Healing Signet is not to powerful!

Healing Signet is not to powerful!

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Posted by: Aarean.5398

Aarean.5398

Those of you whom agree please post here because we have to counter the whiners or a decent healing ability will be ruined!

Jon Peters posted “The biggest problem is IMO is actually the active heal. If we reduce the passive without doing something to make the active useful, we are just creating a different problem. Truly the active on this skill right now is in the following place. When I see someone press it I think “No No No don’t do that!” We are discussion some options here so if you want this to be constructive give suggestions towards improving the active. Reducing the passive is easy to do but we will not do it without solving the other problem. Also we will not greatly reduce it because it is giving Warriors a sense of sturdiness that we want their profession to have. Without strong heals, Warriors feel too much like everyone else. Setting them apart with strong heals has been good for changing their playstyle feel, but we agree it needs some tweaks.”

Now lets not forget that the total overall healing of healing signet is roughly 12k hp every 30 seconds. Whereas the strongest healing surge is about 10-11k in one lump sum. Because of its staggered effect healing signets passive should heal more. I agree the active is utterly useless as it is. They should just leave its passive healing as is.. and change the actives effect all together.
Suggestions for new active
-protection for x secs
-overcharge the signet and heal double per second for x secs
-gain regen, protection, and vigor for x secs

Im most behind the overcharge idea because it just seems most in line with how the signet works. But lets get some posts here with suggestions to get some attention on the idea that the ability is balanced how it is now and doesnt need reduction because someone lost to a warrior and wants to complain about it.

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Posted by: Arkantos.7460

Arkantos.7460

Good Thiefs are average,
Skilled Thiefs are dangerous

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Posted by: Aarean.5398

Aarean.5398

Because its annoying that the title centers around the offender EVERY TIME. this is a defensive post. Centered around people who are focused on keeping the ability unnerfed. No naysayers here. Just suggestions to alter the ability without weakening its hps

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Posted by: snow.8097

snow.8097

…no…just no.

Safi/Clio Del Ray |Ranger, Elonas Reach,
https://forum-en.gw2archive.eu/forum/game/gw2/Suggestions-Gemstore-Items/page/31#post4533037
the skrittfinisher was my idea!

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Posted by: Arganthium.5638

Arganthium.5638

LOL

First of all, the most powerful Healing Surge only heals for 9820 at base, and that’s on a 30s CD with a 1s cast. In any battle, mathematically speaking, a warrior only needs to live for a few seconds (~10s against a thief with Withdraw, for example) before he/she starts healing for more than his/her opponent does. With Endure Pain, 18k base health, heavy armor, Adrenal Health, and amazing condi cleanse and adrenaline regen from Cleansing Ire, that’s extremely easy. If you really need to increase the passive effect more in order to survive, then you’re just a bad player, and that’s all there is to it.

Thief|Mesmer|
Theorycrafter

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

yes, healing signet is not overpowered.

i said it many times already.

but they would not listen.

how?

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Posted by: Detharos.3157

Detharos.3157

While we have different class mechanics, the largest raw healing numbers over a period of about 120 seconds I can get on ranger would be with Heal as One. Comparing the two, on my current ranger with an ascended cleric greatsword, 3 ascended cleric trinkets and about another 75 healing power from my other trinket slots, and a FULL 25 stacks of healing (+250 healing) power my Heal as One only hits about 7.3-7.5k (not sure which) which is with no added perks individually on a 20 second cooldown timer, and easily interrupted and susceptible to poison reductions. (Especially for many ranger builds in how limited we are on controlled condi removal.)

So, if Healing Signet really is topping 8k every 20 seconds as many are saying it does with no healing power coupled with by default larger damage reduction from armor type further augmented by easy access to many, many damage reduction functions via traits and skills.. then yes, healing signet may just be a little bit too high at least in comparison to what my class deals with. To be fair you can entertain the “well rangers have a lot of evades argument” but warriors have easily enough damage reduction by nature in every single warrior build(And high damage to survivability ratios) too easily outdo any evade spam.

Dathaul, 80 Melee Ranger
Ferguson’s Crossing server.

