Will you tune down healers?

No.

rabbit-chewing

The problem is for healing on heavy gear, but mainly for 1v1s only, where yes, a healer can stand still like an idiot and most of the time not die. Most of the time, because a skilled player with the right build can take down a healer that does not know how to dodge and etc.

For groups fights, if the healer can stand still it’s the group attacking fault, doing something wrong.

Agree, there is no balance in 1v1… Just healing on heavy makes 1v1 way too easy…

But there is some room for improvement. One OPR I joined, my group had so many healers it was impossible for the other team to kill anyone. The first dragged, since we were very slow to kill, but it was one stupid OPR. No rasy solution, maybe an OPR issue and not a healing issue…

not really accurate, many games a single dps can kill a healer, and many of them are better balanced than this game. It might take longer/too long but they are often killable. Most games do this via dwindling resources, but here the resources are basically not a factor.

however, in this game, I would say 2 people is OK. But they shouldn’t need to be specialized into healer killing. And currently I think its closer to 3 players. The reason why is this creates a 3 to 1 anti healer requirement in group composition. Which is essentially part of the reason the game is so hammer spam centric.

so for every 3 healers In opr, you need 9 hammer guys. this is problematic.

then there’s the fact that the unkillable healer, without 2-3 dudes basically ruins all non large scaled combat. And its not as if large scale combat is so well designed that I’d say healing’s design in it shouldn’t be changed.

ALMOST every mmorpg I’ve played, when it comes to PVP you have to focus fire the healer(s), or you can’t kill anything. Why is that? Healing isn’t fun to most people, everyone wants to pew pew pew, so you’d be lucky to get anywhere near 1 out of 10 players to play full spec healing. Games are usually built around this fact and a healer is supposed to be able to keep themselves and multiple other players alive against bosses that can even 3 shot tanks.

No side has an advantage in PVP provided they both brought healers. DUH, focus fire the healers, and protect your healers. This isn’t an FPS game where it’s only about who shoots 1st and most accurately. If they change this to where a healer can’t even keep themselves alive, who the hell would bother playing a healer? You’d see the game crash and burn, imo, because lots of people want to both PVE and PVP.

Yeah, in 1v1 many are going to struggle killing a full spec healer, but that healer has even less of a chance of killing you. Many other games have interrupts and healers are more squishy vs the heavy armor healers here, but the healers there often have way better CCs and instant full heals. Maybe you can justify some tweaks, but compared to the many issues this game has, the PVP healing balance is not what I’d consider what dev should be focused on currently.

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Then buff back healer damage. 1 dps should not have the damage output to counter the heals of a player INTENDED to be strong enough at healing to keep a party of five players alive.

Have you tryed focus targeting someone?

You are clueless… I leftclick all the time to reduce my cooldowns with light attacks or use heavy attacks to stack up healing Bonus :crazy_face:

5 Likes

That’s just a crappy matchmaking system. I have no idea how they matchmake teams but normally it’s completely one sided. Given the state of a lot of things in the game, I wasn’t assuming it would have good matchmaking :rofl:

the answer is no. you may now stop wasting your and our time.

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“If AGS doesn’t make it so healers cannot heal and cannot deal DPS, then I am quitting.”

Definitely top 10 bad ideas for NW.

PvP is a team game. Play as a team.

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The very same people who keep coming here complaining about healing are the ones bitching when the group wipes in dungeons and they waste their key in an arena because the healer couldn’t keep the group alive. Keep nerfing the healers, see how much actual PVE content you accomplish then.

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As someone who decided to tank and maxed/used the Strength weapons in PvE and PvP for a long time, and is now walking around with a Life Staff and Void Gauntlet, I have to say that healers are not too strong (in my opinion). I never thought they were too strong as melee, and I don’t see anything on the healer side to make me think otherwise either. After the holidays I’ll be rolling back to Strength/melee, since (as a healer) there seems to be fewer melee guys in Outpost Rush. I hate waiting for guys to step up and wade into the fray, when I loved doing that as melee.

