The problem with all this is that healers are SUPPOSE to be hard to kill in 1 v1 or 2v1 etc becuase we cant really do anything else but keep ourselves healed during such encouters…
DPS want t the whole enchilada, they want to be able to kill us easier and us not able to kill them easier while they chug pots to heal themslves…
I should also point out that Focus is currently over-scaling the healing portion of the stat, so while your damage might look reasonable in your attribute screen, your heal is much MUCH higher.
tldr? Healing power is “Somewhat double dipping” in the focus stat. Somewhat I should say, since it not exactly double dipping, more like 1.3-1.4 dipping?
I personally don’t think this is a heavy armor issue. I am not aware of any other weapon/skill in the game which gets an unlimited 30% buff to damage per buff obtained and can be cast every < every 4 seconds for really cheap mana/stamina.
^ THAT. DPS are too much used to being at the top of the food chain and IMO are having a hard time accepting that’s not how NW works. Hence all the “Nerf T3h H34lz!!!” posts.
I agree with your sentiment, and I’m a healer and still saying this stacking of +30% per buff is a problem. Why should my healing go up 60% because I’ve eaten food that gives me a regen tick and a stat/tradeskill tick?
I should get a 30% buff to healing because I ate logging food? It’s absurd.
I’ve suggested a few other ways besides f—ing with healing skills, which I think would negatively impact healers outside PVP.
You can still heal for the same amount, but if you’re wearing heavy armor, you’ll run out of Mana, or your abilities will cooldown twice as long. Or both. That, IMO, is a better solution than endlessly trying to nerf the skills themselves.
I appreciate the constructive dialogue here, but let me try to explain what that’s not likely going to do it.
The Absolved passive perk means my light/heavy attacks as a healer don’t take any mana. The only way I run out is through active skill spamming.
Light’s Embrace is one of the cheapest heals for a healer. I’m not running out of mana due to that easily.
I get that there’s a cohort of people pissed about healing in heavy, but this isn’t really the issue. It’s the limitless +30% healing per buff that a healer can turn on themself to survive encounters. It’s great and necessary for end game PVE contests. But it shouldn’t be a multiplier on themself.
And I’m not suggesting all kinds of nerfing to healing. I’m suggesting one edge case to one skill…that just happens to be the reason healers are so tanky in PVP, whether it’s 1v1 or group encounters.
the fact is, all posts are aim PvP, their forget this changes will f*** the PvE, and each time we wilol lost more healers, so like i said, if the heal is the game problem today, so lets remove life staff from the game, and problem will solve
I play as Cerek Tree, level 60 healer on Mu server as part of Covenant faction.
Feel free to make inquiries. And I don’t want to see more healers lost from the game. I’m honestly arguing about something that would make it better for pretty much everyone.
I know it’s not popular to post for self-nerf, but that’s exactly what I’m doing…in a very limited fashion that has near 0 impact on PVE or other areas.
Think it’s more of a heavy armor issue than lifestaff issue right now, a fully specced lifestaff users heal like crazy sure, but the survivability and tankiness is the main issue, a lifestaff user in light/medium armor class melts like steel beams, a heavy armor user lifestaff or not can take 800 damage from a firestaff heavy crit that can deal 3k to medium/light users.
the most brainless person can just autowin or atleast be guaranteed to survive by stacking constitution and using a great axe/life staff/hatchet + heavy armor, if the same player used light or medium they would die in 4 seconds because all they do is spam left click
Btw, I’m not opposed to nerfs on life staff / heavy combo. In the case of that combo it’s the passives of Protector’s Touch and Defensive Light that make it so damn tanky regardless of healing.
I’m simply unaware of another build in the game which gets this kind of buff stacking on a skill that costs next to nothing and can be repeated every few seconds. It’s a concern in ANY kind of armor, and all I’m proposing is to remove the case of self-heal bonuses, regardless of armor being used.
If you read through what I’m saying, it won’t affect healing in PvE to any material degree.
In my proposal a PvE healer would be able to case Light’s Embrace on themselves and only forego the +30% per buff to themselves. It’s not a meaningful PvE nerf at all because it retains their ability to heal team-mates at current power.
Light’s Embrace can burst for a large amount if the stars are aligned. However, it’s not that easy to maintain every single buff possible in group PvP. How you do in a duel is irrelevant and means nothing. No MMO balances PvP around 1v1.