(edited by Detharos.3157)

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Posted by: nicknamenick.2437

nicknamenick.2437

While we have different class mechanics, the largest raw healing numbers over a period of about 120 seconds I can get on ranger would be with Heal as One. Comparing the two, on my current ranger with an ascended cleric greatsword, 3 ascended cleric trinkets and about another 75 healing power from my other trinket slots, and a FULL 25 stacks of healing (+250 healing) power my Heal as One only hits about 7.3-7.5k (not sure which) which is with no added perks individually on a 20 second cooldown timer, and easily interrupted and susceptible to poison reductions. (Especially for many ranger builds in how limited we are on controlled condi removal.)

So, if Healing Signet really is topping 8k every 20 seconds as many are saying it does with no healing power coupled with by default larger damage reduction from armor type further augmented by easy access to many, many damage reduction functions via traits and skills.. then yes, healing signet may just be a little bit too high at least in comparison to what my class deals with. To be fair you can entertain the “well rangers have a lot of evades argument” but warriors have easily enough damage reduction by nature in every single warrior build(And high damage to survivability ratios) too easily outdo any evade spam.

Wanna compare the rest also?
Yeah warriors have also more health and armor.. but you can also use allot of evade skills + kite around way more compared to warriors + you have protection etc..
I would be happy to get some evade skills on my sword and some protection + stealth also you have to trade for that Healing signet..

When a warrior is out of its endure pain/berserker stance and maby shield stance.. after that we eat almost ALL damage we get.. where you can go stealth or use you evade skills also.. + you also have endure pain like skill + almost perma protection where you get way less damage compared to heavy armor warrior…

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Posted by: evilapprentice.6379

evilapprentice.6379

Healing signet ignores or devalues every single healing counter available in the game.

With no cast time, it can’t be interrupted.

Due to its passive nature, you can’t preemptively CC your target when they’re low and DPS them down before they can break the CC and heal.

Due to its passive nature, it’s ticking at all times – when you’re blocking, when endure pain is up, when you’re attacking, when you’re running away, when your target is CC’d….

It’s highly resistant to poison – since the healing is spread over time, the only heals more effective against poison are those that cleanse poison before the heal is applied.

The base healing is very high at 0 Healing power.

Then there’s all the other little things that contribute to how powerful HS is.

Cleansing ire makes it very hard for a non-condition based spec to get poison to actually stick to a warrior for any reasonable amount of time.

Berserkers stance used after a CI that removes poison can guarantee 8-10s of full, unstoppable healing.

AH helps bolster the already great healing of HS.

Endure pain, defy pain, adequate access to blocks, great access to hard CC and the highest base health pool in the game all generate more time for healing.

With all that in mind, I wouldn’t claim that it’s crazy OP – but it’s not well balanced either. It definitely warrants looking into by the balance team, it has way too many strengths and almost no weaknesses, and likely needs to be shaved. The other abilities/traits (CI, AH, Zerkers stance) that contribute might be the culprit instead, but most of HS’s strengths are inherent to HS. The passive should probably be shaved (25-75HPS), the active slightly increased, and the Healing Power contribution increased – High HPS is fine for a warrior when they invest into healing power.

If you’re a thief and haven’t
pre-ordered HOT at this point,
save yourself the money and don’t bother.

(edited by evilapprentice.6379)

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Posted by: nicknamenick.2437

nicknamenick.2437

Healing signet ignores or devalues every single healing counter available in the game.

With no cast time, it can’t be interrupted.

Due to its passive nature, you can’t preemptively CC your target when they’re low and DPS them down before they can break the CC and heal.

Due to its passive nature, it’s ticking at all times – when you’re blocking, when endure pain is up, when you’re attacking, when you’re running away, when your target is CC’d….

It’s highly resistant to poison – since the healing is spread over time, the only heals more effective against poison are those that cleanse poison before the heal is applied.

The base healing is very high at 0 Healing power.

Then there’s all the other little things that contribute to how powerful HS is.

Cleansing ire makes it very hard for a non-condition based spec to get poison to actually stick to a warrior for any reasonable amount of time.

Berserkers stance used after a CI that removes poison can guarantee 8-10s of full, unstoppable healing.

AH helps bolster the already great healing of HS.

Endure pain, defy pain, adequate access to blocks, great access to hard CC and the highest base health pool in the game all generate more time for healing.

