Reduce heals across the board or increase LS cooldown.
Re-introduce the 50% healing bonus cap or remove disease cap.
Would be a good step in the right direction. LS is far too strong as it is, which is why it’s the defining element of 3v3, opr, and war, and trivializes pretty much all the PvE content in the game.
The problem is PVPers get mad when they can’t KILL a healer, come to the forums and complain. Healers are difficult to kill in most MMOs. Try attempting to kill a Cleric in a traditional MMO, they wear heavy armor and not only can heal but have a holy fire that will light yo a@@ up to boot.
Word of advice: You do not have to kill a healer. Just stop them from healing. You heard right. Players in New World want to kill heals when all you really have to do is prevent them from healing their team. You do this by interrupting them, chasing them, stunning them, etc. Then when their team is dead from lack of heals you gang up and kill them (if necessary).
Stop trying to kill healers. Healers are to be MANAGED in a way that prevents them from healing.
Do I have to explain the clunky LOS again? No healer is expecting to heal through walls, but it’s very frustrating to have an ability cancelled because someone ran behind the point flag or behind a bamboo. Or to get LOS’s by a slight ground elevation. It should be the case that if I can see my group member, I should be able to heal them, but it’s not. So don’t complain about something you don’t understand.
Yea, you’d make the light attack (or maybe heavy attacks, if it’s more balanced) close to a 2k heal with the chance to crit. Most of your healing would come from auto-attacks. One of the problems with healers is they can heal their teammates and themselves at the same time unless they are under extreme pressure. What I’m suggesting would make either you or your teammates more vulnerable when you are getting pressured. When being pressured, good players will be able to light/heavy attack their teammates while using their buffed abilities on themselves. Bad players will either not even try to heal their teammates or they will miss their shots, and their teammates will die.
Alternatively, as I mentioned before, a good matchmaking system could solve a lot of these problems. But without a good matching system, the life staff is unbalanced in arenas as well as other aspects of PvP.
What I’m suggesting isn’t a nerf. It’s just makes the weapon play differently, so the games pvp can improve.
Don’t worry. Nothing is going to change because no one cares to make the game remotely balanced.
Am not healer main but if healers can’t heal themselves then what the point of playing healer ?
Sound like skill issue . I have no problem dealing with healers(it take some efforts and patience) unless am lucky and all healers i met in pvp are bad which i doubt.
Hopefully you are not aiming for braindead easy kills
Skill issue. There’s no such thing as “clunky game mechanics,” it’s simply mechanical skill and good healers adapt and overcome. Your reality is inferior.
Am I doing the “bad faith healer main” thing right?
Well one thing you can do is NOT keep nerfing things that are good at killing healers. Why exactly was stagger removed from social distance throw? Legit a buff to healer survivability. Just 1 example.
Their point is to heal their teammates; not themselves. You do not need to heal yourself excessively to heal your teammates.
From the beginning, AGS should have made healers elusive, like dex players, and if they got caught they’d die. Instead, when the game first was released, AGS made healers quasi-tanks, and they could +10v1 without dying. That’s why they had to keep nerfing healers over the months because there were so ridiculously strong in the beginning.
Stop listening to these coddled man children talk about how OP Healing is, you literally shadow nerfed our Heavy attack damage few weeks after release because people were killing people who were ungeared and still levelling and these DPS said it was unfair so you did something about it, Fire staff and all the melee weapons were doing twice the amount of Heavy attack damage to the same ungeared players and we got a nerf.
These coddled DPS seem to have this idea that because killing people in 2 or 3 hits solo makes them feel powerful because adding a 1 Healer makes it so now you need 4 or 5 people to kill 1 person and it drastically changes the fight and they no longer feel powerful as a solo 1vX that Healing is too OP and needs Nerfing.
Revert the changes made to healing staff and let us put damage Mods onto Healing Staves. Allow us the ability to make Nature DPS build like could you imagine a LS “Warrior Monk” build with Abyssal Attunement and Trenchant strikes, you would see healers get an minor Increase to damage which some people would complain is unfair but the difference is DPS Lifestealing builds can burst heal a DPS for about the same amount of Healing as a Divines Embrace can do which is the same ability causing Healers to be called OP.
