I appreciate where you are coming from and I do believe your feelings represent a portion of the player base but I don’t think they are as large of a portion as most players in that situation like to believe. I say that as someone who has completed the most difficult PVE content available at the moment in multiple roles.
Being on the cutting edge of content tends to lead to the same sorts of mindsets as growing up in a state of privilege gives. It’s human nature, we surround ourselves with like minded and similar individuals and we start to believe that our feelings, our interests, and our reality is consistent with a broader majority when it only is consistent with the individuals we have chosen to interact with.
Very few people step out of their sphere of influence and really empathize or try to look at a broader perspective.
The best games out there the ones with real true staying power have power creep something many PVP players are against. That power creep serves a bigger purpose than adding to the tread mill for the leading edge. It provides an increase in power to offset skill deficiencies that allow the average player to experience the harder content.
It provides more and opens up more to everyone. Lets face it with PVE and scripted encounters the more you run them the easier they become it all becomes muscle memory so even to a skilled player the hardest content only stays relevant for so long. More content has to be added to keep those players interested regardless. They consume it faster and therefore require new challenges.
This is one of the mistakes I think NW has made with how they handle PVE specifically. The additional instances and mutations without increasing the gear score and ceiling on mutators. There really should be M11-15 if not M11-20 at this point with at least 650 items allowing the players still stuck in low mutations to go higher and allowing the uber elites more challenge.
How that plays into PVP is a different story but horizontal progression doesn’ retain player interest as well as verticle progression.
Yeah, it’s just pure idiocy to think the current options for disease are a good rebuttal to rampant healing.
Crits below half health or a heavy attack. If I’m in a position where I can control causing either of those, it’s more efficient just to outright kill the target.
Look at this lol and people will still defend healing, although to be fair it’s both LS/Rapier that allows this gameplay and AGS not addressing anything.
because AGS made this hek staff for pve and mmo noobs
but when the good players picked up the hek, they become immortal gods.
while the bad players sitll whining about how the hek staff lack of CC, mobility, and suffer from line of sight lol
Good healers knows its broken and wants a nerf for it, while bad players just keep defend it as if it got nerfed they will sunddenly find themself so trash in pvp by so relaying on the hek.
And ppl keep saying its the rapier that broken, while actually is the lifestaff itself outheals everything.
Take the rapier and pair it with any other wep, all you can do is run away when 3-5 ppl on you, but with a lifestaff, you can just dancing around forever.
In this game, dodging and running is 2x easier than landing an attack.
This is because all attack has windup and slows yourself, but rolling is immediate and dont slow you down.
All attacking need to be in specific range and direction, but running away can be in any range and direction.
if you are bad at pvp that you have no chance to beat that guy, but you can always run away from him if you choice some moblity abilities and light armor rolls.
healing is 10x easier than doing dmg.
This is because all attacks need line of sight, need to aim, need to be in range, need to timing the iframe, need to manage stamina or watch target’s stamina,
but healing is tab targeting, auto targeting, ignores iframe.
if you are bad in pvp that 99% of your arrow miss, you will be contribute 100x more to your team by simply swap to a lifestaff and hide behind your team and spawn heals.
All these makes playing rapier and lifestaff become 20x easier than other dps weapon.
I think disease could be interesting but I think it need to be something that is stackable. No cap. Be able to completely negate healing if the affected isn’t prepared to counter it with some sort of cleanse.
But I also advocate increasing the general TTK by buffing CON in an exponential fashion based on investment while increasing damage output to partially compensate. Force players out of these glass cannon builds and into some appreciable survivability skill. There’s a problem when the defacto recommendation is light and 50 con or no con.
Crazy that LS has been so broken since launch that heavy armor was nerfed into the ground for it, and every weapon released so far was built specifically to counter healers.
Of course, in order to kill a healer, you need a cc chain that combos over 25k damage, meaning any build that counters healers will dominate everything else too, so anti healer builds received massive nerfs, while LS remains untouched.
Healer counters:
SNS: Nerfed
BB: Nerfed
VG: Nerfed 2x
Hatchet: Nerfed
IG: Nerfed
Great Axe: Nerfed
Warhammer: Nerfed
Disease: Nerfed
Roots: Nerfed
Meanwhile,
Life staff: Buffed (unlimited bonus healing, no more 50% cap).
Yes, like I said, heavy armor was nerfed several times to get at healers, instead of nerfing LS directly.
Healing output WAS nerfed a very long time ago, and not adjusted much since, even though it definitely needs another nerf. I don’t think it even makes difference because the relatively small nerfs (3-5%) are miniscule compared to the more recent removal of the healing bonus cap.
Once capped at 50%, healers can now hit 150%+ bonus healing off sacred, perks, dodging, etc.
The reason for this is you don’t do enough damage against people, and yet they melt you fast enough. I honestly don’t know a fix for this, since it’s a playstyle choice but for people doing chase builds like me, where you have to chase that damn musket/bow & rapier user to disable them, it’s the only path you can take to quickly take them out or they will take you out.
I really have no issue with running 50 con, I’ve already made my bed that I’m gonna die in a couple of hits regardless it’s a gamble after all.
What builds have 5 or 50 CON as the default recommendation? 150-200 is standard, 100 is now the “glass cannon” level. Bow spam in OPR and musket aimbots in war have made low con builds literally unplayable.
They need to put a target cap on all abilities damage and healing and see where that leaves everything. It’s dumb that AOE attacks literally hit everything. I don’t care it’s action combat, we don’t have friendly fire or enemy healing. So cap the damage AOEs and lets balance stuff properly. Not everyone has equalized potential for AOE and not having capped AOEs of any kind causes huge imbalances.
Once you do that you can tune down healing because it wont be needed to counter point spam of AOE in PVP.
This is partly because of the limit of 3 abilities. Every player needs a reliable and strong CC. Every player needs a reliable and strong CC removal. The key smart play on when and why to use your removal should be rewarded but multiple players with CC should be able to completely negate your counter. The game lacks these gap closers.
I was referencing PVE builds that can get by in those extreme configurations. It shouldn’t be a thing. I know this is a PVP thread but the two are related.