With all that in mind, I wouldn’t claim that it’s crazy OP – but it’s not well balanced either. It definitely warrants looking into by the balance team, it has way too many strengths and almost no weaknesses, and likely needs to be shaved. The passive should probably be shaved (25-75HPS), the active slightly increased, and the Healing Power contribution increased – High HPS is fine for a warrior when they invest into healing power.

Thief: Evade spamming going into stealth > creates time for next healing
Ranger: Evade spamming + stealth + superior ranged kiting > creates time for next healing
Necro: Second health bar + fears and protection > creates time for next healing
Guardian: ALLOT of extra healing from weapon skills + traits + virtue etc..
Mesmer: they have so many ways to kite around with stealth and teleport so they can create allot of time to get there heal back from cooldown
Engi: allot of stuns/dazes/knockback/2x shield blocking etc etc.. so many skills + also healing from bombs or get allot of boons from kit swapping.. so many skills, enough to create time to kite around for there healing skill..

Warrior: endure pain/berserker stance on both 60sec cooldown.. after that we can use a shield stance or try to run around..
If you run hammer you can try also to create time to get some stuns.. with offhand sword you have a 2sec block but mostly you don’t run a shield also..
So as you can see warriors get so much damage between there skills, that’s why we need a solid healing.

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Posted by: Arganthium.5638

Arganthium.5638

While we have different class mechanics, the largest raw healing numbers over a period of about 120 seconds I can get on ranger would be with Heal as One. Comparing the two, on my current ranger with an ascended cleric greatsword, 3 ascended cleric trinkets and about another 75 healing power from my other trinket slots, and a FULL 25 stacks of healing (+250 healing) power my Heal as One only hits about 7.3-7.5k (not sure which) which is with no added perks individually on a 20 second cooldown timer, and easily interrupted and susceptible to poison reductions. (Especially for many ranger builds in how limited we are on controlled condi removal.)

So, if Healing Signet really is topping 8k every 20 seconds as many are saying it does with no healing power coupled with by default larger damage reduction from armor type further augmented by easy access to many, many damage reduction functions via traits and skills.. then yes, healing signet may just be a little bit too high at least in comparison to what my class deals with. To be fair you can entertain the “well rangers have a lot of evades argument” but warriors have easily enough damage reduction by nature in every single warrior build(And high damage to survivability ratios) too easily outdo any evade spam.

Wanna compare the rest also?
Yeah warriors have also more health and armor.. but you can also use allot of evade skills + kite around way more compared to warriors + you have protection etc..
I would be happy to get some evade skills on my sword and some protection + stealth also you have to trade for that Healing signet..

When a warrior is out of its endure pain/berserker stance and maby shield stance.. after that we eat almost ALL damage we get.. where you can go stealth or use you evade skills also.. + you also have endure pain like skill + almost perma protection where you get way less damage compared to heavy armor warrior…

All evade skills come with some sort of aftercast or moment of vulnerability or some other type of disadvantage that offsets the strength of the skill.

Warriors can kite just as easily or even more easily than most other classes, because LB allows great condi removal and doesn’t do bad damage either and Rifle is just an absolutely murderous weapon. Heck, if you wanted to just kite, you could run a LB+Rifle build and all of your problems would be solved.

Protection always comes in small quantities and/or has a significant CD. Stone Spirit is a small exception to this (though it’s only any good in Spirit builds anyways), but even that has an ICD, if I remember correctly. On the other hand, warriors will always have a 7% damage reduction buff over rangers, and they don’t even have to build for that. Not to mention- because armor is not characterized by the protection boon, you can have heavy armor and have protection applied to you. Rangers don’t get that same kind of benefit.

There are many reasons why warriors don’t have stealth, but the primary balance reasons revolve around Eviscerate and Kill Shot. Even a level 2 Eviscerate deals more damage than a backsided BS, and Kill Shot would be an absolutely devastating skill- it deals more than 150% of BS’s damage from a 1500 range at level 3.

Those 3 “stances” (“Shield Stance” isn’t actually a stance…) have a combined base duration of 15s, which can be brought up to 18s with Sure-Footed. Heavy armor and the 18k base health both reduce the amount of damage you take anyways, and Adrenal Health, combined with Cleansing Ire, seals the deal. You have absolutely nothing to complain about (especially since nobody has “perma-protection” anyways… Jeez, man…).

