Healers are OP What are we doing about them?

Healers are in a good spot in regards to the balance between damage and health pools.

The next patch? Hell nah, healers gonna need that 1 second channel removed or else wars will either be 5 mins or a farmed loss. There will be no close matches anymore.

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There are a lot of sleeper buffs on the LS in that update which are going to be great, just the salt levels will break record high as the healer haters figure it out.

LS/FS is funny to run btw

And lets not forget that the rapier can spam 3 - 5 evades vs the time it takes to cast 1 heal with how godlike it’s cooldown reduction is.

What you’re suggesting is ridiculous. People mass spam damage AOEs onto the same area and you’re suggesting that sacred ticking for 1300 is too much. Do you have ANY idea how much burst there is in this game?

I think you’re mistaking just a healer for a healer and potion problem. The two combined represent an issue that you have

We absolutely do appreciate this feedback and conversation around the topic. The team is always open to hear what players think, especially around classes and weapons. I’ll add healers to my list for the team to look in to.

Honestly I feel like the only way to fix this issue is to buff plague/disease AND reduced self healing. The buff to plague/disease against player that are being healed (because the current percentage doesn’t seem strong enough) and the reduced healing because let’s be honest… it is rather ridiculous. We’ve had multiple threads about healers needing to either have a nerf/rework and I hope the devs are able to read through all of them. I am going to link my post in case anyone wants to read through it.

My Post:

My Videos:

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Not rlly. Potions are not a problem Fact that healer can full heal in 2-3sec and continue to do so faster that you do dmg to that player - this is a problem.

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I find healing more challenging in this game than any game I’ve played before, and I always roll healers. Lotro, WoW, ESO, Aion… this game is actually the most challenging.

So the devs can look at healing, but they need to remember it needs to be fun to play as well. Don’t make it frustrating, annoying or just plain a chore to play just because some players have a hard time grasping the point that healers need some ability to survive.

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And i agree. They should not nerf heales any more. We need healers.
We just have to cut ability of healer being able to sustain 1 player forever. Arenas show this in best. That amount of healing in small unit of time healer can do is insane. You can kill other player but he has to stay in place and you need 2-3 players forucs him. And ofc he has to be light armor. If he is medium - not so much. But even if he is light and he is not afkin and healer is healing him - he is all the time 100% since it takes time to catch him and do dmg since we all have CDs.

We need system that leave healers as they are - but will punish bad playstyle. So if you stay like a moron 1 vs 3 healer can save you but if you istay there longer he cant heal you up forever. You die.

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Healing is easily the highest skill position in the game. EASY.

Bow without a rapier is a close 2nd.

I still think giving rapier two offensive trees, or removing at least 1 mobility ability can bring light to turning Light’s Embrace into the healer alpha stage dash which is like burn out and turn Splash of Light into Smite. It can have the same effect but instead of it being splash of light it’s a targeted one time AoE that cleanses a debuff, heals for a small amount and maybe something like, “Damage x Debuff’s Cleansed.”

So this would turn Group healers into Divine Embrace, Smite and Dash with a VG.

Then you have AoE main ball healers. Sacred ground, orb of protection and Beacon.

AoE healers lay the foundation for clump healing and group healers coordinate with DPS for wipe potential and have a get away so they can run VG to support as well. Instead, every healer ever runs Sacred Ground and there’s 30 of them stacked on point.

Sacred ground is very very strong in small scale combat. I mean we can try to nerf and buff healer to make it work or we can just make whole healing in game work little different with out changing healer. Its same issue we had/have with cc. There has not be limited in given unit of time that healer can heal same player.

This solves issues with healers on arena and other small scale combat. Also issue with healer not being killable in 1 vs 1. In 1 vs 1 it would make healer able to surive any 1vs1 but will force him to get away since his next self healing would work less effective. So healer would be happy since its not easy to kill him. Other players are happy since its possible to kill healer if he stays in range.

it’s a nonsense argument, if your statement was true, it would be the meta, it isn’t so you are just whining because a healer was better than you!

My balance talks are strictly based on wars. OPR and 3v3’s have a very different mechanic based around them. Healers are also much more imbalanced the smaller scale it goes due to DPS potential and Burst potential going dramatically down with less players.

the 1v1 stance is a touchy subject. As you’re not wrong with your opinion with heals being strong in that sense at the same time someone that’s built to kill mobile people and healers will absolutely decimate a healer with no opportunity for counterplay.

The 1v1 stance is very subjective. a GA/WH will NEVER kill a good healer.

Meanwhile, even after the Leaping Strike + Shield Bash change an SnS/Hatchet running 300/150/50 and a good Spear/Bow will make the healer seem pitiful and weak. A very skilled player with a rapier on the other hand will make even specific builds rendered almost completely ineffective. I think this is the root of the issue. You can’t balance healers without a rapier and expect healers with a rapier to run the same parameters. Same goes for balancing for a healer with a rapier. Healers without a rapier are at a disadvantage. This is why I say rapier has it’s place in the meta based on balancing, but I think it hurts more than it helps in all cases.

It’s a very touchy subject.

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That’s kind of funny. I guess everyone’s experience is different. Maybe you’re being sarcastic (sorry, hah)?

I actually think it’s the lowest skill/easiest weapon to use, and I always recommend it to people struggling in PvP. Usually you see people switch from damage to healing, and they do just as well or, more often, better with the life staff. You rarely see someone switch from the life staff and dominate as a damage player.

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Sure hope you consider that it’s the same 5 people with these complaints in an echo chamber crying they can’t 1v1 healers with no CC and no debuffs. They want healing in a place that healers just flop over to any weapon in the game. They want helpless target dummies that can’t sustain through even one player’s DPS. In fact, they’d rather you remove them altogether. If you don’t want the remaining healers to quit, then you’ll consider this is the grievances of 5 bow rapier players that bring 0 counter to healing, and complain they’re surviving.

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Different mechanics causing a difference in playstyle. Evading healer killers WHILE healing clumps takes more skill than comboing a Grav well Clump.

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Agreed but if you add in, “to use effectively in all situations.” The statement dramatically changes.

Especially those cracked ass healers that run VG and LS and STILL evade healer killers. Fucking CRACKED ass players.

There’s a couple in my company. Fucking animals.

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healer is making the game crap, unfortunately

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