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.
I think it’s ironic given how quickly they squelched SnS/Hatchet comboing people.
Apparently, killing squishy single targets is a no no, but invalidating multiple people is perfectly ok.
AGS is not interested in good PvP.
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.
SNS BB combo was extremely good in killing healers ![]()
I had so much fun killing those who used to be untouchable
Healing isn’t the issue it’s the rapier. They can heal forever and tank 2-3 people at a time usually because of it.
Every Ls that had a VG or IG on their secondary gets clapped out pretty fast so it’s quick to deal with the healer issue.
I miss the days when your melee actually have to peel for your healer to keep them alive.
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).
Except LS has not remained untouched.
- Two Nerfs to Armor Weight Bonuses for healing.
- Nerf to baseline healing across the board.
- Nerf to actual ability output on many abilities by 20-30% shifting the meta.
- Nerfs to Orb of Protection.
- Nerfs to how Beacon Attaches to targets.
You can argue that it hasn’t been nerfed enough but claiming it remains untouched is an absolute lie.
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.
Imagine if they removed the empower cap.
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.
Healers are In a good spot right now.
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.
Ahh yeah I agree then. I commonly see the argument that “OP life staff is necessary for PvE,” but the fact that most people are speedrunning M10s with 5 con light builds shows that’s untrue.
It’s the Fortify Mechanic + Dodge + Skill that makes the 5 CON PVE possible.
- Disparity between skilled and unskilled players shouldn’t be an entire attribute bar (CON).
- There is no reason a light player in melee should survive with 5 CON - amazingly skilled or not. Tank weapons or not.
- Fortify with how it works not scaling with armor is broken its way to much survivability for what should be glass cannons.
- Stamina management isn’t a real thing for most players except tanks. It really should be. Taking away all the regens for stamina and all the bonuses and moving those into mechanics for classes that actually are meant to be “Tanky” and strip it from glass cannon dps would make a big difference in PVP while upping the bar in PVE.
ppl are soloing mut 10 with only pot.
while the hack staff abuser claims the hack is necessary in PVE, and absolutly fine in PVP.
please remove the hack lifestaff arleady.
melees can live through any pve by just having trant recovery wep and ranged can survive with just pots or lifestealing.
Lifestaff is not needed for pve and pvp at all.
If pve noobs find mobs too hard to fight, just give them an easy version of dungeon by adjust mob dmg or give a noob buff of fortify
Remove lifestaff and the game will be 10x fun and better.
They don’t realize is practically impossible run from you … Put healing debuff, and that invulnerable healer in light gear die as he was wearing papel.
