OPR healers are dishonest

no it isnt, we dont have anyone running that, its trolling
its also quite easy to hide inside fort for the whole war but its just not a good way to play is it

Okay, here’s the fix:

Increase mana cost for all healing, so that 1 sacred is 60 mana, beacon is 60 mana, de is 50 mana, orb is 50 mana ETC

Healers will have to either use mana pots and be vulnerable during drink animation or wait for their mana to restore back before casting

Most (all?) competitive companies run 2-3 full AoE healers. they are also quite good in OPR when solo queueing.

But yes the group healers aren’t healing more than 3m outside of rare exceptions. It’s the full AoE healers putting up 3m+ plus so what Pointe is saying makes no sense.

If this is the case all 8 players must be real bad honestly your order of operations must be off also in opr when you think your 8v2 most likely your 8v4-5 healing has decent range and so to ranged weapons.

Okay please do the same for all weapons that use mana

i know na runs it but we dont on eu

Interesting I didn’t know this about EU. So top healers are around what like 2.5m on EU?

depends on the war, in our war today that took around 20 min top heals was like 1.3 mil but in other full wars top is like 2-2.2 mil

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It’s a tank + a healer. They can’t kill anyone and they can’t capture points if outnumbered. DO NOT ENGAGE THEM. You’re wasting your time, and that’s what they want you to do.

It’s boring, it’s dishonest, it’s lame; That’s just the point of their builds, sorry man.

Indeed, having been an AOE healer in EU wars to almost exclusively a group healer, healing number go down dramatically because you’re playing for impact and less for total value.

I still play low con aoe healer in oprs when im solo, and place high, but if im with a group, they will expect a burst heal in a pressured moment.

In war these moments are exaggerated so EU puts more emphasis on play execution than total APM.

Dps claim 1: Healers don’t aim
Orb of Protection is a projectile that travels in a straight line granting fortify on target “Hit” Orb of Protection gains an AoE from its support node triggering upon “Impact” of allies, enemies, or collision.

Beacon is a projectile that travels in a straight line that will erupt into a bubble upon “Impact” with a ally, enemy, or collision.

5 Passive nodes that all require “Hit” AA to function.
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Dps claim 2: Healing takes no skill

Neither Ice Storm or Oblivion require any skill to land and have the largest AOE in the game. Impossible to miss unless intentional.
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Both Shockwave & Gravity while easy to dodge also are incredibly easy and require no actual mastery to land. Shockwave alone can apply 3 debuffs by itself, combined with its perk can apply 4 debuffs with no penalty what so ever.
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Bows whom stick at the back of the objective in every OPR that stat pad happily while being rewarded for losing the match. Have no problem with a 2x hitbox while also having additional AOE. to play with. While Fire mages can have an ability active with no cooldown and is tied for the second lowest mana costing spell next to meteor. As Entomb costs 0 mana to cast.

The User Interface is still not very good and has instances where it works against healers not for. Snap cast is also not and has never actually be reliable. Especially now that Line of Sight is required only for healers. None of the other weapons will be prompt with a “Target is not in sight” clause. Which in of itself is both demoralizing to healers & discriminatory to specifically healers.

Healers that don’t run snap cast while do not have to deal with the U.I being clunky run into the reality that DE & LE are very unpleasant as they both have the smallest AOE in tthe game. Landing an LE or DE in the middle of battle on a singular target that is mobile is not some cast and done. The common claim dps love to make is people don’t “have” to because of snap cast. Well dps doesn’t “Have” to complain on the forum and can just apply the techniques available on the internet, all over the forum by healers, but we both know dps won’t.

But please, I’d love to see you healer hating whiners land this in free cast on a singular moving target with a 1.5 cast time. Unless you have a full understanding of prediction, and the patience to land it, I’d humbly say stay in your lane before talking shit.
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Dps claim 3: There are no counters against healers

Spear, Hatchet, Void Gauntlet, Sword & Shield, Hammer, Bow, Musket, Anything with a root, stun, disease and high damage really.

In combination a healer will die when caught. When a healer makes a mistake it means they’re dead. If a healer is spending time healing themselves they are not healing allies which means the team is penalized for the healer to maintain themselves. In OPR for example:

If 8 people who are left click spamming a healer realize “This isn’t working” break away and return to Sun or invade the opposite fort. A healer’s DPS is pathetic compared to bruisers, DD’s, and assassins. But distracting 8 left clickers helps his team not yours.