Thief|Mesmer|
Theorycrafter

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

Necro: Second health bar + fears and protection > creates time for next healing

second health bar? Please it melts in any situation other than small group (and not focused) or in Solo, melts the moment it is focused. No healing inside DS either, no invul like most other classes have.

Protection? from ONE skill on a 60second cool down and another for 5 seconds n a 45second cool down….yeah amazing so much better than condition and damage immunity…

Not as if you can make yourself immune to fear through i dunno a boon called stability maybe? or removed through stun breakers…

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Posted by: nicknamenick.2437

nicknamenick.2437

While we have different class mechanics, the largest raw healing numbers over a period of about 120 seconds I can get on ranger would be with Heal as One. Comparing the two, on my current ranger with an ascended cleric greatsword, 3 ascended cleric trinkets and about another 75 healing power from my other trinket slots, and a FULL 25 stacks of healing (+250 healing) power my Heal as One only hits about 7.3-7.5k (not sure which) which is with no added perks individually on a 20 second cooldown timer, and easily interrupted and susceptible to poison reductions. (Especially for many ranger builds in how limited we are on controlled condi removal.)

So, if Healing Signet really is topping 8k every 20 seconds as many are saying it does with no healing power coupled with by default larger damage reduction from armor type further augmented by easy access to many, many damage reduction functions via traits and skills.. then yes, healing signet may just be a little bit too high at least in comparison to what my class deals with. To be fair you can entertain the “well rangers have a lot of evades argument” but warriors have easily enough damage reduction by nature in every single warrior build(And high damage to survivability ratios) too easily outdo any evade spam.

Wanna compare the rest also?
Yeah warriors have also more health and armor.. but you can also use allot of evade skills + kite around way more compared to warriors + you have protection etc..
I would be happy to get some evade skills on my sword and some protection + stealth also you have to trade for that Healing signet..

When a warrior is out of its endure pain/berserker stance and maby shield stance.. after that we eat almost ALL damage we get.. where you can go stealth or use you evade skills also.. + you also have endure pain like skill + almost perma protection where you get way less damage compared to heavy armor warrior…

All evade skills come with some sort of aftercast or moment of vulnerability or some other type of disadvantage that offsets the strength of the skill.

Warriors can kite just as easily or even more easily than most other classes, because LB allows great condi removal and doesn’t do bad damage either and Rifle is just an absolutely murderous weapon. Heck, if you wanted to just kite, you could run a LB+Rifle build and all of your problems would be solved.

Protection always comes in small quantities and/or has a significant CD. Stone Spirit is a small exception to this (though it’s only any good in Spirit builds anyways), but even that has an ICD, if I remember correctly. On the other hand, warriors will always have a 7% damage reduction buff over rangers, and they don’t even have to build for that. Not to mention- because armor is not characterized by the protection boon, you can have heavy armor and have protection applied to you. Rangers don’t get that same kind of benefit.

There are many reasons why warriors don’t have stealth, but the primary balance reasons revolve around Eviscerate and Kill Shot. Even a level 2 Eviscerate deals more damage than a backsided BS, and Kill Shot would be an absolutely devastating skill- it deals more than 150% of BS’s damage from a 1500 range at level 3.

Those 3 “stances” (“Shield Stance” isn’t actually a stance…) have a combined base duration of 15s, which can be brought up to 18s with Sure-Footed. Heavy armor and the 18k base health both reduce the amount of damage you take anyways, and Adrenal Health, combined with Cleansing Ire, seals the deal. You have absolutely nothing to complain about (especially since nobody has “perma-protection” anyways… Jeez, man…).

Warriors and protection?! How? You mean runes i think that gives a protection boon for 10 sec with long icd below 50% health i think.. Lol that sucks, also runes issnt part of the class.

Btw i dont complain now because warriors have a solid healing and are finally good..

I do complain if they just nerf the healing.

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Posted by: nicknamenick.2437

nicknamenick.2437

Necro: Second health bar + fears and protection > creates time for next healing

second health bar? Please it melts in any situation other than small group (and not focused) or in Solo, melts the moment it is focused. No healing inside DS either, no invul like most other classes have.

