You would NEED a life staff in your group without pots, which would be bad.
cheap? How much does just one Gem Powder cost on your server?
I dont use gem powder and i dont really see why people do… But its 80g on my server (dry tree)
whetstone: 190
Food 40 hp: 121
Ointment: 180x2
Gem Powder: 152x2
Let’s assume in a better match of 5x, 5 minutes each.
Me being focus would use: 190+121+10x180 or 10x152. Depending on the opposing team.
Total: 2111.00
Did I forget something?
If you played there then you should know that all classes have at least one healing skill and also the heals heal heavily.
gem powder
Increases Elemental Damage absorption by 35.0% for 20.0 seconds or until any damage is taken 15.0 times.
2min cd.
Powerful Oak Bark Ointment
Increases Physical Damage absorption by 35.0% for 20.0 seconds or until any damage is taken 15.0 times.
2min cd
Yea i know what it does… i just dont use it. I only use hearty meals and health pots so ![]()
The only thing íi would change is not letting in healers only in premade fights. in premade vs premade yeah sure let healers do their things. but in randoms there shouldn’t be any because 3 man cant kill a healer while 2 dps peeling for him even without the 2 dps an 1v3 for a decent healer is nothing.
yes. Rogue, mages, hunters, warlocks and warriors had so much healing back then…
Jokes aside, I don’t remember dual priest being a thing in arena. That’s because you needed cc or burst damage to kill a player fast. Having 2 healers was never a good option
The thing is, WoW was balanced around 5v5 at most and 1v1 at best. New World is not balanced around group fight or 1v1 so how the 3v3 will work I have no idea…
PVP was good because a healer could kill a dmg dealer and a dmg dealer could kill a healer. Sure gear made an impact but it was more about rotation and skill.
Here there is no rotation because dodge and right click summarize 80% of the combat.
To survive in the middle of fight, this is your choice if u use oak or powder u have u will probably survive clump ( ofc not when 50 people throw full cooldown on you), on melee is must be.
1v1 arenas will be like never ending fight, execpt if we limit HP potion to one and resistant potions and powder to one. Otherway u can reset fight endlessly.
so many broken things in this game releasing these things with all the crap on there is alot, arenas are kinda a waste all together atm game dosnt work right but lets add another wheel to the car… and lets all go against healers ruin there gear to make our selfs feel better we dont know how to knock a healer out of there circle or cc stun them!!! force them into light so we can get our own way or kick them out!!! thats basicly what this and the new update says…
btw its garbo to try and tell others how to play there game this isnt wow people will put the time and money into what they want limiting them for your own purposes is not ok you can collect and make your own potions and skills are easy to raise also if im in a duel i dont want some dam ring killing me im not in wow. We also dont need our consumables limited this isnt a duel where we choose not to drink theres a rankinng sytem and bunch of other crap they added being at your top will matter so ya consumbales and get ready for all u 2 perk people on each armorer set to be 3v3, against 3 perk people on each set
also if you think having infebeling malestorm,shockwave rend,instable grav well, empowering armorer breaker, leeching path of destiny, refreshing, resliant, or vigor mixed for other 2 perks on all other peices of armor is groovy to go up in 3v3 cool im wearing that…
Now lets ask John here who has regular voidbent and signed up for arenas how much fun he had… oh and john also thought he should be able to 1v1 a healer and kill him as well but learned a lesson now crys to nerf the healers… People are down for killing this game as bad as ags is… Also when john tryed to kill this healer he swang with his wepon hitting same amount as healer healed although he never cc or stunned him or got hiim using single grav well because in reality John dosnt pvp and his timing is terrible and he wants people to stand there and do nothing while he kills them… also healers always have 5 to 10 people trying to murder them in war or opr so the healers whos head has been on a swivel from day one didnt even have to use a rapier to dance around him.
End of story…
Im smiling at this thread still thinking that i warned you ags before you even announced their release. You better wise up really fast and make it 1 match of 3v3. You’re going to kill this game with a bad 3v3 release, you wont recover from.
please listen. I warned you months ago.
I think I said this many times. Instead of nerfing PVE and healers in general, simply add healing reduction debuffs to some abilities and remove the perks from the weapons. It’s not rocket science…
You shouldn’t be forced to invest in gear to be able to deal with a healer and a healer should not be forced to play only light
simply add healing reduction debuffs to some abilities and remove the perks from the weapons. It’s not rocket science…
This position is not thought out at all. First of all, they have added many healing reduction mechanics, there are so many in the game now not only skill based but perks on items.
Second, Spamming 30% reducing on everything will just end up in the same change as reducing healing by 30% across the board. Its inefficient to just spam healing reduction and mandates people use that instead of having build diversity. It gets a little complex after you analyze situation by situation, far to much for most players to handle.
Healing is not the issue. The issue is scared group. The spam of high healing tick rates + damage reduction (in this case fortifying) will result in immortal characters.
The entire concept of scared being stand in this and get lots of heals needs to go. It should do something like + 30% healing while standing in this, and maybe 200-300 healing ticks, not 2-3k.
So the solution is simply reduce healing on scared, give it utility (+30% healing if you are standing in it will help pve a lot) and then we just walk away.
Healing reduction was present in wow since Vanilla. Also wow has a different combat system, with more abilities, different cc and casting time on spells. Usually classes that depended on a physical weapon got the healing reduction option because mage classes were hitting like a truck but were balanced via casting time and light armor. You also did not have magic resistance in WOW, which you do here.
Getting back to NW, I don’t see an issue with the suggestion mentioned above. Keep the healing bonus as it is on live, remove Plagued Crits from the game and add its effect to a skill to some weapons. Only one healing debuff can be active on a player at one time. Having the effect present on a skill instead of an attack will prevent players from spamming it and make it useful in certain situations
This way PVE healers are unaffected
You also did not have magic resistance in WOW, which you do here.
Yes, you did. In fact you could build specific sets to be completely immune to magic damage. Do you even know what your talking about?
I don’t need you to tell me what wow had. I worked on it for over a decade. Mindless spam of healing reduction which is already in the game and open for any class is not he solution, if it was it would of been fixed a long time ago when it was added.
The problem with healers in new world is that many abilities feel bad because of the delay for a spell to get off. all cast animations should be limited to 0.5 seconds and no more. The healing needs to be buff on directed spells (like splash), and utility on divine and splash (divine healing 100% the target, healer and a third target, and splash getting all cleanse utility).
Healers are unkillable because of scared. more specifically, healers are unkillable because there is no pause between kills and opening for cc chans to kill them via forcing some sort of roll/cd popping expiration
Yes, you did. In fact you could build specific sets to be completely immune to magic damage. Do you even know what your talking about?
My mistake. I meant viable builds, not the troll builds you got in the early stage of the game with 140 frost resistance that did nothing against the other builds
Technically it was troll to a degree but in other ways it was very strong. Look at some of the troll boomkin builds that allow for serious high tier gameplay in all greens.Fire immunity was also extremely strong because of pom-build 1 shots.
That being said and more to the topic healing reduction spam is already in the game. Healers are op because they have fotifying + healing and because they can outheal the damage done because of scared.
We also have a bigger more deeper topic that scared is extremely hard on the server even after much optimize it causes lots of stress. Reworking this to work like splash or incinerate would improve server stability significantly.
Its just problematic all around.
I agree. They should replace sacred ground and beacon with different targeted spells. Bu then they should also rework the targeting system because at the moment it’s just bad