View Full Version : Self-healing nerfs
lostintheswamp
09-16-2017, 10:36 PM
Only real complaint I have about Reaper is what it does to self-healing. The game hasn't really had dedicated healers in a long time. I think I'd really enjoy the new mode if not for the one thorn.
noinfo
09-16-2017, 10:56 PM
Only real complaint I have about Reaper is what it does to self-healing. The game hasn't really had dedicated healers in a long time. I think I'd really enjoy the new mode if not for the one thorn.
They have needed to nerf healing in general for a long long time now across all content. I would have preferred they do it on all difficulties but can live with reaper, though I think I would have preferred a significant CD cool down over direct %.
JOTMON
09-16-2017, 11:42 PM
They have needed to nerf healing in general for a long long time now across all content. I would have preferred they do it on all difficulties but can live with reaper, though I think I would have preferred a significant CD cool down over direct %.
meh, Nerfing reaper self healing just screwed up classes that were designed to have self healing access to cures, and double tapped forges and palemasters.
..simply removing heal and rez scrolls from NPC vendors would have done the trick.
In my opinion.. easy attainable UMD and unlimited NPC suppliers was the real power zone that flipped the scale of balance pretty heavily..
in general..
they should look at the ability of players to run/jump/do backflips while kiting a dozen mobs and still managing to incant intricate magical runes from a piece of parchment accurately...
I would have made scrolls only be usable while standing still for the full duration of the casting animation.
for Reaper they could have added extra cool down and slower casting to scrolls.. like mass heal scrolls...
noinfo
09-17-2017, 01:27 AM
meh, Nerfing reaper self healing just screwed up classes that were designed to have self healing access to cures, and double tapped forges and palemasters.
..simply removing heal and rez scrolls from NPC vendors would have done the trick.
In my opinion.. easy attainable UMD and unlimited NPC suppliers was the real power zone that flipped the scale of balance pretty heavily..
in general..
they should look at the ability of players to run/jump/do backflips while kiting a dozen mobs and still managing to incant intricate magical runes from a piece of parchment accurately...
I would have made scrolls only be usable while standing still for the full duration of the casting animation.
for Reaper they could have added extra cool down and slower casting to scrolls.. like mass heal scrolls...
UMD has is quite an issue but self healing overall has been out of control. CD would have been my choice so that self healing classes could have cycled healing spells around it and given a reason for CLW etc while those who heavy splash would still have some limited use. Healing has been long over due for a nerf. However that being said. The nerf to heal would/should have been inline with a reduced ability to 1 shot players, combat by attrition rather than spikes like we have now.
(don't disagree with the UMD and movement though)
WF healing was always too good as was PM healing as well. Both of these suffer more now in reaper due to the way healing is working but I have no issues with that on my PM in R10's just takes forever to recover.
When you can go from low hp to full hp in the click of 1 button then the only way you are being threatened is via cc or by mass spike 1/2 shots. Thats what the game turned into.
Phil7
09-17-2017, 07:10 AM
funny fact: they wanted to add more challenge and balance the classes and what they succeeded in doing is exactly the opposite.
Now all the non-caster and non-artificer toons can barely heal anyone in a high skull heroic group. I am not talking about healing themselves... no we are past that nowadays. I am talking about helping and healing the other party members. No they can't even do that cause a Heal scroll without W&S Mastery heals for like 180 HP. Yes that is on a party member with the base 50 HAMP (3x pal PLs + ship buffs). Might be 300+ on a hamp-geared ally wow!
So now fotm and meta builds (warlocks, DC casters, vorpal Artificer-repeater splashes) are even more ahead of the others and class balance is even worse. And today healing for 300HP is nothing... a lot of vets are running around with 1k+ HP at level 16-17 already.
I have never seen such a huge power-gap between classes before in an MMO this is ground breaking! You don't need healers for the TR train, you don't need melee or ranged dps who cares about that stuff. Just farm some gear and caster PLs, roll a warlock and CC/insta-kill everything, charm mobs at boss fights and let the mobs kill the boss in 5 seconds and Heal each other with Heal Scrolls + W&S mastery.
This is not coming out of my imagination or anything, we actually do those things in R7-R8 runs (latest example IQ2 at lvl 18 in R7-R8) using 2-3 warlocks. Here we had one of the top Cannith players running at level 18 with 1050 ish HP and another top player with 690 HP. The one had millions of rxp while the other had like 500k. I mean what happened to game balance??
Seriously I would make a few videos to show how ridiculous this is, but my computer can't even handle Witcher 2 so forget it... and I don't need to anyway, look at Rys and Wizza's videos, look at Fret's warlock lives and how they run high skulls. I really enjoy the cooperation between the players and the tactics used, but after a point it becomes common knoweledge and very trivial and it also excludes all of the other builds and classes. Diversity at this point on Racial TRs is non-existent.
And nerfs are not the way to go (except from charms which are broken), some buffs are actually needed but not specifically power creep. Something like giving ranged and melees a way to heal other party members and giving them a reason to exist in TR trains.
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