I for one advocated for a change to plagued perks. Buff them. Boom. Heavy healers are heavy healers with a counter. Plagued perks are pitiful and do not counteract the lost damage let alone negate enough healing to be considered worth it.
I even had a post about adding a gem effect or perk on armor called thorns that gave a small bleed based on physical armor and inflicted something along the lines of bought that can stack with disease.
Yet we always get the nerf bat instead of the buff hammer.
Maybe, definitely worth testing. Out of all the RPG games I’ve played anything under 40% or so has always been pretty null and void.
I think it should be the 28% above 50% health and 50% healing effectiveness below half health. These numbers could be overturned, just what I think it should be instead of healer and heavy nerf bat.
10% less armor on 200 CON May make plagued effective enough. Not sure.
Absolutely not destroyed, you want an educated response as to why I’m happy with the change? Ok, here ya go.
Typically the response to mine, is y’all attacking are just bad…with diminishing CCs, it will become even more difficult to kill unnerfed heavy healers.
I have seen a heavy healer tank 5+ people. The ONLY way you could kill one, is if you manage to time stuns and focus on burst damage, as a group of DPS…if no one has a void gauntlet. These aren’t as common as they used to be.
Heavy healers, if they wanted to be a real nuisance, could go into OPR and repeatedly back cap. It takes a decent group to peel off of trying for mid, to be able to take one down. Absolute broken for that to be a thing.
I get it, it feels bad to have your gear now made fairly irrelevant…but that’s mmos for you. Things change…just the way it is. What you have now, could be made worthless at some point in the future, or there just may be an easier way to get what you grinded for.
I’m absolutely estatic that healers will be made a little easier to kill now. Don’t like it? Go play something else, like 99% of the original player base decided to do.
BS!! If there is 5+ people attacking one solo heavy healer and not killing him that is just an example of a group of people that are TERRRIBLE at the game. I play a heavy healer, 310 focus 160 con (200 w/ food). I find it hilarious that people in OPR have no problem killing me in a 2 vs 1 yet you know of heavy healers surviving vs 5+?! C’mon son! Quit lying or at least find 5+ competent people. This change is happening because idiots like you are out there crying about stuff that isn’t even happening. No way in hell that 5+ people that have ANY CLUE of how to play this game can’t kill a solo heavy healer.
And that is EXACTLY what you will see and what I will do. Even less healers out there. Good job @darkdayy! You are ecstatic at losing a ton more players on a game that was already on life support. You sir, are a genius! /sarcasm Darkdayy cheering about how he can now kill healers easier except there will be no healers around to kill and with hundreds, if not thousands of more players leaving you can own the server as nobody will be playing.
Funny thing is I play heavy healer 250 focus 250 con full heavy sds as secondary. In opr with beacon and sacred ground down I can withstand alot of damage but the invincibility thing they all complain about is that there is always another healer healing me as well. 1v1 very easy to kill for a dps in light.
Im amazed that amazon only focusing on nerfing healer so hard and not focus instead on increase the cc abit…I mean healer role is to stay alive and put out heals to group and if healers are sooo strong that some people suggesting, atleast boost cc and not nerf healers to the ground.
Since when? And then whats the tanks role? Aren’t healers role is to heal? Why should you be alive if you get focused by 2-3 dps while no other class can pull that off? Not even tanks whos main role is survival, yet they are the worst at that and healers are the best in survival, and in healing.
Tanks can go con + str or con + another stat and be a formidable damage dealer.
Heavy armor healers can be tanky but will be giving up that damage.
A system which is supposed to be open to every weapon and style being compatible with the different armor types should have a “thing” for each one.
The main point is there is NO thing for heavy armor healers with these nerfs. They’re bad at everything. Tanks will still be tanky (albeit less thanks to the 200 con nerf), DPS will still be good at shredding, light healers will still be super mobile + have top tier healing.
Tanks aren’t bringing Rapier + Ice Gauntlet to the fight is why they die. Zero defensive cooldowns that prevent instant kills. Guess what? If it works for light armor squishies that are one tenth as tanky, it will work for you too.
Tanks have access to the same off-hand weapons as healers and mages do. They have access to the same skills, that don’t require stat points to be effective.
That would be sick though. Getting 30% longer bleeds from con and 20% longer bleeds from heavy armor. 50% longer bleed duration = 50% more damage on F&F. Lol
Bleed stack on Tondo is capped to 3 stacks at max.
F&F damage is trash. Even with the fully stacked bleed detonation.
Better off using F&F to CC burst someone down with immediate evade forward + jab to chunk them.
Riposte to stun → Fully charged Heavy Attack → Flourish and Finish immediately after to animation cancel the heavy attack → Evade forward → Light Attack.