Luckylancer wrote: »In games, when something is nerfed those who use it least have a relative buff. For example magplars depend a lot on their heals but nbs have other strong tools that are not nerfed (at least in this patch)
We shall play test and see. And dont forgey there is a OP craftable set that give 1k hp regen below 50% hp.
Fact: heal nerf is -20%, not -10%.
well its -10% of healing.. so ferf actually favors low heals now.. -10% from 1k healing is less nerf than 10% from 10k healing obviously
Classes like stam sorc and stam nb are gonna be hit the hardest by this battle spirit healing change because they have the worst heals in the game. Classes that already do tons of healing are not going to feel much of a difference if anything and ball groups will still be healing on top of one another like always. You are targeting at things that are somewhere else sitting in the sidelines meanwhile the big culprits remain unfazed.
well its -10% of healing.. so ferf actually favors low heals now.. -10% from 1k healing is less nerf than 10% from 10k healing obviously
well its -10% of healing.. so ferf actually favors low heals now.. -10% from 1k healing is less nerf than 10% from 10k healing obviously
clocksstoppe wrote: »sorc worst heals? ayy lmao have you ever activated surge?
clocksstoppe wrote: »sorc worst heals? ayy lmao have you ever activated surge?
Luckylancer wrote: »In games, when something is nerfed those who use it least have a relative buff. For example magplars depend a lot on their heals but nbs have other strong tools that are not nerfed (at least in this patch)
We shall play test and see. And dont forgey there is a OP craftable set that give 1k hp regen below 50% hp.
Fact: heal nerf is -20%, not -10%.
What the game needs at this point is a per ability balancing for PvP. The easiest way to do this is simply give each ability a second set of stats that are active in duels and in PvP zones. This way there could be finally some seperate balancing for both sides instead of lazy one size fits all solutions.well its -10% of healing.. so ferf actually favors low heals now.. -10% from 1k healing is less nerf than 10% from 10k healing obviously
Thats not exactly how it works. The -10% (ramping it from 50% to 60%) actually equal a 20% nerf to begin with. If everyone looses 20% of its heal the players and classes that had the short end of the stick will feel it more than the players/classes that have better heals. Because damage remains the same those with less heals will now simply die faster.
What the game needs at this point is a per ability balancing for PvP. The easiest way to do this is simply give each ability a second set of stats that are active in duels and in PvP zones. This way there could be finally some seperate balancing for both sides instead of lazy one size fits all solutions.well its -10% of healing.. so ferf actually favors low heals now.. -10% from 1k healing is less nerf than 10% from 10k healing obviously
Thats not exactly how it works. The -10% (ramping it from 50% to 60%) actually equal a 20% nerf to begin with. If everyone looses 20% of its heal the players and classes that had the short end of the stick will feel it more than the players/classes that have better heals. Because damage remains the same those with less heals will now simply die faster.
It is actually a 36% healing nerf. Now we have 100% healing power * 0,5 healing done * 0,5 healing received = 25% healing. This will become 100% * 0,4 * 0,4 = 16% healing, which is 36% weaker than the healing debuff before the patch.
To be honest, I think healing is not the thing that should be nerfed alone. While it is very strong, the classes that heal the most will get hit the hardest now. Magplar uses a lot of healing for defence, while magsorc just shields and streaks away and stamcro just hides behind all the percentage mitigation. Guess which classes will be meta next patch.
Instead of nerfing parts of defensive mechanisms (because defenses vary between classes), it might be better to increase damage for everyone equal.
well its -10% of healing.. so ferf actually favors low heals now.. -10% from 1k healing is less nerf than 10% from 10k healing obviously
clocksstoppe wrote: »sorc worst heals? ayy lmao have you ever activated surge?
clocksstoppe wrote: »sorc worst heals? ayy lmao have you ever activated surge?
While I usually disagree with your obnoxious hate, I agree that Sorcerer has really good passive healing.