I frequently only heal people for 2-3k with Light’s Embrace in OPR because I can not fully buff them and plop them down in a SG on-demand to maximize its effect every cast. When I was speced into orb and had a lot of buffs in a SG I think I’ve seen 9k at my highest. The amount varies a lot based on the combination of factors you listed, but it’s not reasonable to think you just casually pump out massive single target burst heals every 4 seconds with little effort.
To maximize Light’s Embrace you have to be using orb of protection for two buffs, which means you’re not using beacon, which means you’re automatically using a weaker overall build for group PvP. You have to maintain 3 stacks of the heavy attack buff which in a hectic group PvP situation with a lot going on is actually something you have to put effort into. You have to have just dodged. You have to be below 50% health (if healers are so godly and OP, how did they get to below 50% in the first place?!). You have to also be standing in Sacred Ground, which despite what some people say, is very easy to get knocked out of and stunned/rooted out of in group PvP.
Mana wise, healers do not have nearly infinite mana in group PvP. Especially not if you’re casting Light’s Embrace a lot. Your mana regen briefly turns off every cast. If you’re casting Beacon, SG and Light’s Embrace near CD, you will run OOM fairly quickly in OPR, especially if you’re casting SG on people on the front lines and don’t have one in the back to stand in. Even if you’re standing in SG a lot you will OOM if you’re casting on CD (which you often will in group PvP with a lot of people fighting). You can get it back quickly in a few ways, but you can’t just endlessly cast forever. That’s just not an accurate portrayal of the reality of life staff play in a group setting.
People complain about not being able to 1v1 healers, but the problem is their belief that they should be able to with apparently any weapon. They should not. That wouldn’t make any sense. I have actually encountered geared hammer users that put a lot of pressure and damage on me all by themselves, but the idea that any random weapon should be able to put out enough DPS alone to challenge my healing is nonsensical at best. The fiction going around on the forums that healers can just face-tank multiple DPS with ease is simply not the reality in outpost rush at all against geared DPS, particularly the ones with weapons that actually have knock backs and CC. I get stun locked all the time in OPR. I get knocked back. I get rooted. I die.
TLDR: the problem is a flawed belief people have where they think any random weapon and build should be good against a healer or that they should be able to easily 1v1 healers. Healers are not generally overpowered in group PvP currently.
Thanks for the thoughtful reply. I’m glad to have some constructive discussion on this. I also find myself in agreement with your (and others) thoughts that much of the anger about perceived ability to 1v1 a healer is misplaced.
I totally agree that targeted healing of others isn’t easy in OPR/Wars because of the chaos.
I don’t run with Orb of Protection because Sacred and Beacon are very helpful. But Light’s Embrace dominates the other options due to the issues I laid out. The cost/benefit over Orb in my mind is really clear.
Without buffs or starting from scratch, I can self-heal with Light’s Embrace for a bit under 2000 every four seconds. Eat a food buff and tradeskill buff (because god knows that logging carrots should make me a better healer), I can put it over 3000 every 4 seconds, and I’m not standing in sacred or anything else yet. Not stacking up heavy attacks, dodge or anything (it’ll go up even more if I do).
I am offering up here a very small edge case in PvP that a healer shouldn’t get these unlimited stacks of 30% boost to casting Light’s Embrace ON THEMSELVES every four seconds (less with light attack cooldowns). They get a capped version only and when they cast it on anyone else (even another healer), the current mechanics continue.
It’s very targeted and addresses a core frustration that others have. Regardless of how we come out on an issue, I think it’s important to try to understand how the other side might have a point. That’s what led me to this testing and this post.
It’s also why I started this reply with where I agree with you.
I don’t think it would make sense to completely eliminate the core functionality of Light’s Embrace +30% per buff aspect on self. It’s supposed to play into the theme of that entire side of the tree. I also think soloing and in PvE it’s not really overpowered. Enemies are constantly knocking you back. You have to put thought into maximizing the buffs for it.
I would say making food buffs not count for it might make sense as a change (though that would nerf it for everyone). I wasn’t even sure if that was an intended functionality currently or if it’s a bug. The tooltip just generally says buffs and not specific types, so I guess it’s intended to work that way.