Healers Should use STAM to cast a healing spell also

What has to do stamina cost on casting healing spells with ‘melee attacks with 50kg weapons’?

We are getting to the point we all will use stamina because u want totell me, swinging your magic hole focusing hard to keep best bros alive is not exhausting?

So now rather stop making run arounds and start explaining, u all apes wants to play hard lets do it Im accepting your games.

They dont want to play hard. They want healers to die from 1-2 hits, tanks to die from maximum 3 hits.

The whole game to be turned into FPS who hit first win. But then again all weapons need nerf if majority isnt playing it.

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Ithink sofar from what I have seen, everything in the game needs nerf, opposed to majority of players brains which would use major buff.

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rapier and hatchet says hello, so does bow. Grab a bow and hatchet and try to kill a healer self sustaining.

There are few weapons which can kill a healer in a reasonable time due to burst damage, debuffs or ccs.

They are hammer, spear, voidgauntled, blunderbuss(if your target doesn’t move at all). No point in mentioning any SnS builds since they will not exist in the next patch as an assassin at least.

Now i agree that costing stamina is just insane, but self healing has to go in order to small scale fights to be balanced. You don’t need to take it ALL out, just a part of it, somewhat like what was done to heavy, but according to equip load.

Btw the last video of opr gameplay is old LE has 2 sec cast time too

What am saying is that the same exact words everyone said when heavy was meta

Uhh i can kill a heavy healer and they nerfed healing twice i know quite a few medium and heavy ppl who stopped being healer main and went to dps
But well rest just switched to light atm of when heavy was meta everyone said light is fine now when heavy is nerfed u want light to be nerfed
I mean bb does like 10k health in like 1 sec
Spear with the rend cap will do like 3-4k per hit
Bow(getting nerfed) but still can double shot and does like 8k+
Havnt got hit by fireball in ptr but in live it hits 3-4k
And none of this has cast time
Nerfing self heal means will take more effort to heal themselves
And u need to be full health for diamond gem to work also u need to survive to heal other do u honestly just need healers to heal themselves and try to stay alive or heal others(that’s a exaggeration but)

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only cause mana is pointless in this game… it really is… it only effects any of the magic users slightly at most… the ONLY limiting factor on the ability to USE SKILLS is CD, and Refreshing Move is KING of this… this the trump card that wins in any PVP situation… and since the easyest to farm lifestaff in the game has BLESSED + Refreshing Move… EVERY healer uses it… and lets them put down 2-3 sacred grounds with fortify perk… to strong, by MILES ahead of any other class, a healer standing in there sacred ground is near unkillable, and the fact they can keep dropping them as they move around the battle field under there feet is to over tunned… either they need to make mana more punishing of a factor for healers… reduce the max limit on Refreshing Move per a use (like at most removes 2-3 seconds per a ability use) or make skills like sacred ground take 90 mana points instead, the game is just a heal fest… its clump vs clump in OPR and its boring like this…

If energy/mana is a factor in using skills, it needs to be heavy costs on ALL users / and those who dont use energy right now should have to aswell… cause the long time comming meta of Refreshing move being the king perk is at hand right now… any weapon without it is pointless in PVP

It’s just the same people bitching everyday

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They also necro their old forum posts. 90% positive most of them have multiple forum accounts also. The entire group of them comment on the same posts. No matter the topic they all agree with one another. Every single post they comment on. Also all of them are dex boys. Go figure lol.

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Okay so here is a super quick reason why using stam is a horrible idea for all classes.

First off. A life staff is a magical weapon. Its source of power is pooled from mana. It would use to stamina to hold that thing in the air and to speak the enchants required to use healing abilities.

HOWEVER, a bow or any melee weapon? That would make more sense to have stamina loss on attack with them.

Using a easy to find archery calculator. To get an arrow (based off size in game and typical medieval arrows commonly used) to 100m/s (roughly what the velocity in game)

Your bow in NW is roughly 200lb draw. Now tell me how you can spam that. Joe Gibbs (look him up) has been shooting and training for very heavy recurve bows. It is very very stamina consuming. So if anything should require stamina on usage it should be a bow.

with under 10k users, only a hand full of players checking forums, your gunna see “repeat posters” … LOL ??? if they game had 1 million players you would rarly see same posters cause they the spam on forums…

Bitching is not what were doing… we WOULDN’T post about changing the game, if we didnt care about it (a game that is loosing players fast). we “offer feedback” like this area is meant for… to give devs another look at there current game and how to make it better…

if we didnt care about the game we wouldnt take time out of our day to make posts on the forums, the same people posting on these forms are most likely the MOST DEDICATED players to this game… just cause the post has a “negative tone” towards current game standards doesnt mean we dislike the game.

im over 3k hours played, maxed all profs, maxed all gear 625, and 75 % done with achievements in this game…

getting my voice out there (the ones who still are sticking around and logging in daily) is a point of pride for this game. please give “constructive” feedback, dont just write a post with some ideas off as “bitching”. as a community with some dev support, we can only make this game better.

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im only saying stam+mana for Lifestaff cause they have zero “negative” draw to using skills… they just get a Refreshing move weapon on, and spam spam spam skills, mana doesnt effect that in ANYWAY.

again i point out the post is for a way to limit the spam healers alrdy do, a idea i came up with was to have them “trade” defensive stamina for Healing… OR increase the mana required to cast there heals to be more of a “mana micromanagement” then it is currently…

its just a IDEA, post a counter idea ? disagree with it, then post why ?? sight reasons and explain your disagreement so others know what your thinking, the internet doesnt come with ESP =P

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We do. They ignore and backpedal statements. We tell them the tools they can utilize to help. They dont listen. They only want to be able to facesmash their keyboard and kill everything. If youve put any time into the forums and read ANY of their posts you would see that. Or If youve played with any group of competent pvpers you would know 90% of the forum crybabies are full of it. They literally are clueless on many aspects of pvp mechanics/skills/builds.

So if any of your statement of your gameplay is true id hope you can see that.

Not a bad idea. What I would suggest instead, is to balance armor and weapons based on stamina. For instance the lower your stamina is, the less damage and healing you deal. If someone wants to spam shift and run out of stamina they deal less dmg, and it’s a step towards making tanks relevant. Also, remove the dumb heavy armor healing reduction nerf. Instead, make spells cost more mana in heavy armor. With the stamina change mentioned above and higher mana cost heavy armor healers are still viable but not OP

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Healing debuffs, literal any form of cc, coordination… Healers are forced to be in light armor. Burst damage is super high in this game. Rapier is used as defensive CDs. They cannot keep a clump alive with sacred ground and beacon/orb alone. They practically stand still while casting DE/LE. Interrupt it. Any stagger/stun can easily be thrown out in time to stop that 1.5 second cast.

You need similar mechanism you have when it comes to cc - diminish return. We need a mechanism that wont allow to keep single target alive forever. At some point healing to that target has to drop by 50% or more. So it would work on wars to - you wont be able to stay on top of healing forever. You will in fact have to switch who is frontline and getting heals and who need rotation due to healing being less effective on him.

What we need is keep healing as strong as it is, but we need kill window if given player was already 1k → full hp healed. For some period of time healer should not be able to save his life with 3 clicks.

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You literally described what I mentioned and is all ready in the game.

That’s such a genius idea.

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