Plagued Crits - Critical strikes against target below 50% health inflict disease for 12s, reducing healing effectiveness on the target by 10%-40%.
Plagued Strikes - Heavy attacks against targets inflict disease for 8s, reducing healing effectiveness on the target by 10%-40%.
Compared to existing heal reduction skills, doesn’t this completely blow them out of the water? 40% heal reduction with every heavy attack, and another 40% heal reduction by just critting?
Does disease from multiple sources stack? Are people going to be reducing healing received by 80% with two easily procced perks? I know there’s a lot of hate for healers, but their output was already slashed by about 40% last patch, and this could give anyone who wants to the ability to more or less completely shut down down healing on a target (or targets if you have a weapon that hits AOE), without a particular build/skill/weapon requirement, depending on how the debuffs work.
These debuffs work in conjuction with + incoming healinge buffs to a maximum of +50 or -50.
Sacred ground has a +50 mod on it already so if you were to land plague on someone in a sacred, they’d be geting 110% of the 16% wpn dmg heal. A divine neck would bump that to 119.5%.
Heal reduction should be for some skills only, and not for any attack after 50% of the target. It turns out that if you are below 50%, then for anyone who on you, heal reduction will fly while you are trying to kite and heal in some way. NO CD Carl! Any hit in back is crit. This is pretty bad decision. Just think about it - fire mages always shoot heavy attack so = heal reduction all the time? Really?
At the moment, all the weapons in the game are designed for various situations and uniquely, if you go the ESO path, you will get faceless classes that have everything the same and it will kill the PvP and the originality of your idea.
Thing is that the ability that does have the debuff is so bad that people rarely use it. I tried using it in OPR but it rarely hit because of the long delay/cast time.
there are no classes and people already run the same weapon combos for everything.
What is the point of being a healer in pvp when we are getting nerfed EVERY patch? Sugar coat it all you want but I lost 50% of my healing output with the last patch, because AGS has some ridiculous outdated idea that healers cannot do damage and must be squishy.
No healer in any other current mmo is squishy and/or unable to deal damage.
Healing is so nerfed already what the hell? they reduced its base healing now every 1 can reduce it by another 40%? healing is under whelming vs any competent CC’er whos DPSes.
You’ve literally made healing not even be viable vs 1 target. what the hell? i think you need to revert the healing changes if you decide to implement perks that reduce heals more.
I think this game war wise is not ready for Healing Reductions. imop Its a big mistake to make healing reduction an easy proccable perk, and yet, available for every class/spec. Devs should make it a niche for example, for bow’s poison shot, hatchet throw, etc. And definately not go over 10-15% healing reductions since i think this numbers will bring big big unbalance for wars.
exactly. Lol people cry it gets nerfed multiple times. if i had 1 milion damage with a firestaff and it was nerfed by 50% 6 times i would still be hitting 15k and would still be OP
just because its nerfed multiple times doesnt mean its an overkill, time will tell if it is enough or too much. 1 healer right now can tank 10 people attacking him on point for 20 seconds if not longer lol wtf for sure the previous nerf wasnt enough and i dont know if this plagued perks is enough.
So they nerf the Void Gaunlet Petrifying Scream from 50% to 30% under the premise that 50% was too much healing reduction correct? Remember this was just 1 perk for 1 weapon for 1 ability.
Putrefying Scream Perk
Reduced the max percentage it could scale up to from 50% to 30%.
Then they give 40% healing reduction to all Critical Strikes and or Heavy Attacks for all weapons…
Plagued Crits - Critical strikes against target below 50% health inflict disease for 12s, reducing healing effectiveness on the target by 10%-40%.
Plagued Strikes - Heavy attacks against targets inflict disease for 8s, reducing healing effectiveness on the target by 10%-40%.
