Consider adding some AoE anti-healing abilities

The point I was getting at is that the HP threshold is a balance point.

Yesterday I had a skirmish in GC. Me (medium fs/ig) and some light mdps faced against a tank and a healer. We fought for at least 5 minutes straight untill we realized we just can’t kill each other. We only had a chance at killing the healer if we landed two ice spikes at the same time but we were not premade so it was hard to set up.

Kinda funny but also signals that there is a problem there and its not with the healers - its with consumables. Those should either be nerfed by at least 20% of their current power or have much bigger cooldown. Otherwise ags will just keep nerfing healers (because of noob whiners who dont know how to deal with them) untill they are out of rotation and people only use pots instead.

First game in a while with 3 healers on the enemy team (normally there are a lot more). We had 5 healers so we won easily, but this was a whole lot more fun than just hitting people over and over and nothing dying.

Dude lighten up. Nobody is saying to nerf healers. They are saying to add some kind of counter which I totally agree with. I am a healer main but I play almost every weapon and understand all of them well. I totally agree there needs to be more of a counter. Plagued crits/strikes just don’t feel like they get the job done.

I have had a lot of success with Hatchet Infected Throw, as it is a 30% Disease AoE for 6 secs. Running it with VG for 60% Disease after scream, the only problem is you need to be medium to play Hatchet successful as a secondary and overall you have a low DMG output as you are basically playing 2 support weapons with minimal escape tools.

Biggest problem is people underappreciate you, and complain. Eventually I could not take the whining anymore so I switched back to Heavy IG/VG, and now we struggle more to kill clumps (at least they complaining about the dpsers and not me anymore).

There are more than enough ways to counter a healer. The playstyles, methods, and techniques to beat healers have also been mentioned over and over and over and still even after the excessive overnerfing of May, we have Dps that refuse to run the builds while demanding AGS choke hold healers.

It is a L2P issue. Not a weapon issue. The weapon itself has only 1 function, to heal. It has only 2 buffs haste & Fortify. It offers nothing else. Where they fail, others have succeeded. So instead of people like Kipp constantly coming on the forums demanding we get nerfed to high heaven or add even more abilities to further choke us simply he like the rest of the healer haters should learn the game better. But there lies the real problem. Healer haters do not want to use comps or builds to kill healers. They want the kill to be effortlessly with any build and with minimal effort. That is the root of these posts.

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In a world of stagger, interupt and knockback healers currently struggle with the lack of a single heal.

The only viable build is full AOE now.

Orb, Beacon and Sacred Ground.

During the last days OPR i can say that the team with the most bruisers win. Teams with 10+ Robin Hoods usually lose. Its not always a healer thing. Besides I don’t see many healer in opr now thx to the heavy nerf and the LE Casttime nerf.

In my opinion the biggest issue of never dying people are the Potion CDs, they should set it to 2 minutes, so being a healer gives you some reason to play the game.

We might have 5 healers on a team once every 100 games, and might have 5 players who are standing in them sustained once every 20 games.

Most of the OPR games on our server consist of 15-18 ranged players (dex, int, or focus) per side. Hardly anyone’s fighting on point.

Your meta is wildly different from other servers and they shouldn’t be making a huge change based on it.

Alright. Here we go.

The problem with healing and disease is the heal buff to disease availability ratio.

There’s more ways to stack heal buffs than there are to stack disease. The counter to heals is extremely ineffective.

Give lifestaff a higher base damage so that focus scaling into it’s base damage yields higher rewards.

So in turn this makes all heals stronger right? BARE WITH ME. If you take the heals and multiply it by 2 due to doubled weapon damage and heals being based off weapon damage of the LS then take all of its buff healing outputs and cut them in half you essentially have the same heal.

For example: fictitious numbers just for reference.

Base weapon damage after focus scaling = 1500

Amount of buffs available to buff healing = 200%

100% weapon damage on Divine Embrace = 1500 Base Heal

Divine Embrace + Heal Buffs = 4500 (200% Bonus means 3x)

Equipload = Light x 1.3

Total heal = 5850 Divine Embrace

Disease affects that 200% heal buff.

100% Disease on a player cancels out 100% of the 200% bonus healing and makes a 5850 Divine Embrace Heal turn into a 3k heal before equipload is factored in. This equals a 3900 Divine Embrace Heal.

Essentially 100% disease stacked on the attacker side is only a 33% heal Nerf in total. This is the issue with healing. The counter to it is not a counter. It’s a wet paper bag in a tornado.

If you double the base heal and cut the bonuses in half you have a better level of play with disease.

3k weapon damage (oh my god, healers will actually do damage? LA heals double as a bi-product)

LS weapon Damage = 3k

Available heal buff = 100%

Base Divine Embrace = 3k

Divine Embrace + Heal Buffs = 6k

Equip load = Light x 1.3

Total heal = 7800 Divine Embrace

100% disease stacked on a player makes the 7800 Divine Embrace Heal = 3900

If you go to the cap and mitigate 100% heal buff and disease to the actual extent of disease applying and cap it at 50% then you end up with an 1800 Divine Embrace Heal. Good luck diseasing for 150% though.

