
Originally Posted by
Monkey_Archer
Well, consistency is good. So I will also be consistent with my feedback made on the last update's system changes.
Overall, from a player vs player perspective this change is great. Lessening the gap between healing amp builds is definitely a good thing. Well designed change and consistent with other system formulas.
From a player vs monster perspective, again, just like the armor and melee power changes, the numbers are absurd. A completely unnecessary buff, again, to help struggling builds become overpowered, rather than just tone down the problems.
Fact: A 1000 hp paladin with 100+ PRR/MRR and "only" 200% healing amp is virtually unkillable in 99% of content in this game. And that 1% is never going to be from damage alone (more likely from CC, stat drain, antimagic, etc..). There is no reason why a build like this needs more buffs (even if the goal is to help other struggling builds).
On a side note, I just managed to get my Zombarian to level 20 without using a single consumable for healing (Elite streaking solo). I would like to see how you plan to make this build overpowered as well. (please dont, the lengths I'm going to to find challenge in this game are getting to desperate levels)