Do not nerf LE (light Embrace) plus mana potions price

Divine Embrace = big heal = casttime = mana efficient

Lights Embrace = small/moderate heal = instant = not mana efficient

Thats how it should be.

Naw casts times do not belong in this game. In arenas it’s fine, can live with it. In wars cast times are pointless and make the skill useless. All this will do is make an all aoe healer meta in wars where bruisers complain that healers suck. Or it might just be the final straw for most healers cause we won’t feel impactful

If im just going to be decor give me a ball gown to stand on the side of the fight in. :slight_smile:

What if they made Divine Embrace instant cast time and 20 mana
For one target only.
If you hold it (the activation key), you stay casting for 0.5s and it’ll target a second person and if you hold the full duration, it heals a third?
The option for each chain is a perk on the tree and the final perk could grant any players healed by it (and the caster) a temporary Heal over time (300-500hps for 3s)

Matches the name, and the power of the heal matches the CD/cast time but allows healers the freedom to decide if the extra cast time is worth it or if a burst heal is more appropriate

Imagine using the main mage resource MANA to balance out the availability and power of skills… Crazy talk!

Instead we will add cast times nobody wants, fiddle with the output numbers, screw with armor class bonuses twice in 6 months, and probably add a couple of bugs that nobody expects. Pretty much everything other than the COST of the skills will get messed with, in order to make them more costly to use.

Making mana something to actually worry about is obviously a no go.

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@Ghaunr I am going to modify your post slightly, because AGS like to take suggestions and assign arbitrary things and bugs to it, unless properly specified:

Divine Embrace = single target big heal = .5 second cast time = costs 20 mana = 3 perks (splashes to other players below 50%) = 4 second cool down.

Light’s Embrace = single target moderate heal = instant cast = costs 28 mana = same 4 perks = 3.5 second cool down.

Bug introduced = the splash effect from Divine Embrace heals players when they reach 65% health instead of 50%. Path of Destiny will proc 9 times after a heal from Light’s Embrace, and apply a rend with stagger. Upon player death, player will no longer be able to respawn unless client is shut down and restarted.

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Awesome, we should both apply together at AGS for the salary of 3 and the work of 1

9/10 in this thread have probably not even downloaded the ptr.

the nerf has to be because they dont want 3 LS users running around waiting for the timer in arenas…

But this will make LE completely useless, as it already heals less than DE. Some will use it, yes but they will die for it. This change will kill healers, whoever chooses to stay playing it, and the result means your dps who needs heals will die as well.

Only AOE healers will thrive and because theother healers will die that means they will be a huge target right after 2 man dps squad finishes 1 healer and moves to them next.

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90% of ratios on the internet are pulled out of the authors butt.

AoE heal is capped due to being overwritten by each caster. More AoE healers isn’t necessarily better.

AoE heal isn’t differentiated by friendly or opponent. Players can’t tell if the healing circle is their teammates.

The game obviously knows whether or not the circle is from an ally or an enemy from the moment you walk into it. You will never heal an opponent by accident. Unless some weird bug/unintended feature comes along I suppose.

that is rough, not being able to see which heals are yours for sure, at leat with divine and lights you dont have to question it

but those are gonna be harder for healers to pull off now

Is it extremely hard to make enemy sacreds red or purple or something ? I’m starting to think that’s a big problem and a lot of work if it isn’t happening. Another thing that I keep mentioning it’s keybinds. We have such a poor options for keybinds as healers

Yes ! We agree with you that would ne nice ahah also even yours compare to your team could be different a bit

I mean, mana management would atleast take some skill. Also you think that 1-2gold is a lot for a mana potion? Rangeds spending that after EACH shot.

Exactly.
If we can’t stay alive in a 1v1, then we can’t keep our ally/dps alive when we’re in a 2v1 .

To beat a healer, you need to CC them and apply anti-heal. Don’t attack healers if you’re not suited to it. Thats like a melee complaining its hard to kill a musket because they’re far away. Well yeah. Thats the whole point LOL

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the people complaining about not being able to kill healers are expecting their autos alone to kill us

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i once dodged a GA/WH user for 10s straight while healing my team as if he wasnt there.

He said ‘healers are OP’

bro im literally just dodging … which everyone can do lmao

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they want the lifestaff nerfed but what they are truly complaining about is the rapier

probably hate being riposted

As healer you use health potion, regen potion, mana potion, gemstone dust in war genraly.
Healt potion 4gold each here, regen 10 gold each here, mana 2 gold each before the anouncment 4 gol after xD, gemstone dust 120 gold each. I let you count.