Protection? from ONE skill on a 60second cool down and another for 5 seconds n a 45second cool down….yeah amazing so much better than condition and damage immunity…

Not as if you can make yourself immune to fear through i dunno a boon called stability maybe? or removed through stun breakers…

Yeah lol i pop stability stance and you just rip my boon, what you can do with a weapon skill.. Thats a 40sec cooldown skill for a warrior

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Posted by: Detharos.3157

Detharos.3157

While we have different class mechanics, the largest raw healing numbers over a period of about 120 seconds I can get on ranger would be with Heal as One. Comparing the two, on my current ranger with an ascended cleric greatsword, 3 ascended cleric trinkets and about another 75 healing power from my other trinket slots, and a FULL 25 stacks of healing (+250 healing) power my Heal as One only hits about 7.3-7.5k (not sure which) which is with no added perks individually on a 20 second cooldown timer, and easily interrupted and susceptible to poison reductions. (Especially for many ranger builds in how limited we are on controlled condi removal.)

So, if Healing Signet really is topping 8k every 20 seconds as many are saying it does with no healing power coupled with by default larger damage reduction from armor type further augmented by easy access to many, many damage reduction functions via traits and skills.. then yes, healing signet may just be a little bit too high at least in comparison to what my class deals with. To be fair you can entertain the “well rangers have a lot of evades argument” but warriors have easily enough damage reduction by nature in every single warrior build(And high damage to survivability ratios) too easily outdo any evade spam.

Wanna compare the rest also?
Yeah warriors have also more health and armor.. but you can also use allot of evade skills + kite around way more compared to warriors + you have protection etc..
I would be happy to get some evade skills on my sword and some protection + stealth also you have to trade for that Healing signet..

When a warrior is out of its endure pain/berserker stance and maby shield stance.. after that we eat almost ALL damage we get.. where you can go stealth or use you evade skills also.. + you also have endure pain like skill + almost perma protection where you get way less damage compared to heavy armor warrior…

Nice try. To get survivability levels equivalent to a warrior built with my stats distribution I have to sacrifice my 7, 8 utilities for two shouts, my rune setup. On top of that, because of pet AI any talentless noob who knows how to hit his W,S,A,D keys can negate 30% of any ranger’s damage by attacking and moving simultaneously. The only ranger build that can do that is condi- which means power players like myself bite it in terms of hitting that ideal survivability to damage output ratio that we could EASILY hit by rerolling warrior at the present time.

Or how about we experiment and give every class a passive healing number 6 like healing signet with healing output scaled to reflect their class nature? I guarantee you would see a lot more complaints on forums about other classes. I sure would love if I could keep my 7, 8, 9 skills as full killing utilities and maintain healing as a passive. It’d be nice if fighting full stun/interrupt/daze warriors, my healing was something they could not interrupt. I bet they’d rage in our forums every day when they fought me.

But really to make it simple for you, the BIG difference comes from the fact that Healing Signet can not be interrupted, is not as prone to having upwards of a full 33% of its output nullified by poison, and enables high passive healing while providing the room to dedicate your 7, 8, 9 utilities to full damage/damage support abilities to hit that magical ratio that only warriors seem to be able to hit. I’m not saying it’s groundbreaking overpowered, certainly it isn’t on its own. But little things go a long way in Guild Wars 2.

Dathaul, 80 Melee Ranger
Ferguson’s Crossing server.

(edited by Detharos.3157)

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

Yeah lol i pop stability stance and you just rip my boon, what you can do with a weapon skill.. Thats a 40sec cooldown skill for a warrior

Right, You have damage immunity, condition immunity, HS, high health, high armor and insane mobility….

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Posted by: evilapprentice.6379

evilapprentice.6379

Thief: Evade spamming going into stealth > creates time for next healing
Ranger: Evade spamming + stealth + superior ranged kiting > creates time for next healing
Necro: Second health bar + fears and protection > creates time for next healing
Guardian: ALLOT of extra healing from weapon skills + traits + virtue etc..
Mesmer: they have so many ways to kite around with stealth and teleport so they can create allot of time to get there heal back from cooldown
Engi: allot of stuns/dazes/knockback/2x shield blocking etc etc.. so many skills + also healing from bombs or get allot of boons from kit swapping.. so many skills, enough to create time to kite around for there healing skill..

