Nerf Self Heals to Balance PVP

:rofl: :rofl:

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Man is playing a different game or defending it knowingly how imbalanced it is.

he actually believes it, thats what is funny :rofl: :rofl:

I mean you could say that 2-3 well cordinated dps can kill a healer. But then again that has nothing to do with healer’s skill, since they can’t miss anything, at best it could be that dps lacks cordination.

Then again cordination is only required to don’t let a healer play, because if he can play he’ll be back at full life again LOL

Add to that, Stuns are crucial in that coordination but not all classes get them.
I’d say if the Healer is only average then 3 DPS have a chance of taking him down, provided coordinated CC.

Solo players? Forget about it.

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The anti-healing isn’t noticeable against a life staff. You can test it in a duel. The plagued perks, in my opinion, only seem useful against non-healers right before they pot.

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When attempting to manage healing, AGS must consider more than simply pvp. They continue to pay attention to the whiners who complain that healers can’t be killed and that our abilities should be nerfed. Our capacity to heal pve activities is therefore impacted by that. I propose that AGS allow us to select a class, like as healer, dps, or tank, when we queue for 3v3 or opr. Then, with equal healers on each side, balance the matches would be.

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You know how many players I see go through expeditions with no healer or bosses with their healer dead? Healers help a lot in pve but I don’t think it’s absolutely necessary. So reworking healing to where it adds other options than healing would not be that big of a deal in both pve and pvp. There are perks out there for corrupted, angry earth, etc. damage absorption so if everyone works on that along with a rework of healers, I think it would be fine. I think abilities like a 1000 health shield or an aoe that gives players a 1-2 immunity would be so much better than heals all over the dang place. Imagine seeing your team get clumped and throwing immunity on them to negate damage for that 1-2 seconds of burst. You would feel like you saved everyone but at the same time after that 1-2 seconds they are able to be bursted again. I think the life staff should be a bonus support role… not what everything is based around.

Well, the fact that battle bread makes everyone tankier plus the stamina potions, OPR is not a good solo reference for balancing.

Rolly Polly’s abuse the stamina potions for insane mobility

Tanks are almost indestructible and light armor users have mitigation = to normal medium damage mitigation.

OPR is like a mini, defensively buffed NW with battle bread and infused endurance potions.

Wars are a better way to balance along with OWPvP.

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The key is sneaking in the cleansing pot to get rid of weaken right before the pop then maelstrom.

GWell, Shockwave, switch, cleanse, light attack, maelstrom on the pop. I need a Trenchant Rend axe to stun then rend and pop-> maelstrom.

While I agree with the current meta of clumps and bursts bring bad, anything other than this in a 50v50 requires extremely drastic changes.

Adding in 2/3 support weapons for skill-play in support and a nerf to the LS while giving them other options to slot in the second slot to be effectively the same level of support while also drastically changing damage and health metrics.

It’s a long ways away to change the current mechanical nature of combat.

Celestial gauntlet brought to this game as a second primary would bring a lot of light to healers. They could nerf LS and make Celestial Gauntlet compliment it well enough so as to where they’re still effective but in different ways. Like giving a celestial armor that increases heals by however much and grants immunity to damage for 3 seconds as to chain LE and DE for smoother pocketing but at the same time if the opposition is skilled and forces you to miss the channel or even bursts them at the right time they still get killed.

Add another support weapon that compliments AoE Healing like a Nature Staff or something.

Then a third one that has buffs like fortify, haste, stamina gain and empower.

Then remove a lot of buffs that LS give and make it straight heals that can be complimented with a second weapon and boosted through those other weapons. You could give LS back it’s dash from alpha and make sure they have a way to defend themselves due to rapier use being null and void in a 2 support weapon meta. You could slot LS/Support weapon or LS/Rapier with a complimentary healer running double support weapons with no LS. Skilled supporting rather than one weapon does all.

battle bread makes people tankier against those that don’t eat battle bread. If everyone eats it, nobody is tankier because it’s 15% more damage and 15% less damage taken. Lots of people ignore the battle bread which is why they underperform. Doesn’t take much to kill 1 mob and get 25 azoth for 5 battle bread. There’s a shop in everyones spawn so there’s no excuse not to get some. If I go into OPR without attribute food, I’m at a disadvantage so idk why ppl keep mentioning battle bread lol

Because BB vs no BB is a huge difference in balance and not having it on all players means it’s not a controlled estimate. Also, the stamina pots definitely make light dodge roll and Squishies much much harder further imbalancing the OPR example as a balancing factor. If you balanced for OPR you’d need to nerf stamina to damn near uselessness in the open world in order for it to be balanced there.

Weapons like VG and GA already hit the cap on Empower. Which is why Keenly and Mortal Empower is considered a dead perk on them. Battle Bread is coded as an empower. In which case it doesn’t help damage.

Musket still doesn’t hit empower cap even when the user brings a secondary VG to Oblivion. While they use empowered shooter stance. At least on live and not PTR. Not until weapon skill perk changes.

You’ve already tested VG and GA to see if that were true? Also, they were talking about being tankier, so even if they hit a cap (which they wouldn’t always be at that) that still doesn’t make them any less tanky.

I like DataMining but oh man… There’s so much to datamine. Lol.

Battle Bread buff is coded as an empower.

GA gets 30% from Mauler’s Fury, 10% from Center of Attention and 15% from Greed.

Base damage increases are explicitly stated. Such as Hatchet’s Against All Odds.

VG gets 20% from Oblivion and 30% from Empowering Proximity.

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Oh okay, never looked it up before. Thanks for the info

No wonder I felt like a null and void increase in damage when running mauler vs bloodlust.

Bloodlust and the other two perks are 40% in itself, battle bread makes it 45% and if you go maulers you only capture 5% empower compared to the actual 15% empower difference.

It’s 5%. Used to be 15% but they nerfed it ages ago along with command post fortify and forgot to update the tooltips I guess.

again…and again…and again… you want to nerv the healer again? they are nerved… in the las i guess 2 or 3 patches? …STOP IT PLS or no heal will be in this game anymore… healer deal 0 dmg. so they are here for heal. Its the same with the tanks.

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