4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Healing signet suggestion
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Unless you work for ArenaNet, I don’t think you’re qualified to make statements about what the Warrior’s “Job” is as the development team envisioned it.
Furthermore, nobody ever said that Warriors couldn’t run, or that they lack mobility – not in the class description, and not anywhere in the developer streams.
And at the end of the day, a convoluted tweak to Healing Signet isn’t going to stop a Warrior from running away from you if he REALLY wants to do so and coming back with full health – it’ll just take him a bit longer to do so. So even if your idea was implemented, it wouldn’t do much to alleviate your issue.
The issue is more all the layered passive defenses the Warrior gets on top of all that passive healing (via traits, etcetera).
Sorry but no. Warriors gaining a lot of ehp by doing NOTHING is not good design.
The skill needs to get nerfed to oblivion, or the passive healing needs to have a special condition attached to it.
Either make it scale on adrenaline (only getting 400hp at full) or nerf its base and buff the healing power ratio. Eles and thieves have signets that also heal but at least those need you to do something, not to mention that the healing they get is about 50% less than warriors AND they’re extremely squishy on top of that, so the effective hp they get out of it is minimal.
Ele & thief main (full ascended)
Down with the braindead faceroll classes.
1200 range is too far.
what about: get 2 second of HS regeneration when you hit an enemy (does not stack). So you are forced to fight or use the active and run away like a little girl
Sorry but no. Warriors gaining a lot of ehp by doing NOTHING is not good design.
Yeah? So, you’re essentially agreeing with what I said – Warriors have too many layered passives that lead to their current state of being extremely strong while not having to put in as much effort.
I don’t think Healing Signet needs to be nerfed more then ArenaNet is already planning to do so. Rather, you should be advocating for less passive defense on traits that give such powerful benefits with absolutely no real input on part of the player, and no real downside (Cleansing Ire comes to mind).
Passive defenses in general shouldn’t be so widespread, but that’s another discussion entirely.
(edited by Seryi.7936)
What I like about healing signet:
-It shows the warrior’s natural toughness that anet envisioned.
/gag
I doubt Anets vision was to make healing signet stupid strong. They just added a few other buffs at the same time reacting very poorly with a passive heal.
SO ANET, get rid of passive healing. <- Best solution
Sorry but no. Warriors gaining a lot of ehp by doing NOTHING is not good design.
Warriors have too many layered passives that lead to their current state of being extremely strong while not having to put in as much effort.
I don’t think Healing Signet needs to be nerfed more then ArenaNet is already planning to do so. Rather, you should be advocating for less passive defense on traits that give such powerful benefits with absolutely no real input on part of the player, and no real downside (Cleansing Ire comes to mind).
Passive defenses in general shouldn’t be so widespread, but that’s another discussion entirely.
Well, you were on the right path until all the contradictions began after saying don’t nerf healing signet, but nerf these other no skill passives!
Bottom line, no one should have ‘passive’ healing, a.k.a. no user input for heal. I don’t even care for heal on hit signets. But they aren’t as easily abused as healing signet.
I don’t think Anets done with healing signet. 8% isn’t much and cleansing ire hasn’t been touched. Warriors will all still be running it.
8% off of 392 is about 31 HP/s
That brings Healing sig to 361 HP/s @ 10,830 HP/30 (only a 930 total health lost per 30/s)
All I can say is bring the nerf bat for round 2, because the problem isn’t over.
(edited by Stogzlol.4795)
Healing signet is overpowered for Warriors. Would probably be overpowered for some other professions using specific builds aswell.
It would be a bad heal for my Engineer, i dont have the substain to live long enough to benefit from the extreme efficiency of HS. For me a burst heal, even if its 40% less efficient healing/sec, is better.
A Warrior has to much passive health and toughness. If i compare my Warrior with my Engineer i see the following. My Engineer has toughness on half my gear, and vitality on the other half.
My full zerker Warrior still has both more armor and a bigger healthpool. Effectively my Warrior has 33% more, free, item budget compared to my Engineer.
Toss in some skills that are great at buying time for a Warrior, keeping him alive (mobility, immunities, blocks, CCs) and its very easy for even a full zerker Warrior to get the substain needed to get that benefit out of the extremely efficient Healing Signet.
And this leads to another balance problem. Even if we humor the idea that all damage is balanced between Engineer and Warrior, its not, it favors Warrior straight from the get go but lets pretend.
Because i need to spend so much of my item budget to still get worst survivability then a Warrior, and the Warrior does not, he also has more offensive stats and will also get an advantage in dps. Even if dps was balanced.
(edited by Terrahero.9358)
I wonder if it wouldn’t be better to make HS scale on adrenaline instead of Healing Power, similar to the Adrenal Health minor? So perhaps it starts at ~60% effectiveness, then scales up to 100% based on adrenaline ticks. It’d make Cleansing Ire a bit more thoughtful too.