Evade’s have time in between them when you can hit the target – Stealth is not invulnerability, you can still damage a character in stealth and you can’t cap/contest points in stealth. Guardians have 8k less base HP, and have to spec into making all those heals work rather than slotting a single skill in any spec with 20 points in a single line. Engineers aren’t passively regenerating 400 HPS via their heal while using their stuns/dazes/etc, and you can interrupt their heals.

None of what you’ve said here addresses how HS is effectively immune to every possible healing counter available in the game except for poison, which it is only extremely effective against (rather than being immune to it). That’s a problem – the heal has no viable counters, which every other heal in the game has.

Warrior: endure pain/berserker stance on both 60sec cooldown.. after that we can use a shield stance or try to run around..
If you run hammer you can try also to create time to get some stuns.. with offhand sword you have a 2sec block but mostly you don’t run a shield also..
So as you can see warriors get so much damage between there skills, that’s why we need a solid healing.

Which is why I mentioned part of the issue is the interaction between HS, CI, AH, and Zerkers stance. I also didn’t suggest reducing the heal to 250hps or anything like that. I also advocated a bump in Healing power scaling, because every class should have access to a ridiculously powerful heal as long as you dedicate some healing power to it, like any other class in the game.

If you’re a thief and haven’t
pre-ordered HOT at this point,
save yourself the money and don’t bother.

(edited by evilapprentice.6379)

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Posted by: Stand The Wall.6987

Stand The Wall.6987

YEAH GIVE WARRIORS PROTECTION THATS A GOOD IDEA

Team Deathmatch for PvP – Raise the AoE cap for WvW – More unique events for PvE

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Posted by: Arganthium.5638

Arganthium.5638

Warriors and protection?! How? You mean runes i think that gives a protection boon for 10 sec with long icd below 50% health i think.. Lol that sucks, also runes issnt part of the class.

Apparently you never learned your critical reading skills… I never said that warriors have protection, I was simply speaking about protection in general.

Thief|Mesmer|
Theorycrafter

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Posted by: observer z.6725

observer z.6725

Warriors can kite just as easily or even more easily than most other classes, because LB allows great condi removal and doesn’t do bad damage either and Rifle is just an absolutely murderous weapon. Heck, if you wanted to just kite, you could run a LB+Rifle build and all of your problems would be solved.

Stopped reading here. You have no idea what you’re talking about.

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Posted by: Silhouette.5631

Silhouette.5631

Its not that Healing signet is overpowered, its that its DISBALANCED and easily abused by the more tanky warriors. yes the passive needs to go down, get over it, thisll probably be compensated by the active going up or something. But as it is right now i know warriors who themselves agree that it needs a tweeking. And when warriors can heal for more than most guardians, Theeeeres your sign

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Posted by: Shinoobi.1259

Shinoobi.1259

With 1800 healing power, my passive healing signet for my ele doesn’t reach the warriors with 0 healing power and adrenal health. That’s not the best comparison, but if you had 1800 healing power on a ranger, your signet of the wild wouldn’t reach the warriors 0 healing power and adrenal health either, and it takes up a utility slot.

So Butter So Fly – Mesmer
Bossy B – Elementalist
Pocket Rot- Necro

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Posted by: Arganthium.5638

Arganthium.5638

Warriors can kite just as easily or even more easily than most other classes, because LB allows great condi removal and doesn’t do bad damage either and Rifle is just an absolutely murderous weapon. Heck, if you wanted to just kite, you could run a LB+Rifle build and all of your problems would be solved.

Stopped reading here. You have no idea what you’re talking about.

I don’t see why you would. LB has utility coming from AoE and conditions (and the ability to remove them with Cleansing Ire), while Rifle gets fantastic damage from Volley and has other useful abilities that can hamper opponents significantly. Either way, I was simply proposing a possible option for pure kiting.

Thief|Mesmer|
Theorycrafter

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Posted by: Baels.3469

Baels.3469

Too*

Come on, the thread you made this in response to even demonstrated the correct spelling.

Healing signet is fine, just needs a slight reduction. Nothing major.

Blackgate
[MERC] – Oceanic

(edited by Baels.3469)

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Posted by: Julie Yann.5379

Julie Yann.5379

I don’t think that Healing Signet is OP by itself but when combined with other forms of healing and condi cleanses the mix can be quite strong. I made a pretty indestructible soldier amulet, soldier rune, healing/condi cleansing shout Hambow that can keep 15 -20 stacks of might on him at all times and 5 to 10 stacks on allies. A real tank with enough power to kill anyone not willing to run away. It also has good team support.

