So is the plan that healers just live forever

They probably just need to remove/rework the persistent pulsing AoE heals like sacred ground and beacon. These abilities allow you to heal yourself and teammate at the same time over an extended period of time. For instances, if sacred ground was simply a channeled spell it would solve a lot of issues.

They could also just tone down the healing values, so you realistically cannot heal your teammates while some equally skilled DPS is all over you.

I’m sure there are plenty of other ways to do it, too.

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Everything dépend on context . Next patch mêlée Weapon Do 1million the left Click but all battefield are montain you have 2% chance reaching mêlée…Do you really think now the dps is the problem… No ,game mode change everything if the army as to move constantly Who care about a sacred Ground that Is 50m behind us because we have to move forward

It is true that the context conditions.
It is that currently the PVP content is mostly about maintaining control of a point: in wars, in the OPR and in the arenas this is felt even more, where the healer is truly decisive and unbalancing.

It only asks for a dps equivalent to a healer. And this can only be achieved if an average dps is able to kill an average healer at least half the time (or as close to it).

this isnt an argument no ones arguing that healers cant die or don’t die a lot. This is such a stupid way to argue this, healers die at all means their survivability is balanced?

spoken like someone who doesnt play OPR much… point isnt even if they are hard to kill now, its whether or not the resources it takes to kill a healer next patch is reasonable when CC spells are nerfed, and staggers are removed.

They are hard to kill now, and some things point to them still being strong or maybe a little more after the patch.

Heals are reactionary by definition since you can’t “over-heal” and turn that extra healing into shields/barriers/temporary maximum bonus HP.

Unless you pre-cast HoTs, your heals will always be late by definition.

If you cast a heal and nobody has taken damage, you just got baited and wasted your cooldown. If it is a normal heal.

Heal over Times (HoTs) offer much more utility by allowing heals to be used prior to engaging or getting engaged upon.

Life Staff won’t be nerfed until a new support weapon comes out to spread support capabilities onto six spells rather than three.

Try making any viable support build that does not rely on damage or debuffing multiple enemies with an Area of Effect. All roads lead to Life Staff in that regard.

Half of the heals are non-reactionary, you have 3 healing areas that the healers spam continuously, and while these areas are healing the healer is also dodging or doing even more healing with single target heals.

The healing in this game is based on spam, and the build most healers carry is to have 2 AOE abilities and only a single target reactionary.

Healing output has stayed the same, while the damage healers take in light armor has gone way up (due to changes made to fortify)

There is now less stagger, CC abilities do less damage, and now the musket will not be broken to shoot from any side at the healer.
The healer will still be too strong, the self-healing should be nerfed.

So, healers take more damage due the the fortify changes…

And cc abilities do less damage due the the stagger changes…

do you happen to know if these two details cancel themselves out? what about other damage that is not CC and has not been reduced? Wouldn’t that simply deal more damage to healers now? Have you paly tested this and do you have any numbers for us to investigate, or is this all speculation?

My personal speculation is that healers will become so squishy now that it might actually be more viable to use medium armor. Dead healers have lower numbers than medium healers. This, of course, is just my own suspicions, perhaps I am jumping to a hasty conclusion. More data would always be preferable so that we make informed decisions rather than wild guesses.

You first assume that all healers have BIS gear to be significantly affected by the Nerf to the fortification, and with the time it takes to get BIS gear it probably isn’t.
Second is that even if Nerf is applied to fortification, there are still very important perks to spam: freedom, Resilience, you just have to replace the third Perk with one dedicated to the weapon or place a physical-magical Aversion.
The healer will still be too strong, nerfing the fortification isn’t going to change that.

Healers use light armor not because of the fortification, but because of the great contribution to healing (30%) and the movement speed that it gives them due to not having a recovery time when rolling

have you read up on the proposed changes to fortification? after the patch, a 20% fortify on light armor is going to mitigate roughly 2.7% of incoming damage! it’s a pretty massive nerf to fortify. I understand why it has to happen, I am not complaining, I’m just highlighting to you that healers as you know them, will not remain this survivable.

If you would like more information on how fortify changes were calculated please let me know and I would be more than happy link you to some resources or instruct you on how to do your own testing :slight_smile:

Yep. in the current meta, light armor is the optimum choice.

P.S. I’m not commenting specifically on gear. Presumably, all players (not just healers) have a variety of gear ranging from trash to bis. Obviously some healers will have trash gear, and so will some damage damage dealers. The variation we see in gear across the population should go without saying :ok_hand:

I was commenting on fortify in general. This includes skills like orb of protection, and skill tree points, gear perks, etc

I understand what you’re saying, I don’t think the nerf to fortification is enough.

I just don’t know why AGS thinks fortification was what made light armor strong, what makes light armor strong is the distance it rolls and the movement speed that it gives them due to not having a recovery time when rolling. Getting out of enemy attack range is far more important than mitigation.

This should help. Previously there was little difference between max fort light, medium and heavy.

This change has lead to a greater difference between the weight loads and therefor made the weight loss choice more impactful.

They may have gone too hard , I’d like the to lift the trajectory a bit on the graph but the change makes sense to me.

Mobility is strong in this game, and it comes at a hefty price now

It would be interesting to see how these numbers impact with our real armor (on the server), because not all of us use fortification, in my case I always relied more on aversion (because archers and muskets do too much damage), freedom and resilience.

It would be nice if the combat changes were applied from now on at least only in the OPR

This would have been a lot more fun than the passive healer we currently have.