You activate surge and just go ahead and fight for 30 seconds. You do not have to recast anything for a long time.
Stamina Sorcerer has low maintenance healing over time. Dark Deal and Clannfear also exist. Some use it pretty well.
Add ball of lightning and you have a sub class that can only die when they are braindead or get ult dumped on.
In my 5 years of playing, just one lol.Chilly-McFreeze wrote: »clocksstoppe wrote: »sorc worst heals? ayy lmao have you ever activated surge?
While I usually disagree with your obnoxious hate, I agree that Sorcerer has really good passive healing.
You activate surge and just go ahead and fight for 30 seconds. You do not have to recast anything for a long time.
Stamina Sorcerer has low maintenance healing over time. Dark Deal and Clannfear also exist. Some use it pretty well.
Add ball of lightning and you have a sub class that can only die when they are braindead or get ult dumped on.
How many players have you come across that run the clannfear on a stamsorc?
What the game needs at this point is a per ability balancing for PvP. The easiest way to do this is simply give each ability a second set of stats that are active in duels and in PvP zones. This way there could be finally some seperate balancing for both sides instead of lazy one size fits all solutions.well its -10% of healing.. so ferf actually favors low heals now.. -10% from 1k healing is less nerf than 10% from 10k healing obviously
Thats not exactly how it works. The -10% (ramping it from 50% to 60%) actually equal a 20% nerf to begin with. If everyone looses 20% of its heal the players and classes that had the short end of the stick will feel it more than the players/classes that have better heals. Because damage remains the same those with less heals will now simply die faster.
It is actually a 36% healing nerf. Now we have 100% healing power * 0,5 healing done * 0,5 healing received = 25% healing. This will become 100% * 0,4 * 0,4 = 16% healing, which is 36% weaker than the healing debuff before the patch.
What the game needs at this point is a per ability balancing for PvP. The easiest way to do this is simply give each ability a second set of stats that are active in duels and in PvP zones. This way there could be finally some seperate balancing for both sides instead of lazy one size fits all solutions.well its -10% of healing.. so ferf actually favors low heals now.. -10% from 1k healing is less nerf than 10% from 10k healing obviously
Thats not exactly how it works. The -10% (ramping it from 50% to 60%) actually equal a 20% nerf to begin with. If everyone looses 20% of its heal the players and classes that had the short end of the stick will feel it more than the players/classes that have better heals. Because damage remains the same those with less heals will now simply die faster.
It is actually a 36% healing nerf. Now we have 100% healing power * 0,5 healing done * 0,5 healing received = 25% healing. This will become 100% * 0,4 * 0,4 = 16% healing, which is 36% weaker than the healing debuff before the patch.
To be honest, I think healing is not the thing that should be nerfed alone. While it is very strong, the classes that heal the most will get hit the hardest now. Magplar uses a lot of healing for defence, while magsorc just shields and streaks away and stamcro just hides behind all the percentage mitigation. Guess which classes will be meta next patch.
Instead of nerfing parts of defensive mechanisms (because defenses vary between classes), it might be better to increase damage for everyone equal.
Chilly-McFreeze wrote: »clocksstoppe wrote: »sorc worst heals? ayy lmao have you ever activated surge?
While I usually disagree with your obnoxious hate, I agree that Sorcerer has really good passive healing.
You activate surge and just go ahead and fight for 30 seconds. You do not have to recast anything for a long time.
Stamina Sorcerer has low maintenance healing over time. Dark Deal and Clannfear also exist. Some use it pretty well.
Add ball of lightning and you have a sub class that can only die when they are braindead or get ult dumped on.
How many players have you come across that run the clannfear on a stamsorc?
How high is your critical rating in no cp cyro and bg?
Dark Deal is a(n interruptable) cast time ability.
Don't act like surge keeps anyone topped on it's own. Especially not mag sorcs who don't utilize many dots.