Though you also forget that putrifying scream is aoe. quite easy to hit. does quite long duration root while adding fortification for you per enemy hit. Also its pretty much instant and very easy to hit.
while lets say heavy attack on almost all melee weapons can be somewhat hard to hit and easy to dodge.
now bow for example will be other thing and magic weapons, but then again those are single target attacks and even then you pretty much sacrifice quite a bit of damage you deal to non healer targets. Also there is multiple ways to cleanse that debuff on many melee weapons not to mention healers literally have free cleanse on heavy attacks on allies and splash of light also removes debuff.
Critical hits also need you to drop below 50% hp before it works. Sure not so hard to get enemy below 50% hp but still if you play vs healer 1v1. its highly unlikely you get to drop said healer down to 50% all the time and that healer can just cleanse that plagued crits.
Then we get to another thing which Valnas already said up. Healing works the way that you add up all healing + incoming healing +% buffs and then reduce that -healing reduction% from that. So its not total healing that it removes.
Valnas already said easy example. Sacred ground gives +50% healing on targets inside of it. That already nullifies whole plagued crits or plagued strike. So even if you have maxed out -40% healing reduction. That person will still heal for more than 110%+ then if you add up all outcoming and outgoing healing bonuses. it can go up to like 130%. Now even if you add up both plagued strike + plagued crit on top of that. that healer still does 90% of the healing he would do and it will be very hard to trigger both debuffs on healer since he/she could cleanse them.
Now then there is also more than just that sacred grounds buff to buff up healing. There is simple dodge perk that gives +20% healing for 5sec after each dodge for example. Simply doing that and its already back at 110% healing. There is many others too like perks for gears and in skill tree too.
Even with those plagued crits/plagued strikes. Healers still will be super strong. Atleast now you will have chances to kill healer solo or smaller group if healer isnt good player and if someone killing that healer has way more skills.
even after “healing nerfs” it basically affected most heavy healers, but even then those heavy healers are healing tons and almost impossible to kill in pvp. in Pve they tank tons too. Ive literally ran expededitions and elite runs with healer tanking. Healing causes so much aggro that you just pop up some heals and then you dont even need taunt. just switch to sword+shield and tank. everything aggroes to you. You can boost it via taunt gem if you want to. Anyways thats offnote.
Heavy healers heal like 85% of old healing. mediums heal around 100% so its same as before and light healers actually heal 15% more than before.
You can easily tank 5+ people in pvp even with mediums at the moment. This is welcome change in game and i play mostly as healer. Now with void gauntlet you can even kill almost everyone in 1v1 situation as healer. Void blade has so much damage and selfhealing.
The debuf insn’t reducing you’r incoming healing the way ignite does in league of leagend, the healing reduciton act has debuff to you’r bonus healing (either throwed of receive)
For instance if you stand in sacred ground and the base heal is 100 if the healer has the sacred ground last perk it became 50% more effective so you now have 150 Hp/sec
if someone debuff you with 50% receive healing you’d expect to receive 75 hp/sec right ?
Sike no, not at all this debuff will just negate the bonus 50% you get from standing in it meaning you now receive is 100hp/s.
And that why these healing debuff suck, you’r cap at 50% while incoming / received healing bonus don’t have a cap + they add up multiplicatively and there is way more of them just having 200 focus give you around +156% bonus healing apart from dmg upgrade (it’s listed nowhere in the game btw i think it’s not intended).
Worst thing is they are balencing healing reduction has it’s acting on total heal receive …
yea void blade do some nice dmg, almost top tier if you’r running int BUT you don’t have grit the actual range prety bad (it has a nice lunge the attack don’t hit wide enough you may miss someone smashing you right in the face) and you need them to be foolish anough to actuali try to duel you in a light spam. i think it’s balenced imo.
True. Though petrifying scream alone can give enough time for void blade to kill anyone who isnt high con even if you are full heavy armors. Its pretty much anti melee weapon and thats what healers need to beat those melees that try to kill them Only way so far to counter it on melee is to use shield+sword and block if you get rooted or use some cc and try to get as much distance as you can. Most of the time voidblade tree ultimate heals so much and/or he got some fancy heals running from lifestaff.
even if you block it. Rend and dot goes trough blocks which is kind of stupid as you negate whole attack otherwise, but debuffs bypass block mechanics.