Be careful what you wish for, Anet might just give it to you “HoT”
“…let us eat and drink, for tomorrow we shall die;.”

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Posted by: Stx.4857

Stx.4857

Ele in SOLDIERS fully traited for regen/healing = 20k HP, 2600 armor, ~400 regen per second.

Warrior in ZERKERS with traited for damage with 20 in Defense = 18k HP, 2600 armor, ~600 regen per second.

The Warrior also has longer durations on his immunity cooldowns, and with a GS, more mobility than the Ele.

2x 80 Necro, 80 Ranger, 80 Thief

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Posted by: Cries Of Sorrow.5864

Cries Of Sorrow.5864

Is your thread title implying that healing signet is totally NOT-to-Powerful and isn’t that extremely HOT, john agreed not as he said, the flames reached high darkening the forums sky, the cries of balance are once again nigh, but whom are thy? The fly or the sly..? Words reached out but actions were left out, so many GrandMasters standing tall in plain sight this has turned into a huge blight, this has to stop before we’re all at the top!

Main Elementalist:Train Of Thought
Alt Warrior: Burning Paris
Best Ele build EU.

(edited by Cries Of Sorrow.5864)

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Posted by: Carighan.6758

Carighan.6758

The problem is not the signet itself. But see the context. A warrior’s gear, class skills, traits and weapon loadout.

That’s when it becomes a problem.

The strength of heart to face oneself has been made manifest. The persona Carighan has appeared.

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Posted by: Linver.5897

Linver.5897

I think, Warriors looks like “old op d\d ele”, but

  • have moar damage
  • have moar armor and don’t run
  • don’t have big heals

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Posted by: Paulie.6215

Paulie.6215

Nope it’s op. Needs to be nerfed but will not because aner won’t need it’s precious pet class the warrior. God forbid lol

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Posted by: Zanshin.5379

Zanshin.5379

The problem with HS is that it gives the warrior the ability to tank AND deal heavy damage at the same time. When you want to tank with a guardian, you have to sacrifice your damage. It should be the same for the warrior.

But as Paulie said, we know that for some reason the devs just love the warrior (and couldn’t care less about the guardian). Even if they nerf HS, I don’t think it’s gonna be a big nerf.

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Posted by: Stx.4857

Stx.4857

The problem with HS is that it gives the warrior the ability to tank AND deal heavy damage at the same time. When you want to tank with a guardian, you have to sacrifice your damage. It should be the same for the warrior.

But as Paulie said, we know that for some reason the devs just love the warrior (and couldn’t care less about the guardian). Even if they nerf HS, I don’t think it’s gonna be a big nerf.

Wait wait wait. You think that A-Net doesn’t care about Guardians?

Guardians are probably the single most wanted profession, for all parts of the game. In PvE, they bring irreplaceable group support(while also being a strong dps). They single handedly keep groups alive with stability, aegis, protection, regen, all of it. Same in WvW.

2x 80 Necro, 80 Ranger, 80 Thief

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Posted by: Roe.3679

Roe.3679

You’re comparing casted, interruptible skills to a passive heal that literally outheals those actives when comparing hps of HS to hps of active heals? Its massivley more powerful than Ndcromancer’s SoV which requires a hit just to heal. It’s too strong in its current state and warriors should be embarrassed to use such a simple mechanic instead of defending it.

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Posted by: fellyn.5083

fellyn.5083

I think people aren’t gonna be happy until warriors are a free kill in wvw or pvp again like they were most of the entire last year.

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Posted by: Roe.3679

Roe.3679

I think people aren’t gonna be happy until warriors are a free kill in wvw or pvp again like they were most of the entire last year.

Yes, you’ve uncovered our nefarious plans to ruin the warrior.

…or it’s just a low risk, high reward build that is in need of some changing. All classes should be strong, but not strong just for face rolling. That’s why you also see backlash against dhuumfire, spirit rangers, the old sword/dagger thieves, and PU mesmers.

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Posted by: NevirSayDie.6235

NevirSayDie.6235

Those of you whom agree please post here because we have to counter the whiners or a decent healing ability will be ruined!

