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Why is Healing so disjointed from damage in PVP?

Avran_Sylt
Avran_Sylt
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It ignores Resistances, it ignores Crit Resistances, there are numerous %heal effectiveness on equipment that already amplifies higher health through resistances, all while having higher stat distributions in terms of set/glyph bonuses.

Does it all really match their Stam/Magicka counterparts? Am I just delusional?
  • BXR_Lonestar
    BXR_Lonestar
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    [snip]

    The reality is in this game, the people who are going to be priority targets for healing are wearing heavy armor, so any measures you suggest would run counter to proper play in this game. You wear heavy armor because you expect to be the focus of damage, so why would it make sense to make those targets most resistant to receiving healing?

    Some classes have strong heals/self heals (templar, warden, DK). Others have really strong shields (sorcs, arcanists). Some survive by stealth (nightblade). Some are just really tanky and have infinite sustain (necro).

    [snip] But I've seen good players who can tank an entire zerg of 30 players, or arcanists/dk's who can kite as many players using their class kits to keep them alive. But those players are very rare and you shouldn't run into them too often.

    [edited for baiting]
    Edited by ZOS_Icy on November 25, 2024 5:08PM
  • Avran_Sylt
    Avran_Sylt
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    [snip]

    The reality is in this game, the people who are going to be priority targets for healing are wearing heavy armor, so any measures you suggest would run counter to proper play in this game. You wear heavy armor because you expect to be the focus of damage, so why would it make sense to make those targets most resistant to receiving healing?

    Some classes have strong heals/self heals (templar, warden, DK). Others have really strong shields (sorcs, arcanists). Some survive by stealth (nightblade). Some are just really tanky and have infinite sustain (necro).

    [snip] But I've seen good players who can tank an entire zerg of 30 players, or arcanists/dk's who can kite as many players using their class kits to keep them alive. But those players are very rare and you shouldn't run into them too often.

    [edited for baiting]

    Make them most resistant to healing, since they're most resistant to damage already? And if you want to bypass those resistances for the purposes of healing, invest in spell/physical penetration much the same as you would for damage in order to bypass that armor?

    Basically The Heavy Armor does what it's supposed to do: Keep things out. It does not discriminate if that is incoming harm, or incoming healing, as both are external energies assailing the body, deflected/absorbed by the increased armor. Acting like an insulator or a disruptor as the magic isn't able to fully encompass the users form.

    Heavy Armor users being more durable and less prone to burst, more able to take advantage against those with low armor in a battle of attrition as they wouldn't need to heal as often before the Killing blow is dealt, but when it comes to healing, they themselves need to invest in resource generation over damage to make up for their reduced healing efficacy if they wish to be able to sustain such healing. (Or in the case of a support healer, need to invest in penetration over straight up raw power).


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