Then make tank taunt to work on players for 10-15 seconds.
I’m not gonna die in two hits to boost your little tiny dps ego.
No one is saying healers should immediately die upon getting attacked. Actually read the comments my dude.
People are saying it’s ridiculous that it takes multiple people to take down 1 healer especially when the healer isn’t even doing much at all to avoid the attacks.
It would be one thing if he were pulling off some sick jukes and outplaying them but he’s damn near stationary and simply just out healing the oncoming damage.
??
Its funny your fine line between “immortality” and “immediately die”. Its not 8 or 80.
You already can’t live against two hammers+axes. With nerf you will die to ONE. How exactly I would hold backline on a siege if I’m dying to any hit?
Maybe L2P? You wont die to 2 hammers+axes though. Maybe 3 and a lucky musket shot to the head. If they were allowed in the war, that is…
In summary, this topic can be summed up by 2 different camps with 2 completely different mindsets:
A) Healers are perfectly fine. Any change to them will be a complete nerf’ing and they will immediately be useless and die to everything. Pillepalle and Immdev are perfect examples of this.
They need to admit that no healer should be able to sit and take dmg from 3 people of similar range and just eat it while he dishes out hits. Quit moving the goal posts guys. You say one thing, people counter, and you just bring up another thing that has nothing to do with it. Also, saying that healers should only be able to heal themselves for 50% or that they need brought back to reality does not mean complete nerf. This is nothing new. There is enough smoke to make me think there could be a fire here. If there is an issue here then tweaks and changes need to happen. Quit making it seem like any change or tweak will destroy the class.
B) Healers are so OP’d that they can kill ANYTHING in the game while doing nothing. We need to nerf them into oblivion. My best friends cousins aunt’s dog fought one 15 vs 1 and the healer did nothing and killed them all. Leonas and Origichen are perfect examples of these types.
They need to understand that 1 video of a healer beating 3 people isn’t conclusive evidence of anything. Yes, I agree that healers shouldn’t be able to rock heavy armor and eat dmg like it’s nothing. However, lets slow the roll on the nerf hammer quite yet. People are still getting acclimated to classes and how each fairs against the other. 90% of the players haven’t even hit 60 yet, nevermind have top end gear. As some have stated, if it is really truly that easy then by all means grab a lifestaff and some heavy armor and go out and have some fun, record it, and show off how op’d they really are.
Since most complaints about life-staff are kind of generic and don’t really talk about mechanics, I was wondering if some people stack fortifying sacred ground and if those people become more problematic than others?
I don’t know if it still works this way, but I found posts from beta saying perks stack if they have a different % value but not the same % on multiple pieces. If that’s still the case you could still stack ~30-40%+ fortify on a few pieces just from sacred ground potentially and when combined with 15% from light/heavy attack perk and/or potentially 10% from orb of protection, it wouldn’t be hard to hit the 50% fortify cap with very high uptime whenever you’re standing in sacred ground. That seems like a potential source of tankiness on top of armor if it works?
I think understanding the mechanics of what’s going on when you see someone tanking a bunch of people is important since the random cries for nerfing the healing values don’t necessarily make sense if the bigger problem is the mitigation end of the equation.
Life Staff is not overpowered, Heavy Armor is overpowered.
There is a reason why every single player is running Greataxe+Axe and Heavy Armor in PVP.
The reason Life Staff feels so powerful is simply because Heavy Armor cuts off such a massive amount of damage that players are able to stand in anything in PVP and let the healing AOEs keep them alive indefinitely.
As soon as you put on Medium or Light, Life Staff loses most of its utility, and the only good tool in its kit becomes the Embrace spells.
As an example: I run Light Armor (+20% dmg) 200+ INT and 100+ Dex on a Rapier (580) with an arcane gem- it is pretty good for PVE, but in PVP against a heavy armor level 58 target a FULL COMBO of Riposte>Roll>Backstab Heavy Attack>Fleche Double hit will total up to a measly 2000~ damage. That’s my entire kit unloaded for nothing.
I could literally stand there unloading normals on a heavy armor dude with a healing circle under him all day and nothing would happen.
For comparison, a single normal from a Greataxe chunks me for 2.5k regularly. I got crit by a spear for 4k damage in one hit today.
