mean, look at this explanation to Burning Embers.This change was made to help offer the Dragonknight more steady healing in the midst of combat,
I don't remember anyone out there campaigning for DK to be even stronger in the heals department.
I think damage on most classes is fine at this point, even if a few are slightly performing better. But the healing is just out of this world. TTK is even higher and everyone on my end seems pretty frustrated.
I'm happy to hear from anyone who disagrees with some good insight that I may be lacking, but this seems like a no brainer.
MEBengalsFan2001 wrote: »TheEndBringer wrote: »So as with every update, I play all my classes evenly. I've mostly focused on DK, templar and NB. On all three classes, I am insanely hard to kill, even by multiple targets, even on my squishy NB, because I can heal through massive amounts of damage. The changes to DK Burning Embers alone are just dumb when you consider we already had access with arguably the best heal in the game.
And on top of that, ball group have once again been buffed, making them massively harder to kill than they ever were, while also offering more sets to further push damage. This let's them running a third or even fourth healer, all spamming the same HOTs, stacking them on every player.
I wanted to give this update a fair chance even after seeing the PC complaints, but after the better part of a week on console, I am very concerned with how many fights are just stalemates for minutes on end. It shouldn't take 15 minutes to clear out a 5 man group of DKs when you have 20 plus dropping bombs on them. I've been on both sides of this. I personally find it incredibly boring to just tank people all night long, so I'm leaving behind my DK and templar, focusing on my NB and sorc, but survivability is too high there, as well (though not quite as much).
I mean, look at this explanation to Burning Embers.This change was made to help offer the Dragonknight more steady healing in the midst of combat,
I don't remember anyone out there campaigning for DK to be even stronger in the heals department.
I think damage on most classes is fine at this point, even if a few are slightly performing better. But the healing is just out of this world. TTK is even higher and everyone on my end seems pretty frustrated.
I'm happy to hear from anyone who disagrees with some good insight that I may be lacking, but this seems like a no brainer.
Healing is a bit to strong right now; I'm sure the devs are monitoring it and will adjust it accordingly.
As someone that plays mainly as a healer PVE and does DPS in PVPs the update has made healing to strong because it is using our highest combined stats. How strong a heal is should be centered around the higher resource pool as many healer forgo spell damage and focus on recovery and their resource pool for additional heals/buffs. By adjusting healing to be based just on resource pool it would improve the game both in PVE and PVP.
I would unironically want to see heals cut in half or something like this, and damage being toned down a bit.
Damage done with 2x damage sets should not be outheal'able.
WrathOfInnos wrote: »It should improve as players adapt to the new patch. Few people like high TTK or stalemates, so they will naturally shift to more damage, which has the side effect of losing some sustain or survivability. I suspect there will always be some troll tanks that cannot be killed 1v1, but soon the vast majority of players will find the appropriate balance of damage and become mortal again.
TheEndBringer wrote: »The changes to DK Burning Embers alone are just dumb when you consider we already had access with arguably the best heal in the game
TheEndBringer wrote: »The changes to DK Burning Embers alone are just dumb when you consider we already had access with arguably the best heal in the game
Burning Embers is faceroll OP now.
What was the best heal in the game that DK already had?
There is another source of ridiculous healing at the moment as well.
Werewolves are practically unkillable. Their heal now scales with their weapon damage, so they can put out insane damage and healing, and all they really have to do is spec into a bit of mag recovery.
There is another source of ridiculous healing at the moment as well.
Werewolves are practically unkillable. Their heal now scales with their weapon damage, so they can put out insane damage and healing, and all they really have to do is spec into a bit of mag recovery.
TheEndBringer wrote: »We also can't suggest something that would kill PvE.
xylena_lazarow wrote: »The power ceiling for defense far exceeds that for offense. Defensive abilities are more efficient, defensive sets are more dense, healing and mitigation keep getting buffed while damage stays the same or is nerfed...
I think its a Combination of multiple Things and Not just healing it self.
You also have a lot of dmg Mitigation atm in the Game especially the "free" Mitigation of Vampire. It scales up to 30% which is way to much.
Also if you are lowering just Overall healing by a flat % value it will Hit solo players/classes that are already struggeling a Bit with healing/surviveability.
Dem_kitkats1 wrote: »TheEndBringer wrote: »We also can't suggest something that would kill PvE.
IMO something needs to be done about healing throughout the whole game; both in PvP and PvE. I don't think that having players be more mindful about implementing healing would at all break the game for any content. There are other PvE threads discussing how practically useless pure healers feel in most content. We have healers why don't we actually allow them to have a role and feel more useful outside of coordinated groups? Plus the healing and mitigation is why so much of the content in PvE feels too easy. That's why I actually like and agree with the max offensive stat idea and I think this would bring more balance back to the game.xylena_lazarow wrote: »The power ceiling for defense far exceeds that for offense. Defensive abilities are more efficient, defensive sets are more dense, healing and mitigation keep getting buffed while damage stays the same or is nerfed...
Damage is high, we just don't notice because there are so many defensive options. However, I think that these options are exacerbated by extremely high healing that completely negates any damage without any sacrifice.I think its a Combination of multiple Things and Not just healing it self.