Jon Peters posted “The biggest problem is IMO is actually the active heal. If we reduce the passive without doing something to make the active useful, we are just creating a different problem. Truly the active on this skill right now is in the following place. When I see someone press it I think “No No No don’t do that!” We are discussion some options here so if you want this to be constructive give suggestions towards improving the active. Reducing the passive is easy to do but we will not do it without solving the other problem. Also we will not greatly reduce it because it is giving Warriors a sense of sturdiness that we want their profession to have. Without strong heals, Warriors feel too much like everyone else. Setting them apart with strong heals has been good for changing their playstyle feel, but we agree it needs some tweaks.”

Now lets not forget that the total overall healing of healing signet is roughly 12k hp every 30 seconds. Whereas the strongest healing surge is about 10-11k in one lump sum. Because of its staggered effect healing signets passive should heal more. I agree the active is utterly useless as it is. They should just leave its passive healing as is.. and change the actives effect all together.
Suggestions for new active
-protection for x secs
-overcharge the signet and heal double per second for x secs
-gain regen, protection, and vigor for x secs

Im most behind the overcharge idea because it just seems most in line with how the signet works. But lets get some posts here with suggestions to get some attention on the idea that the ability is balanced how it is now and doesnt need reduction because someone lost to a warrior and wants to complain about it.

I think it would be better to have an offensive effect on use. As it is, no one uses the active because the signet will heal over twice as much if the active is not used. If the active were changed to “heals double for X seconds,” it would either be too powerful (i.e. it heals even more than it did before) or it would have the same problem (no one uses the active because the passive heals for more).

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Posted by: Atherakhia.4086

Atherakhia.4086

Healing Signet is not overpowered. While it is the strongest heal in the game and the activated portion of the skill has no reasonable reason to exist, the way the Warrior is expected to play explains why the heal is so high.

The problem with the Warrior doesn’t become apparent until you start stacking things like Adrenal Health, Endure Pain, Defy Pain, Berserker Stance, Shield Stance, the second highest mobility in the game, etc.

This is the problem. Have you ever faught against a Warrior without Adrenal Health? Without Cleansing Ire? Without Endure Pain? No sword or greatsword equipped? They’re free bags much like power Rangers are.

There’s no denying that the Warrior is still too ‘over the top’. The class can bunker up and lose almost no damage by doing it. On the flip side, they can spec for high DPS and lose almost all of their survivability but show only pitiful gains in real damage. I’d sooner try shuffling some of the traits around so the class actually sacrifices real damage to gain the survivability they currently get. Bandaid fixes are how the Warrior got in the state it’s in right now.

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Posted by: evilapprentice.6379

evilapprentice.6379

Healing Signet is not overpowered. While it is the strongest heal in the game and the activated portion of the skill has no reasonable reason to exist, the way the Warrior is expected to play explains why the heal is so high.

The fact that the skill is immune to all but 1 of the available ways heals can be countered (and the 1 way it isn’t immune to it’s highly resistant to) points to an issue – “OP” is a term that has variable meaning depending on who you’re talking to, but a heal shouldn’t have the Best HPS And the least amount of counters (1 soft counter, sort of) at the same time.

The problem with the Warrior doesn’t become apparent until you start stacking things like Adrenal Health, Endure Pain, Defy Pain, Berserker Stance, Shield Stance, the second highest mobility in the game, etc.

This is the problem. Have you ever faught against a Warrior without Adrenal Health? Without Cleansing Ire? Without Endure Pain? No sword or greatsword equipped? They’re free bags much like power Rangers are.

Yes, the interaction between HS and all of the above is the reason everyone thinks HS is “OP”. The way everything fits together so perfectly is a big part of the problem.

There’s no denying that the Warrior is still too ‘over the top’. The class can bunker up and lose almost no damage by doing it. On the flip side, they can spec for high DPS and lose almost all of their survivability. I’d sooner try shuffling some of the traits around so the class actually sacrifices real damage to gain the survivability they currently get. Bandaid fixes are how the Warrior got in the state it’s in right now.

Sounds about right – the survivability option isn’t OP on it’s own, its the amount of damage a warrior can do while gaining that level of survivability that’s the issue.

If you’re a thief and haven’t
pre-ordered HOT at this point,
save yourself the money and don’t bother.