However, if I hit a light armor target in Wars, I’m normal attacking them for 1k at a pretty fast pace, and get to 3k on a good backstab heavy.
It’s not the life staff.
It’s the heavy armor.
It needs a massive PVP nerf.
Yes i dont understand the point of making a healer that can beat any other class on 1vs1. its the strongest single weapon for any kind of build ur making and there is no other way to argue against it, with lifestaff + any other weapon even a musket you gonna be able to beat any other 2 weapons in a 1vs1, also if it wasnt enough been the strongest single weapon it matches well with the other broken thing atm, heavy set.
Both should be nerfed, healer SELF heal by a lot and heavy set def/elem slighlty.
What you mean you dont see, you dont see full healers yes but you see a lot using as secundary weapon because its unbeatable on 1vs1 if they are equal in lvl.
I mean, I leveled as a life staff user (focus and con) and I get the point; it’s busted when combined with heavy armor and because there is no incentive to NOT put points into con (because the benefits in the other traits don’t really mean much to healing output) you end up with an individual who heals incredibly well, can take a hit incredibly well, and has a very large buffer for incoming damage.
Tack on the very good mana regen from the focus trait along with the available fortify bonus and passive regen and you have a very good tank that can burst for about 4.5k damage.
There are two key problems here:
First monkey in the room is there isn’t enough incentive to use a differing armor type; wearing heavy armor doesn’t prevent invincible frames it just reduces them, it’s also 3x more in effectiveness compared to medium. Without an armor triangle of sorts this will always be the case for any player that feels they don’t need the extended frames which when they can self-heal is going to be a lot.
Second monkey in the room is that for Life Staff users, you have no incentive to move away from FCS/CON; damage scaling needs to likely change to where heals are increased by FCS and Damage is increased by INT, this should discourage CON dumping for any life staff user that wants to do anything outside of helping groups… personally INT should contribute to healing output too.
Heavy armor is going to be problematic for other builds, not just Life Staff; it needs immediate adjustment. I don’t want to just flat out penalize it but doing things like “Must wear X pieces of Y armor to get Z bonus” are good ways to incentivize particular build goals along with just introducing the damage triangle from mobs to the armor types (perhaps each piece of armor gives you +5/-5% damage absorption to a type).
This should encourage actual tanks to focus on a blend of absorption, while also aiming to hit any build goals for a bonus while also allowing for some players to create effectively “tank busters” but perhaps at the cost of something else.
As a secondary is not a healer. They should nerft the posibility to use 2 weapons not directly hit the healers. For me all healing effects which comes from life staff should dissapear when player swap his weapon. It will solve the issue with putting heals on the ground, switch weapon and dps while keep getting heals. Thats wrong, it’s against people who decided to be healers, it makes them useless.
Yes but it also gonna mess up party and wars, they need to just lower the self heal on healers, because if you do as you said then someone that is on war swapping beetwen fire staff or rapier as example also gonna get less heals.
Heavy armor is strong yes but life staff aswell, both need to get some kind of nerf not just 1.
Seeing life staff users defend it is one of the most hilariously delusional things i’ve ever read.
I like how all the life staff users dropped in to argue against nerfing it.
“Nah guys life staff is sooooo bad, there’s no need to nerf it”

Literal scum
The staff is already nerf with the recent patch and it has been a ninja nerf. Heals don’t stack now they overlap so the latest heal only will be affecting you.
I don’t think they should balance life staff for 1v1 or it will most likely be not useful for group pvp and group pve.
People dont really know what is talkgin about… I Hope AMAZON Team do not hear las than half here…
Life staff is over powered with Heavry amor. Yes I m main healer and I do agree with that,
Thjough I do play with light amor. I`ve played with all kind of players .
Good ones… Good ones with 600GS … lowered GS but good melee players. so they know how cancel healer an roll well…
Theres a lots of variables.. frases like "Ive seen a guy with light amrmo soloing 3" … means letarly nothing… Ive alsw seen a x1 put healer down fast…
But… BTW Why tha hack cant a full suppor Char shine ina a certain place ? (PVP ) why all thos 90% Melee don change theirs skills to become support player … is healer is so OP ?
AS I said each one have a hole… and each should Shine on their role. …
but if you are a terrible melee gamer … dont wory … it not about nerfing others…