If you Disease someone for 150% currently with previous numbers you still end up with 2925 Divine Embrace Heal compared to the 1800.

200% disease = 1800 heal due to cancelling heal buffs and now youre at base heals.

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That or they need to make plagued multiplicative.

A 35% disease effectively reduces total heals by 35%.

Plain and simple. 1300 tick on SG is now 845.

Also… Plagued perks only apply when they’re below half health…

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It’s all about countering the healers and playing as a team instead of farming damage. You need bruisers and few light melee chasing healers for quick burst + maybe a musket guy 1 to 2 bows max and a mage. Some bb guy too. You can flank and bother them heavily + bursting people on the side of the clump. In this fast paced playstile we have atm burst damage it’s nuts and kills inside heals but when everyone does aoe damage in the clump for score = nothing happens.

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So with July Perk Patch coming, I am sure they will buff Disease perks.

Hot Tip: They stated that weapon perks when place on a weapon will be greatly improved, so as such people should start looking at getting VGs with putrifying scream and BBs with plagued splitting grenade on the weapon themselves, as this will probably be BiS after July.

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“Hehe I’m a healer and I think we should be nerfed because I am so knowledgable about healing an-”
image
Nobody is fooled dex player.
@Zentaragi

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@Khanzy

347

What we at now?? They want us nerfed again, they want DE nerfed, they want self heal nerf, oh right they want us banned from 3v3. This month is killing my lungs from laughing xD

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Did you see the post where some guy was trying to suggest if you ‘spam’ your abilities on rapier your cooldowns should incrementally get worse for it? Yeah how dare you riposte evade fleche. Here’s a 40 second cooldown.

Heh, 40 seconds? these people can’t counter one in 3s what makes them think they’ll improve in 40?

I respect this person right here for actually stinking up for healers. The amount of time i put into a healer for it for be run into the ground is sickening inhate how AGS run things they are just slow lazy people. Sorry but its true

Into the Void - Releases | New World

LIFE STAFF

The purpose of the Life Staff adjustments are to move some of the healing power into the light and medium equip loads while reducing some of the power of the tanky healing builds. We also want to make it easier to properly target and heal the correct group members.

  • Reduced base healing by 20% across the board to account for the increase in healing from equip load
  • Targeting Adjustments
    • Normalized all targeted healing spells (and target lock-on) to have a max range of 25 meters.
    • Added out of range targeted healing functionality:
      • Group UI will change color when the target is out of range.
      • If the target moves out of range, the spell will cancel instead of casting targeting yourself.
      • Trying to cast a targeted heal on an out of range target will display a “target is out of range” notification.
    • Fixed an issue where targeted heals activated by using the ability key would not perform a direct heal on the intended target.
  • Sacred Ground
    • Fixed an issue where the Life Staff Sacred Ground VFX and tooltip stated it lasted longer than the actual duration.
    • Reduced the effectiveness of the Sacred Ground fortify perk from 3% - 15% to 3% - 10%.
    • Reduced Holy Ground stamina and mana regeneration from 100% to 50%.
    • Fixed an issue that allowed the healing from this skill to be stacked from multiple sources if they were using different ability upgrades.
  • Splash of Light
    • Increased the efficiency of Life Staff’s Splash of Light ability from 40% to 60%.
    • Increased the efficiency of Splash of Light’s Shared Recovery Upgrade from 3% to 5%.
  • Orb of Protection
    • Fixed an issue where the Shared Protection effect was being refreshed by the healing applied by Protector’s Blessing.
    • Mending Protection (Item Perk): This perk’s functionality has been changed. Instead of triggering if the target does not have any active buffs, it now triggers if the target healed by Orb of Protection is under 50% health.
  • Light’s Embrace
    • Increased the efficiency of Light’s Embrace Connection Upgrade from 1% to 2%.
  • Passives
    • Blessed (Item Perk): Reduced healing bonus effectiveness from a range of 10% - 30% to a range of 5% - 20%.

Would ya look at that. Kippp has been complaining about healers since Nov '21

Gems

  • Amber Gem - Reduced the damage scaling obtained from the Amber Gem (Nature) when putting attributes into Focus by 20% to make healer’s secondary weapon a bit less powerful in terms of raw damage output for focus builds.

Lifestaff

  • Sacred Protection passive changed to grant a 5% increased incoming healing efficiency to all group members. Used to grant additional max HP.
  • Reduced effectiveness of Orb of protection Fortify from 15% → 10%

Web archive beause Closed Beta Forums were deleted.

Now we wait patiently for these folks to find an excuse to claim Splash of Light is dominating.

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