Because we lack the ability to go anything else but healing and top that off with the fact that Healing is getting nerfed while broken Perk combinations exist that make people overly Tanky Healing is getting unfairly judged because it’s healing these Tank builds and called OP Healing has never been OP. The rest of the Game needs rebalancing before Healers receive another nerf these DPS seem to think that they should be all powerful and Healers should be really weak.
Yeah i remember the old tank/healer things being so strong but didn’t they nerf it ?
Also i know healers don’t have any utility escape unless they use rapier as their 2nd wep or any other weps
Still not being to heal yourself just destroy the point of playing healer. Yep you heal your team mates but you also need to heal yourself since u Don’t have any skill to help you to run away
Why? No one other class gets to heal themselves, besides pots, and they still can play the game. If healers couldn’t stay alive, then give them more tools to, such as damage, casting range, haste, or cc.
I’m just saying there are many ways to make healers. They all don’t have to be super tanky.
Yeah Healing wasn’t the OP thing about the build Resilient and the Onyx was applying to all Damage so “x5 Heavy Gear + x5 Cut Pristine Onyx + x8 Resilient” was giving people about 70% Damage Mitigation when combined.
Onyx - 2.5% All damage reduction instead of 2.5% Phys reduction. (5 body + 3 Jewellery)
20% Physical mitigation
20% Elemental Mitigation
20% less crit damage taken
20% Less arcane damage Taken (At the time I do believe Void and Nature was Arcane and not Elemental but it’s since been changed and now is covered by elemental)
On live servers, you get nearly 70% damage mitigation in light armor with fortifying sacred ground, mending touch, and orb of protection. I think the protection was a lot higher than 70% in medium/heavy armor.
DPS try to damage, right? So what do they do? They aim and attack, they dodge, use pots and abilities. Healers are doing literally the same thing as everyone else, AND they get self-heals. You don’t need self-heals to stay alive. People complain about 7k dex players being impossible to kill and they have no fortify or self-heals.
DPS do have healing you’re just not very smart
Light armour for that 30% increase to Damage + Dodge Roll
Light Head - Shirking Fortification - Resilient - Optional Third Perk
Medium Chest - Shirking Fortification - Resilient - Optional Third Perk
Light Gloves - Shirking Fortification - Resilient - Optional Third Perk
Light Legs - Shirking Fortification - Resilient - Optional Third Perk
Light Feet - Shirking Fortification - Resilient - Optional Third Perk
My Optional Third Perk would be x5 Refreshing to reduce CD by 14.5% - GS has great CD passives built into the weapon.
All 5 pieces of gear with Runeglass Leeching of X gem - +5% Damage as Leeching
Weapon perks - Life stealing - Leaching Crosscut - Leeching Path of Destiny;
you have great CC capabilities to Stun people in PvP to immobilise and then swap to a higher DPS weapon and do insane Healing.
I’ve never used Hatchet so don’t really know much about it’s perks and abilities/passives but I know that you should be able to reach about 10k HP in this build and Hatchet Ability gives you a Heal for 30% of your max HP so if you don’t go War Hammer or GA for CC you can go hatcher for that extra Heal Over Time.
Leeching cross cut is something Like 71% of your damage as Healing when you include the other things as well;
Leeching Crosscut 71% Damage as Healing
Leeching 4.9% Damage as Healing
Trenchant Recovery for Healing on heavy attacks
Attunement which gives a Flat damage boost of 18% as separate damage that is also affected by all Self Healing but isn’t included in the leeching crosscut heal.
Hatchet Heal over time totalling 3k over 12s (1k every 4s) (Most Light equip load builds have 10k+ Health)
Infused pot + Food 460 per second
Jewellery Perk to increase Slash damage by 4.9%
Jewellery perk to increase Healing received.
+5% Healing from the Leeching Gems
Punishing Opal on weapon to increase melee damage by 2% or you can equip an Opal Leeching gem both give the 12% increase to damage but the Leeching Opal comes with a Further 3% damage as Healing.
DPS have more self Healing then a healer can heal them for.
Edit: Plus Infused Regen pot + 0.7% (70HP on average) + Hearty Meal has the +1% every 2.5s (100HP on average)
Infused Health Potion for the burst heal DPS are basically in a position where they are so strong and because you don’t want to gear yourself correctly you want to nerf me the Healer.