Hi everyone, i saw some changes coming to ptr… mostly nerfs apperantly. I always played as light healer because honestly i’ve never opted for a playstyle that healer can tank (and good).
It could even steal a tank job in PVP for whatever reason. “but healer build diversity…” yeah idk about that but it can still work with some adjustments. AGAIN i’m always talking about pvp mode!
Don’t get me wrong, heals in this game are too GOOD atm… and honestly some nerfs are indeed needed. There are some other topics where talk about these nerfs (light embrace and healer sets for example) and solutions that are questionable. Like in any games, it just too hard to make everyone happy.
I’m in for a nerf but i want reworks on some stuff:
Divine Embrace, not a single target but aoe with range that heal almost “instantly” (with a little time to cast ,ecc…)
Magnify, i’m sorry but that passive skill has legit no use in any scenario in this game (and since VG came in town with nullifying oblivion). A total rework of this ability for our paladins? (tank/healer), something that gives fortify or dmg reduction (or even a barrier??) after healing or a certain spell in its skill tree.
Really glad to see AGS team working on this game more and hopefully towards a good end. Thanks for reading and have a good one
You don’t have to build a Paladin if you don’t want to. But I shouldn’t have to run light if I’m not interested in it.
I prefer to be a Heavy Healer or Paladin. We have set of specific roles we accomplish in PvP depending on how you want to look it.
We can sit on the point with Tanks
Because we have less evasion than a light, enemy players often attack us which is good because it takes the heat off of cleric based healers.
NW PvP in general doesn’t protect healers, but Heavies double as protectors to lights.
LE was only strong when we stacked Buffs in SG
Not all heavies ran SG because NW PvP spams SG without taking into consideration placement.
I completely disagree with AGS on the nerfs being given to healers. They should have made the Healing Tree specifically for healers & the Protector tree for Paladins. While battle medics (Medium) would probably build in between.
Some of LS’s nodes are very odd. Ontop of the entire protector tree not really being “Protective” Typically we had to supplement that with another weapon such as Hammer to provide “Protection” from things like the BB that kills light armors in record time.
Defensive Light. Stamina blocking with a Life Staff is pathetic. Not worth a 5% max mana to get stamina broken.
Enhanced Justice that procs every 120s which is kinda pointless because it offers nothing useful between the 120 cd. On heavies though it had some use since we’re taking damage constantly.
Magnify Yes, it is an incredibly useless passive considering the only buffs we really give are fortify & haste. Only if we take OoP, LE’s perk, or speed of light on Beacon. Stamina+ & Heal+ are not quite the same.
Privilege Is kind of a pointless node for Divine Embrace
Shared Recovery 4 allies getting under 50% to earn back a petty amount of mana. Hmm. Sure. kind of not helpfull.
The Protector Tree Doesn’t actually have any relative protective spells other than Orb of Protection. The only protective thing about it is the granting of Fortify. We don’t have two distinctive trees. We have 1 large healing tree with 4ish buffs. (Fortify, Haste, Stamina+, Heal+)
To any nerfs that ags could’ve given, i’m not really annoyed by it because healing IS strong.
I agree on almost all those changes you wrote but about paladins…
Honestly i don’t like paladins because they are almost useless in pvp atm… a main tank or just a light/medium healer do a better job at healing/holding point. Ok everyone can play whatever they want but it doesn’t simply work like that in a PVP mmo like this.
It’s just linear atm because meta. You are not able to change your build/skill the way you like if there’s no reworks on skill trees.
they can make healing worse. however, spell time needs to be eliminated.
it’s totally clunky.
they can also make the aoe heal worse. but single target should not have spell time.
honestly taking away the cast makes any healer unkillable that it actually is with all the dodges you can do now. Healers must be punished for their positioning and timing if wrong.