I thought that was a weird feature… Ugh…
I played Outpost Rush in alpha, I don’t pvp until they fix everything that is broken, not worth my time.
See con is broken too, it was supposed to be capped at 13k
~45% damage reduction in heavy
~35% damage reduction in medium
~20% damage reduction in light
Adding a multiplicative 22.5% from resilient changes this a lot.
~57% damage reduction in heavy
~49% damage reduction in medium
~38% damage reduction in light
Add in 5 pristine Onyx for another 12.5%
~62% damage reduction in heavy - 163% healing effectiveness
~55% damage reduction in medium - 122% healing effectiveness
~46% damage reduction in light - 85% healing effectiveness
Fully PvP geared players are roughly 2 times more tanky in heavy armor than light.
Take away the Resilient and…
~ 52% Damage reduction in heavy - 92% healing effectiveness
~ 43% Damage reduction in medium - 74% healing effectiveness
~ 30% Damage reduction in light - 43% healing effectiveness
Heavy is still twice as tanky as light, which is intended as there is a mobility and 20% damage tradeoff…but look at the healing effectiveness reduction.
This translates to
71% healing effectiveness reduction on heavy
48% healing effectiveness reduction on medium
42% healing effectiveness reduction on light
When compared on players wearing maximum armor for their weight class with at least 5 pristine onyx in their gear.
The light armor healing is not working either. They have to fix things first, things are really broken.
You still haven’t responded to me asking why pure healers should get nerfed when heal tanks are the issue.
I must have missed that, I’ll scroll up and read it then get back with you.
Ah got it … you don’t have to nerf overall healing currently, those are suggestions for when/if healing is still over-tuned once the perks are fixed. It was just poorly worded. If we still see this heavy meta for healers then perhaps slight reductions in overall healing effectiveness while wearing heavy is warranted but not at the rates I’ve seen tossed around in this thread. I’m perfectly willing to be a less effective healer for the trade of being more tanky. We just don’t know until the currently broken things are fixed.
I have said this countless times, healing output should be based on focus and not weapon damage. You can put out great heals and not put a single point into focus.
Love how you keep deflecting the CORE issue…you say there are bugs with Gems…Most of the comments and posts are about how broken LS is…Fixing a SO CALLED bug with gems will not fix a broken game mechanic… What would you fix first…a bug with food not stacking Regen by ( X%) …or a GROUND CORE game breaking Healing ability / Tool? Which can break PvP…and PvE? I doubt you’d be the smart cookie and choose Healing… Food is secondary…to a core mechanic of a game…And something like not stacking or healing for X% isn’t going to BREAK the game…SURE it can be…annoying…but not game breaking…
We get it you feel passion…and love for the Healing in NW…but at the end of the day it needs addressing…and eventually will be fixed / balanced…
Bruh
When I’ve given you information and hard data about how big the resilient perk fix would be.
We already explained multiple times that unkillable healers have to be nerfed to the point where a healer does not survive longer than a tank would in a fight.
This affects all healers currently, just those in light armor do not require 5 people to finally die after a while. But since running around in light armor in PvP is pretty much suicide, those a few and far between, even in PvE - why would they - they get all the benefits from a heavy armor and they lose nothing right now. The 20% more heal are actually not required for PvE now as the PvE content is easily healable with suboptimal setup and gear or it simply oneshots people despite wearing heavy armor - so there is not much to heal, but you can go rescue in heavy without fearing a oneshot from random crap happening.
Yes miss?
No.
Just need to fix resilient. Go look at some numbers. I did the tests with different damage sets and everything too. The reason there is a big defensive issue with most is because of how much healing effectiveness Resilient perk is adding when it SHOULDN’T BE ADDING IT AT ALL.
Resilient / onyx gem bugs fixed first, then I guess go from there. Im 100% for balancing something that is broken, but when the game itself is broken, it becomes more difficult to decern
I’ve been saying unkillable healers are the issue not the healers themselves. Yet people been saying “no one will play the game if they reduce players healing in heavy armor or make healers easier to kill” etc, etc.
People can acknowledge the fact that heal tanks take too damn much to kill but dont want any nerfs to healing in heavy armor lmfao.
Seriously? Did you miss the dev post?
You realize GA has a bunch of self healing, right? So does hatchet and SnS.
People only want bugs fixed FIRST, before proceeding to try and balance anything… Wouldnt you agree also?
Bruh I’m aware of the resilient what I dont get is why you’re so keen on keeping healing as is when it’s clearly broken since most players cant out dps heals even when the person isnt running resilient and onyx and the dps is minmaxed