I agree. It’s dumb to run after a single target unless you are 1000% certain you can kill it easily and quickly.
Why bother to kill a healer or a musket? Just chase them away until their role is nullified. It’s more important that the healer or musket doesn’t do their job than to kill them.
I still play the game daily. Excluding the updates on other mmo’s I dipped to mass grind & Rune Factory 5. It’s not that unplayable. It’s going to become unplayable if these echo chamber hate posts get their way though.
for those saying that healer is balanced in new world pvp:
How much do you guys heal with lights embrace? Then name one skill that have so much damage and 4s CD.
How much you heal per tick of sacred ground?
Then name one dot skill that tick so much damage with near CD and duration.
Yes healers have some skills that need rework/buff, but healer in this game are insane, they can put a player with 1% HP to 100% with a 4s CD skill. Imo 2 things are problematic, disease perks and healers CD. I really don’t care about healers healing players from 1% to 100% if that had a cd like 15~25 cd, also disease values seem ineffective, you need 2 different disease perks to really mess with a healer.
Easy fix. After each heal add debuff that goes down over time but does make feauture heals less effective. So if healers is siting in place and just healing up when 5+ ppl try to kill him at some point he will have long lasting 99% heal reduction debuff and die.
Lifestaff is definitely too powerful in terms of survivability of the healer, especially combined with a rapier healers are pretty much unkillable. I get that lifestaff has to be good enough to heal PvE content, but in PvP it has been too strong for way too long at this point.
In my opinion the spammable skills need to get a huge CD increase of 200-300% so that it actually forces the healers to make a decision when to use their skills instead of mindlessly spamming everybody from 5% to 100% every 4s.
Every build in this game is TOO this or TOO that if it’s focused on a very specific situation like 1 vs 1.
But overall, for the entire game, weapons and gear are not THAT MUCH unbalanced.
A build is not great in every situations. It’s the reflex/instinct some would prefer to have, for sure, but that’s what so great, for me, about this game, is the flexibility to adjust very quickly to a situation.
Wow, so many STR griefers complaining about the healers survivability. Keep it up bois, you will soon be asking for pots cooldown to be reduced as there are fewer healers every day thanks to this posts.
It’d be better without GA/WH griefers. Way better. Like 90% skill and no monkeyspam, but you do you buddy, keep calling for heals to be rooted out so you can keep growing your epenis
Well, you’re obviously playing LS and being hurted by this thread but if you really wanted more skills in combats and less spam you better should be honnest about LS…
I agree the game would be better without the GA. I’m not sure about the WH. The life staff is the easiest weapon to use, though. It’s not even remotely close. I use it when I just want to chill and listen to music.
I agree, LS is easy, but that’s a result of the game mechanics, aiming system and all. But what else can we do if we have to keep spamming M1 to reset reuse, I wish we could get more involved in combat on a more offensive way with support buffs and not-heal-at-all, but I do what I can with what is given, but yea, we concur, LS is the lazy choice, but a necessity.
Step One:
We need an “Army” or “Raid” UI specifically to allow single target heals to work in that setting. Ideally it would be nice to be able to que a spell that has a target, get a free mouse cursor in addition to the current scroll method that if we click the players name on the unit frame it targets and heals them. That is step one… a better UI.
Step Two
Color code friendly ground effects and differentiate them from neutral or offensive area affects. Both for damage effects and heals we need to know if that circle is going to heal us or not. If that ice storm is our mages or theirs.
Step Three
Limit the valid targets for AOE healing effects to the party of the caster.
Change Divine embrace to only jump the party of the recipient target and increase the jump distance but make it intelligent to jump to the lowest health player. Introducing casting time to what would be come the more efficient group heal.
The limit on aoe to groups will make each healer responsible for their party except if they choose to use single target heals.
Step Four
Evaluate improving the light attack direct heal and how it works. Maybe make it a splash effect to all targets around the first target hit. Make healers actively provide the area healing they are getting for free right now dropping persistent AOE hots.
This should bring down healing output in PVP without killing PVE and should also mitigate the aoe lag spam that is plauging these encounters as healers opt for more direct healing methods.