What we have in Update 23 is the gutting of the backbone of the healer's toolkit for sustained multi-person healing--Grand Healing and Energy Orbs account for anywhere from 50-75% of a healer's output in trials. And at the same time, stamina self-healing was buffed: Resolving Vigor received a 55% increase in potency. It's hard to understate what this means for the role of the healer in this game.
Lol at pve asking for harder content but gets angry when healing takes a Nerf.
Most of these changes were about reducing redundancy. Some aspects overperforming in both areas.
Lol at pve asking for harder content but gets angry when healing takes a Nerf.
Most of these changes were about reducing redundancy. Some aspects overperforming in both areas.
Lol at pve asking for harder content but gets angry when healing takes a Nerf.
Most of these changes were about reducing redundancy. Some aspects overperforming in both areas.
You have absolutely no clue what you are talking about. You haven't spent hours wiping to and diagnosing the kinds of heal checks that we're talking about. I would suggest that you familiarize yourself with the subject before making more posts that reveal how little you understand.
Its not about balance its about performance. Healing springs uses a ton of server resouces compared to other abilites.
xylena_lazarow wrote: »I don't understand why they couldn't have left PvE healing alone, and used the Battle Spirit PvP modifier to drastically reduce healing done to other players. Mass healing in PvP has been disgustingly overpowered for years, but this is a bad solution.
DisgracefulMind wrote: »They literally think healers only press three buttons: combat prayer, orbs, and springs. And they think that, because of this, healing needed to be gutted. >.>
aetherial_heavenn wrote: »TL :DR I PvP and PvE. Resto staff heals and orbs made dedicated healers irrelevant while making overhealing prevalent in both areas...because all classes could overheal with those few skills.