Solution to fix healing issues - toxicity bar

Idea is simple (like in witcher 3 game) we can have some kind of toxicity bar visible for enemies and healers.

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Lets say each 1k healed does add 10% to that bar.

  • on 50% - healing effectivnes does drop by 25%
  • on 100% - healing effctivnes does drop by 75%

And bar drops by 1point like every 1sec. And when it does reach 100% stops and stays there for 10sec.

Numbers are out of nowhere and have to be adjusted. But general idea is that healing can be made stronger so playing healer would be fun, but also wont break pvp like now.

We can also make LS CDs slower to adjust for mass pvp. So healer could heal his group faster but with this limit on place at some point they will be killable no matter what if they do to much mistakes.

Also its additional element in game players would have to manage.
On top of that new paramter can be used to balance armor types - heavy can have this bar grow much slower than medium and light.

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Huh. So, basically, healing fatigue. Which doesn’t count as a debuff.

A) will there be external reductions like a potion or other consumable, or reductions tied into abilities (maybe those that give taunt could also polish off some toxicity as tanking tools)?

B) Is there going to be a way to increase it? Disease being a ‘ToT’-- a toxicity over time-- seems like it could be a deadly change that would really smarten up healers.

If you had these two you might be able to make the numbers move up and down a bit more quickly as they won’t be solely from the heals.

I really like the idea, esp tying it to armor types. Though for what it’s worth, I’d have it apply in PVP, or in the open world for flagged players. Leave it out of expeditions, people already don’t like playing healer and adding gatekeeping to it will only make groups harder to pull for PVE. Instead, as a PVP mechanic, it forces healers to manage resources and think about when, how and who they heal.

This of course only works in an era where burst dps isn’t leading to kills happening in like 3-5 sec.

This is just an general idea. If it would lead to lowering time to kill even more, then numbers can be adjusted. Or simple LS cds lowered to counter burst builds to some extent.

But i think sometink like this would allow to fix few game issues:

  • balancing pve/pvp healing - this bar would work only with pvp on so healing overall can be stronger (lower cds, or more output healing)
  • making heavy armor and tanking in general a thing that is very needed in team composition (tank could take lot of dmg in mass pvp compare dto any other builds but only when his healer is alive)
  • solve once for all issue with healres being unkillable. good healers ofc will mange this bar and cds and still would be super hard to heal, but average adn bad haealers could be punished easier

No just no, it would kill mutations and most dungeons in general… The solution would be to add ‘silence’ as a heartrune, some mobs already have it as a skill… silence stops all special abilities for a set amount of time, in a set area…

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