Mobility and healing are broken in terms of survivability

Hello! In this video dude has 500 con light build with tons of mobility. Trolling you would said. In terms of team utility yes. But with healer this build is immortal.

So I want to report issue in PvP combat associated with the fact that healer gives much more survivability to any player than 500-con heavy tank can have. In other words healer lets you to tank but not your build or equipment.

As result light set in addition to its damage and mobility with pocket healer has same (or even better) survivability as heavy tank/bruiser with significantly lower damage and mobility.

In my opinion healing of life staff should be reduced by 30%. AND incoming healing FROM OTHER PLAYERS for medium and heavy loadouts should be increased for 15% and 30% respectively (you can replace incoming CC reduction in these loadouts by increase of incoming healing from healer).


I need to point out that this change will not affect potions for all loadouts. It only will nerf unhealthy interaction with healing of light loadout.

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500 cln he is doing like 300 damage per hit
For a 5 con guy he will gave like 7.5k health
I seen 500 dex bows doing 8k+ damage so if a 5 con dps fights a 500 cpn guy well thats still only like 4hits max? Whereas if the 500 con guy has to kill the 5con dps he will need like 20hits

As for healer in that video its their onwn fault for letting the healer free heal
All it takez is like 1spear or hanmer ghy to keep him busy

If anything potions should be erfed cause it does a fixed amount of heal plus a percentage kf total health
I believe 2250+amount of health i belive
More con==more heal

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Hi @jungle69

I am a healer main, it’s nice to meet you. I have some things I think you might like to know.

The right way to think about a healer, is to think of them as “anti-damage”. That is to say, if 1 person on a team is a dps, then 1 healer on a team is “anti-dps”. Let’s look at some basic scenarios.

Imagine 3 healers vs 3 dps. The dps will do damage, and the healers will heal that damage back. Importantly, note that the healers cannot kill the dps, they lack damage and utility. So how do we get around this?

Well, all the dps can decide to go for the same target, this way, all their damage will accumulate on 1 player quickly instead of being distributed across the team evenly. This is called “burst damage” and this is also where “effective hp” matters. Effective hp is the actual incoming damage you can survive with armour and fortify taken into consideration…

If a player has 1 hp, a healer will NEVER save them. If a player has 50k hp, a healer will be much more able to heal this player because this player will have more “up time” and can survive more “burst” damage. This is what you are seeing here in the video. A person “whelps” has given himself a huge hp pool and is giving themselves as much mobility as possible. This hp pool allows him to survive burst damage, and this allows healers enough time to keep healing him. The mobility allows him to position himself strategically to dodge incoming damage and avoid other potential problems.

Let’s bring this all together now. 1 player (whelps) is highly survivable (hp + defy death) and highly mobile (light armor + berserk + throw + evade + flèche) and then other players (possibly 2 ppl) are healing him. This is a total 3 players.

^ in the above scenario you are complaining about 3 players who can never kill you. The life staff basic hit is just over 1 k and Whelps has 500 constitution. They are bringing no kill pressure to the situation, and the most efficient thing you can do in that scenario is ignore all three of them and focus instead on objectives. They are no threat and they have built specifically so that they can withstand and soak up as much damage as possible. Strategically, any time or energy invested on killing Whelps will be time n energy wasted. Thats what they “want” you to do.

You said that :

This is intended, this is not a bug. Healers, healing highly mobile, big bodies, are working exactly as intended and neither the healer or the body are a threat to you. This is balanced. They r throwing all of their resources into surviving, and no resources into killing you. Imagine if you could easily kill people who had 500 con and 2 healers devoted to Them! Seriously, imagine that!

I believe your suggested changes above would would completely break mutations and other pve content, but that asside. I’d love to see blessed go from the life staff, as it makes for boring perk choices on the life staff. Mandatory “must have” perks are just lazy game design in my opinion and restrict build diversity. So we can agree on that :blush:

It’s important to remember that heavy healers were once a huge problem in this game. Heavy healers would use heavy armor to reduce incoming damage. This meant that a health pool of say 13000 would actually require something like 25000 damage after mitigation applied. (Google “effective hp” for more clarification) and so healing a heavy player for 5000hp was more like giving that player another 10000hp.

Could you please have a go at articulating exactly what you think the problem is with healers? And what you actually want for healers in this game?

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Try now this without pocket healer and tell me how mobility is broken.

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Poorly designed archetypes and combat controls.

I’m asking to nerf healing in combination with such mobile light builds. Light builds will not be nerfed without pocked healer.

Probably I used wrong words to describe the problem (sorry for my english). I meant that the main problem is that every class can survive with pocket healer. But light player who have dps+mobility+tankiness (with pocket healer) evidently do more than tank who has lower damage+CC+lower tankiness (due to low mobility).

In fact that I even as 500-con heavy full def tank can’t tank so many people even staying in sacred ground because I have only resistances and don’t have such mobility. While light player rolling and dashing around can.

Don’t you think that it is broken that in 1vX “pocket healer situation” actually tank loses in survivability to light dd?

What I mean is NOT making healer’s impact lower. If heavy tank/bruiser survive with pocket healer against current incoming damage this is fine (because such builds are supposed to survive sacrificing their mobility and damage). But when light dd survive with pocket healer this is not fine (because such builds aren’t supposed to absorb damage just by usual logic).

Otherwise what for somebody need heavy tanky builds with low damage when everyone can use light builds with high dps and still survive with pocket healer?

Is this problem exists without healers? No. There all is fine. Without pocket healers tanks are tankier than light dds.

So evident conclusion is that healers in their current state bring this problem.

This is why I suggested to separate roles in PvP combat more ONLY in terms of interaction with healers.


May be this is the root of problem associated with the fact (even mentioned by devs in their videos 2 or 3 times) that light set gives more benefits than medium and heavy sets. Because with pocket healers it has not only damage but also and good tankiness.

We can’t nerf healing. In fact healers are pretty ballanced right now. You can see difference between bad, average and top healers.

Issue that game has is how healing in general works. But it does need total rework, not some nerfing.

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