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healers in this game shouldn’t be balanced to keep a party of 5 alive. this games combat is mostly about interaction, and active mitigation. Healing turns it more into a statistic game.

people should have to avoid/mitigate most damage in order to survive. Healers should allow a bit of recovery, and maybe a bit of proactive favorable trades, if well coordinated.

the big problem is that healer’s design runs counter to all the other combat design mechanics.

which is probably because the whole combat was designed without a strong consistent heal source in mind, then they changed direction.

basically, imagine someone added healer to street fighter, and removed all hitsun. thats what we have now.

the combat lacks a consistent vision now. They still haven’t figured out how its supposed to work.

this type of healer fits better in a game with mostly consistent dps from offense and defense. Where skillfull play is based on perfect rotations, and disrupting the healer for a few seconds is likely to change the flow of the combat.

the rest of the game is based on skillfull play based on active mitigation, picking your moment, and penalizing errors. Players have decent survival on their own, and damage is generally inconsistent.

IMO based on whats already here, healer needs a total rework, That said, a lot of high end pve was designed post this healer type, so maybe they are trapped now

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IMO not only healers need a rework, every class needs a rework. There should be no GLASScannons dishing out huge damage but at the same time wearing heavy armor and be automatically tanky while people cry that healers are supposed to do no damage, no heals and they’re supposed to die with light armor and 2 hits. Sounds right yeah.

Glasscannon should be just like glasshealers dying in 2 hits. A tank could kill them easily too. That’s what a glasscannon is about. That’s why we need a huge rework and take away a HUGE amount of damage from glasscannons that wear heavy. We could even argue about a smaller debuff for medium too because glass would mean to wear light.

Now, do you still want to rework things?

There is healing debuffs to counteract healers out there all ready. Perks and skills . Also wearing heavy armor cuts down your healing capabilities by 25%

Squad of lifestaffers backcapping points in OPR.(pvp mode). Unless heavily outnumbered they just keep themselves alive forever. In this video the 3 lifestaffers start dying when the 7th or 8th player joins the teamfights. Someone mentions having the new anti heal perk:

This video Is a solo backcap, usually 2 people are not enough to clear a point of a single lifestaff backcapper:

One lifestaffer and a ranged dps, I take out the dps and shorty after my teammate shows up. Lifestaffer tanks us until backup arrives:

They can run around open world without risk. So when you decide to pvp, flag up and find one of those you can’t kill him. They get the pvp luck bonus for free and can token farm.

Void blade was added, scales on same attribute as healing. Very strong dps weapon.

unbalanced.

2 Likes

Did you know, that you can choose to play heal too? People do that and switch all the time. Want to farm ore? Go full strength build. Wanna go farm trees? Switch to that. People play GA/Hammer all the time because meta and atleast Hammer will stay Meta in Wars. People level the Hammer to be part of the meta but they don’t want to switch to heals even tho they’re so strong. Why is that?

heavy armor does not matter that much, people are associating heavy armor with a whole build and team buffs.

the difference in mitigation from lights highest defense potential, to mediums highest defense potential to heavy’s highest defense potential is about 10% difference per weight class.

what people think of when they talk about heavy, is heavy armor, high constitution, and weapon traits that increase defense and mitigation.

those are not glass cannons. the damage of a pure damage build of any type and a tank, or hybrid are not even close. you are talking about 2-3 times the damage. People don’t run glass cannons because unless you are a musket on a convenient hill, you will die in like 2-3 hits.

Also this is a difference in statistics, even if someone wanted to change it, it only requires number tweaking. The healer design is in direct style opposition to the rest of the combat design.

the healer design is basically a statistic based tab target spank and tank design, and the rest of it is based on action combat and interactive timing/reaction/aiming/zoning/movement. That won’t easily be resolved with numbers. How low they would need to tune healing as is to work in this combat system would be boring and unsatisfying.

They need a whole different design based on similar principals of combat, which to be honest would be breaking new ground, I don’t think I ve seen a game with action healing combat. Generally healing in action combat is severely limited.

The only thing about healers that I want tuned down is the visuals of the heals on the ground.
As a melee character it is sometimes impossible to see if the boss is getting ready for a special attack.
Most of the time it’s too late.