When a coordinated squad of 3 packing a spear, void gauntlet, hammer, hatchet, and some steam mages, a healer can’t make a mistake. Against 5 - 8 - 12 uncoordinated stat padders, it’s like watching zombies learn to dance the hokey pokey. Funny, but sad af.

The SnS / Hatchet assassin combination was a good source for awhile to hit light healers really hard. But that got nerfed to high heaven. Because healers hated it? No because The 5 - 50 - 100 con Dps couldn’t stand being combo shafted into the ground.

Dps claim 4: Healing is over powered

The Life staff is the only true focus tuned weapon in the game. The void gauntlets “Damage” does not come from focus, it comes from Int. A mage weapon with “Healing” properties.

The Life Staff itself only has 1 ability spread across the talent tree as 6 identical copies that all do the exact same thing.

  • Divine Embrace: Heal / Bounce
  • Sacred Ground: Heal / Buff
  • Splash of Light: Heal / Distance
  • Orb of Protection: Heal / Buff
  • Lights Embrace: Heal
  • Beacon: Heal / Buff

All 6 abilities are carbon copies that simply have support nodes to make them different however their base are all the same. The “Protector” part of the tree is meaningless.

  • No CC

  • No Utility

  • No Dashes

Every other weapon can apply 1 up to 4 different debuffs. The Great sword will have up to 5 different available debuffs ffs.

Build Diversity
Yeah that thing that dps pushed to kill for healers back in May. True Heavy Paladins were already a very niche % of players that stood with their Tanks fighting on the point in war. That nerf created a 60% difference in healing for the sole reason that Dps couldn’t “Kill” Paladins. Then after healers adjusted to the scrutiny, now dps cries all day to high heaven about the rapier & light armor. Hilarious that the very thing healers were forced into is now what dps won’t shut up about.

Lights Embrace before hand was strong only because of the 30% per buff portion of the initial effect. An 80% LE does not heal a person 1 to 100. An ally with 5 - 9 buffs on them, that’s a different story. And sitting under an SG? That requires 2 conditions to be maximized now.

  1. Ally must have at least 3 buffs to be effective, 5 buffs to be strong, 9 buffs for a mega heal
  2. Is my ally under the effect of Sacred Ground

The cast time itself while it was silly to give it both a cast time & a 15% reduction to its buff bonus, one or the other would have done such a better balancing effect.

If Anti-Support players want to keep up this façade that healers are over powered at least target the 1 node that makes the 6 identical abilities doable.
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25% reduction to this would make the forum crybabies stop for 1 week before they go and find something else to complain about. Probably about Tanks because if a dps can’t have their precious kills, it’s the games fault never theirs.


Dps is the most spoiled rotten, dishonest role in New World.

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This is an incredible write up. Well done.

Waiting for more people to adopt Light Paladin like myself or for someone to try Medium Paladin.

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I love a good medium SnS build, Kite Shields are overlooked imo, and next patch medium SnS should be a little better. Still, it’s so hard to find competent DPS that I’d be hard-pressed to build a medium healing set in the hopes that others become effective killers.

Amen brother

I might be cherrypicking here, but dude compare the healing numbers of Sacred Ground against Ice Storm or Oblivion Damage, it’s not even close. People generally don’t have an issue that Healers have access to some ground AoEs, but currently sacred ground alone outperforms every single damaging ability in the game by tenfold, which makes it so healers overly rely on ground AoEs in PvP.

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Sacred Ground’s 16% WD heal is only relevant because of Anointed. SG alone does not have raw power to keep anyone alive through the excessive over tuning of DPS. Anointed is the root cause of a lot of things.

its a casual game mode that is more impactful to the general population than wars are. I can guarantee you more of the population is involved in, and affected by this in opr than they are in wars. thus the focus should be on the casual.

imo they should just do a normalized gear for all pvp other than wars.

yes, im saying it needs a rework not a straight up nerf

if they did solo only que and balanced the heals equally on both sides and preferred match making by spliltting any common company members I think it would fix the problem mostly