Not really, I think there will always be dedicated players that like to heal, obviously, could be a turn-off for people on the edge. And any changes will need to be pretty significant because you will have to change things across the board (burst damage nerfs, cc’s and etc).
I think AGS should nerf SG healing output (by half or so) and skill perk that gives increased healing for people inside the circle. Instead SG could be used to cleanse 2 debuffs with increased fortify buffs. Then they should probably combine the 2 targeted healing skills into one and make it ~12-15 second cd so it can’t be spammed (removing cd reduction on light attacks could work too, basically having less windows to heal would work, forcing healers to think about their heals rather than using whatever comes off cd). To compensate, add small continuous healing and empower on the target for 5s maybe even heal another closest ally. Also, would be nice if they gave life staff a more offensive skill, I feel like it would make support players more engaged in combat. Obviously, this will require damage nerfs/tuning down on most DPS weapons, especially burst damages (ice spike, spear 3 stab skill, BB burst combos, bows, hatchet… etc) to address the fact that healing is reduced and life staff providing empower buffs. Damage multipliers on skills should go down as well. I think one thing that nobody talks about are light and heavy attacks, they should be buffed to help increase sustain dps. So basic tldr, nerf healing and change damage modifiers down on dps weapons, with healing being hit harder than overall dps.
Also your point on spear and bow, spear isnt really a constant damage although it is really strong right now. Spear has easy ccs with swipe and kick followed by big burst with the 3 stab skill, which makes up most of their dps. Damage falls off hard after their abilities are on cd. Bow is a constant damage but AGS keeps power-creeping the weapon and now most skills will destroy most light/medium armor players. So in essence it’s slowly becoming a burst weapon if not already.
it is equalized in 3v3s and opr u get 600 gs bump, also 3v3’s were added a few months ago its not a assumption. As for the 3 dps coordinating, thats 3 crap dps that should be able to do that but one good one will single handle the healer.
i also play opr with 100 con and like 410 dex, int, str, or focus i play all roles
That s because AGS want everyone be the same with all the same tools kit … aka Fable game when you do everything at once ! Look how New World lookslike to Fable O_o Maybe it s the only game these devs plays … who knows…
No i’m not all over the place, I see 5-6 people chasing one guy running from the outpost instead of staying to cap the OP because kills/damage is worth more.
If people stopped calling for nerfs on the FS/IG sustained AOE would actually cause problems for healers.
The heal circles themselves are relatively small and you can knock people out of them
As for CC, multiple stuns still have a dramatic effect on a healer making it almost impossible to cast.
Lasty the changes to light armor make it impossible for a healer to escape melee now with the slow.
Play a healer and you will see it’s not all it’s cracked up to be. I normally play support rolls but gave it up in New World because of all the nerfs.
I, too, don’t like the burst or gang-up meta. I initially thought this game would be more skill-based, but sadly it has devolved into what it is now. PvP is about chaining your skills in a way that an opponent can’t fight back or getting a pre-made and hunting randoms to feed your ego.
Again, you’re making assumptions… AGS has continued to buff damage weapons to the point where there are enough damage (too much in some cases). However, this post was made to point out the current issue with weapon balancing in terms of burst damage being the only form of damage that is viable in pvp, which is taking creativity and customization away from the game. No need to be butthurt over a comment.
Also, 410 main stat and 100 con is possibly the worst statline that you can go for in pvp (losing damage from overstacking in a main stat and losing crit damage reduction at 150 con with minimal damage increase)… I suggest you look through a few guides on pvp gearing and attribute distribution before posting.
lol that’s why always top lists of opr or war, don’t have to complain about what i cant do. Also i stream and my multiple sets at 625 are all shirking fort, rislent, freedom or whatever weapon perk goes with the set. I don’t need guides when i stomp on people all day lol
Also my favs are still the oldy’s, cc chain people into the dirt.
300 str you hit for like 2k to 5k on a heavy
410 str you hit for 4k to 8k on a heavy player
guess dodging and skill don’t matter? Or you just don’t understand high risk, high reward and think things should be easy.
Also the only one making assumptions is you, you made a whole post on how you feel
Ahh yes of course, melee players do benefit the most from healing being over tuned, diving into 5+ players yourself with a healer and “cc chain people into the dirt” and being a “top player”. With a pocket healer you can easily survive multiple players (it was even worse before AGS buffed burst damage on most weapons across the board). I don’t really see how a 2v5+ would be considered perfectly normal. This is less of a problem now since everyone’s got the big burst damage but still not the best direction for future pvp content.
Don’t know why you’re throwing around random accusations, but I totally agree with you that things shouldn’t be easy. But when the meta revolves around landing 1 cc and rely on the same burst combos makes things very easy. And you’re totally missing my point here, this has almost nothing to do with not being able to kill healers, i’m just pointing out that the meta of burst damage is the result of individual healers being over tuned, causing players to gravitate towards burst damage builds because that’s the only way to kill. Simple terms, it’s like the weight of 1 healer is equal to 3 dps even though each individual should be be 1 to 1.
Yes you increased your str by 35% and somehow you’re doing 100% more damage, cuz maths XD.
thats what the damage works out to sry you haven’t tested, also i run around solo most of the time, same as opr i que solo most of the time. Just because i have friends doesn’t mean they all wanna pvp all the time, like i do. Although, you keep making excuses of why you cant do something instead of testing, keep running around complaining you cant get it done.
Try min/maxing getting good gear and stop complaining. People worked hard for there crap and people asking for nerfs push more out of the game then they ever helped.
this is simply not true, a good dps will kill a healer np, however someone with 200 con is basically a tank, even 150 con makes big difference on damage drop off. Healers Usually run 100 con so they have big heals to out heal lower damage output, however someone with 100 con rest str or dex can melt a healer, if they know what they doing. Also there not npc’s they can dodge.
So your miscalculation becomes my issue of not testing. Ok buddy. Also I don’t care about you running solo or doing w/e as it has nothing to do with this post. Anyway, your “calculations” probably comes from fighting different players especially in opr. You’re hitting 2k on geared players and 4k-5k easily against less geared targets. Has very little to do with your attributes since most testing that were done point to less than 20% damage increase (not 80-100% as you claim) from 300 main stat to 450…
Again, you’re not understanding the purpose of this post. Let me be clear, most people can “get it done” in this meta since every weapon is shting out damage, this post was made to question whether or not this type of playstyle is sustainable for this game. On release, LS healing was borderline broken and tilted fights so much that AGS had to spend the next few months/almost a year to buff up every DPS weapon to match the healing. Players also gravitated towards burst builds as it gave them a realistic chance to killing someone to a point now where on top of the buffs to DPS weaopns, have pushed every build to be burst builds (or cc builds that set up other burst builds in your case, VG/IG also another). All I am saying is if healing wasn’t over tuned in the first place, we wouldn’t have needed all the weapon buffs and there would be more viable builds that serve different purposes.
I’ve seen this logic and assumption in several post already. Pitting a “good” dps vs your average healer obviously makes a good comparison right… You give no credit to healers that are actually good players as well. Somehow seems like only dps players have the right to be good players
It’s not the lifestaff healing. It’s being able use infused health/regens in a relatively short cool down window. What is the cooldown timer for a health pot, like 20 degrees or shorter? Now add in the regen. You have to burst damage because everyone can heal themselves often, not even including any heals from Lifestaff. The cooldown is totally fine for PvE, so not sure how to balance that issue.
I want passive skills that change your light/heavy attacks into ability like attacks. I am tired of spamming the mouse button… You can make every weapon feel like it has more than 3 skills this way.
Make melee more interesting and mages feel like mages…