You also have a lot of dmg Mitigation atm in the Game especially the "free" Mitigation of Vampire. It scales up to 30% which is way to much.
I'm fine with high mitigation, because, at least players have to sacrifice something for more mitigation. For extremely high healing players don't have to sacrifice anything. And I don't think that it's any coincidence that 2 classes that have best healing and damage tool kits, and have access to skills where healing is scaled with damage are the ones that are complained about the most. Healing should be a form of mitigation as well in the sense that if you require more of it, something should be sacrificed.Also if you are lowering just Overall healing by a flat % value it will Hit solo players/classes that are already struggeling a Bit with healing/surviveability.
I'm sorry but in an MMO the solo player will always be at a disadvantage. In trying to cater to the solo and overly empower them, the game has lost it's balance. Because if one player can be powerful well then groups of them will be devastating. And we've all seen how groups will use the very things that empower solos against them. And now we've made it even easier and less effort for groups to coordinate. At least before players in groups had be mindful about positioning around healers and tanks, for if they wandered too far they would be vulnerable. Pressure a healer, or strategically take a healer out, and the group would have an uphill battle. That's not the case anymore as healers have mindless work as DDs can take care of themselves and out heal any damage that comes their way and. Now coordination is simply point in a direction and go, because you're practically untouchable.
H.o.t. stacking is ridiculous, I agree, but I think limiting the number of stacks per player would be an easy fix without affecting healer roles and healing in PvE.
The fact that threads about healing keep popping up is a sign that the healing is not fine.
I think its a Combination of multiple Things and Not just healing it self.
You also have a lot of dmg Mitigation atm in the Game especially the "free" Mitigation of Vampire. It scales up to 30% which is way to much. If you add that on top of the 2 Most disscused classes atm (Temp and DK) that also have healing abilitys that Scale up as lower you health Drops, then it gets a bit crazy.
Also a Problem imo is that you don't loose to much dmg/healing when you lower your offensive Ressourcepool (Mag/Stam). You still can bump up your Wpn/Spell dmg to a pretty good amount atm - especially in Group Play with all the Buff Sets we have now. With that you can just go for a Higher Healthpool which makes it Harder to get bursted Overall and also Problem Number 1 adds Up then.
Also if you are lowering just Overall healing by a flat % value it will Hit solo players/classes that are already struggeling a Bit with healing/surviveability.
VarisVaris wrote: »MEBengalsFan2001 wrote: »TheEndBringer wrote: »So as with every update, I play all my classes evenly. I've mostly focused on DK, templar and NB. On all three classes, I am insanely hard to kill, even by multiple targets, even on my squishy NB, because I can heal through massive amounts of damage. The changes to DK Burning Embers alone are just dumb when you consider we already had access with arguably the best heal in the game.
And on top of that, ball group have once again been buffed, making them massively harder to kill than they ever were, while also offering more sets to further push damage. This let's them running a third or even fourth healer, all spamming the same HOTs, stacking them on every player.
I wanted to give this update a fair chance even after seeing the PC complaints, but after the better part of a week on console, I am very concerned with how many fights are just stalemates for minutes on end. It shouldn't take 15 minutes to clear out a 5 man group of DKs when you have 20 plus dropping bombs on them. I've been on both sides of this. I personally find it incredibly boring to just tank people all night long, so I'm leaving behind my DK and templar, focusing on my NB and sorc, but survivability is too high there, as well (though not quite as much).
I mean, look at this explanation to Burning Embers.This change was made to help offer the Dragonknight more steady healing in the midst of combat,
I don't remember anyone out there campaigning for DK to be even stronger in the heals department.
I think damage on most classes is fine at this point, even if a few are slightly performing better. But the healing is just out of this world. TTK is even higher and everyone on my end seems pretty frustrated.
I'm happy to hear from anyone who disagrees with some good insight that I may be lacking, but this seems like a no brainer.
Healing is a bit to strong right now; I'm sure the devs are monitoring it and will adjust it accordingly.
As someone that plays mainly as a healer PVE and does DPS in PVPs the update has made healing to strong because it is using our highest combined stats. How strong a heal is should be centered around the higher resource pool as many healer forgo spell damage and focus on recovery and their resource pool for additional heals/buffs. By adjusting healing to be based just on resource pool it would improve the game both in PVE and PVP.
No it wouldn't improve PvP at all and I'm tired of having to explain that over and over again.
There is absolutely no reason to change how heals scale in general the only changes needed are linked to individual skills and capping the amount of hot instances one can have on themselves to 2.
Changing how heals scale will create countless issues that the dev team will never be able to control and if they attempt to do so they'll create further problems in the process
BlossomDead wrote: »...for all those 15 minutes prior to this moment...
VarisVaris wrote: »
Solo play has been a thing since launch and it is totally possible to balance stuff without ruining solo play completely.
Healing mechanics in general are fine the only issues stem from overperforming skills or hot stacking (main offender is radiating regen here)
Detaching healing from weapon/spelldamage will only create more issues without tackling the core problems.