We are a group of hardcore pvp players and been playing mmorpg’s for years. Everyone can agree that lifestaff has a huge effect on any group vs group situation. It needs a nerf to make pvp more enjoyable, however like in any other mmorpg’s, we see developers either drop huge nerf hammers which makes everything unuseable or make a boring flat nerf.
From talking to people and reading posts on forums, we can see mostly that people suggesting to nerf the healing output. This would be a very boring change and you would heal a lot of complains from healers.
What can be done to balance the life staff is to increase the skill ceiling of healing and making people think about what they are doing instead of spamming their skills non-stop.
Increasing the mana cost of the skills.
and/or
Increasing the cooldown of mana potions.
This overall would force healers to build differently to get more mana regen (hence decreasing the overall healing output) and healers would have to manage their mana pool. Because right now it is really easy to spam heals non-stop.
This would not change the big numbers people enjoy seeing and it would also make healing more reactive instead of spammy for all content therefore increasing the skill ceiling of the weapon. PvP quality would increase for non-healers since healers won’t be able to heal forever and healers would have more things to theorycraft. Right now some “mana regen” related passives/perks are pretty much ignored by many healers. They would see some use with this change.
Feedback would be appreciated so devs/mods can see this.
I’m sorry brother you can only pick one of those things because when you bring the two together healer mains throw in the towel and quit.
At least in the old system healers had to worry about their stamina and getting hit by a melee user meant getting staggered, now they just facetank all your damage.
Don’t think we gonna get stagger back, might as well think about another solution.
But not a flat heal reduction, noone enjoy what they play getting nerfed, this applies to every build that is overperforming, but an indirect nerf would still keep it fun.
Agreed. as I play a dedicated healer (nearly all of my points in focus). most suggested nerfs would reduce the number of dedicated healers and we don’t want that…
I agree with this. As a healer main the DPS players have it way too easy as it stands. They need to start relying more on health potions and proper foods to stay alive. Currently the easiest role in the game both in the PvP and PvE front is that of a DPS player, we need to raise the skill ceiling.
Maybe, just MAYBE, make sure armor bonuses work, and that theyre WORTHWILE, to promote use of specific armor weight class. At this point, even if that 20% bonus healing worked, i honestly doubt it would dissuade pvp healers from wearing heavy armor(and thats, where healer issue currently lies - in being hard to kill, healing tank in heavy armor).
Maybe expetiment, with raising bonus to 15% for med and 30 for light, or add additional effects to healing spells.
This^
I think light armor should increase mana regen (and stamina regen) and Increase healing by a FLAT number and not added with the other trillion multipliers you already have. Same as the dmg.
You should sacrifice dmg and healing for going heavy and also make sustain harder with higher skill costs. Atm there is nearly no drawback.
This would-> make healers more squishy but with higher healing-> increases the skill ceiling for healers that want to have huge healing numbers but still makes it possible to heal decendly but slower if you go full tank.
In the matter of additional effects, i was thinking of something in the lines of “healing spells cast in light armor would cause health regen effect for 7-25% of its initial heal” that or “put barrier on targets for 10-30% of initial heal value, decaying with time”.
That would put interesting spin in the weapon, and open possibilities for future healer weapons(having one weapon adding regens, other shields - lets learn from other MMORPG games).
I can only hope AS would use similar system for offensive weapons, with unique effect per weapon, based on armor class. But thinking about it more, it would just be balancing nightmare xD.
That said, mana regen bonus isnt that bad idea, for starters. Good thinking.
@rain492
There is a huge gap between good healers and bad healers which indicates that the class indeed seems to require skill to play on an optimal level.
I agree it is overtuned, I agree that stagger was a good balancing tool to it, but saying it requires 0 skill is nonsense.
Ops suggestion by nerfing mana pots makes healing more skill based which I guess is what you also want it seems. So you could just throw in ideas yourself that help finding a solution to this issue, instead of judging the players who picked a must-have weapon for all content.
Alot of people are angry at state of pvp healing, but in that anger they forget its not healers fault for adapting, but mechanics, that either dont work, or arent promoting use of other armor types. Like i mentioned, AS needs to make healing bonuses from ligher armor class WORK at all, and than think about reworking them in a way, that makes it enticing to use both in pve, and pvp.
Lets work on making game better, instead of nerfing everything for the sake of balance.