Warrior is primarily known for its melee ability, and either way needing to be in 1200 range has no counterplay other than what already exists (poison, burst dps).
Should be changed to 600 (or less) range to the targeted enemy, and the active could be something like 500hps for 8s. I also like the suggestion about stacking 2s of healing per hit. I think regardless of what Anet eventually goes with (hopefully not that 8% cut with buffed active), they make it so that a warrior has to actively fulfill a condition to get the healing.
(edited by roamzero.9486)
Unless you work for ArenaNet, I don’t think you’re qualified to make statements about what the Warrior’s “Job” is as the development team envisioned it.
Furthermore, nobody ever said that Warriors couldn’t run, or that they lack mobility – not in the class description, and not anywhere in the developer streams.
And at the end of the day, a convoluted tweak to Healing Signet isn’t going to stop a Warrior from running away from you if he REALLY wants to do so and coming back with full health – it’ll just take him a bit longer to do so. So even if your idea was implemented, it wouldn’t do much to alleviate your issue.
The issue is more all the layered passive defenses the Warrior gets on top of all that passive healing (via traits, etcetera).
ArenaNet said that they want warriors to be tough naturally. Which is why healing signet is strong. I am okay with it. Healing signet isn’t all that invincible as they community cries over it.
This tweak won’t stop healing signet warriors from running, yes. But it will stop them from getting full hp by the time I reach them.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I keep saying it, healing signet should have been an active base heal + 15 to 20 sec regen (equal to roughly the same amount of healing we have now.) the passive should have been a bonus 180 vitality added to the top end of your HP. (That way when you activate your heal at low health you don’t kill yourself.)
“…let us eat and drink, for tomorrow we shall die;.”
1200 range is too far.
what about: get 2 second of HS regeneration when you hit an enemy (does not stack). So you are forced to fight or use the active and run away like a little girl
The problem with lowering the range is that it will make tons of weapons unviable. One weapon that will be hit the hardest is the Mace. It lacks a long range cripple and a leap. Maybe 1000 range should be the minimum.
I had a idea like yours but I dismiss it for the same reason for my above reason.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
The problem is that if they nerf Healing Signet too much, yes the damage warriors will be more balanced but the tanky and bunker warrior builds will be completely destroyed, and we will go back to pre-HS where anyone asking how to make their warrior tanky would get laughed at and told to reroll guard…
I don’t understand why they can’t just lower the base heal by about 1/3 but hugely increase the healing power scaling. That would stink for PVT but full-defense/support warriors such as cleric and shaman would keep their heal, while those damage warriors who put a large amount of pressure on their foes would see their survivability toned down a bit, as it should.
Actually they should increase the healing power scaling of nearly all healing skills in the game…
What I like about healing signet:
-It shows the warrior’s natural toughness that anet envisioned./gag
I doubt Anets vision was to make healing signet stupid strong. They just added a few other buffs at the same time reacting very poorly with a passive heal.
SO ANET, get rid of passive healing. <- Best solution
Sorry but no. Warriors gaining a lot of ehp by doing NOTHING is not good design.
Warriors have too many layered passives that lead to their current state of being extremely strong while not having to put in as much effort.
I don’t think Healing Signet needs to be nerfed more then ArenaNet is already planning to do so. Rather, you should be advocating for less passive defense on traits that give such powerful benefits with absolutely no real input on part of the player, and no real downside (Cleansing Ire comes to mind).
Passive defenses in general shouldn’t be so widespread, but that’s another discussion entirely.
Well, you were on the right path until all the contradictions began after saying don’t nerf healing signet, but nerf these other no skill passives!
Bottom line, no one should have ‘passive’ healing, a.k.a. no user input for heal. I don’t even care for heal on hit signets. But they aren’t as easily abused as healing signet.
I don’t think Anets done with healing signet. 8% isn’t much and cleansing ire hasn’t been touched. Warriors will all still be running it.
8% off of 392 is about 31 HP/s
That brings Healing sig to 361 HP/s @ 10,830 HP/30 (only a 930 total health lost per 30/s)All I can say is bring the nerf bat for round 2, because the problem isn’t over.
Complete balance in healing and active defense simply isn’t possible while maintaining class identity, it cannot coexist with class mechanics. The core idea is that other classes have different methods of survival and damage output that while delivered differently, in totality accomplish approximately the same thing. For example a ranger’s total combination of passive regeneration, moderate damage reduction and active defense via high evade frequency would in an ideal world amount to the same league of survivability as a thief’s stealthing/pulsing blinds/weapon evades or a warriors high passive durability/passive healing combination. Obviously some classes and builds shine more than others, which spells a need for number tweaking and greater accessibility to build variation being included more actively on ArenaNet’s part. A nerf to Healing signet may be in order, but completely trashing it or passive skills all together is not going to make combat any more exciting, believe it or not. This idea of everything having a counter would create insane predictability, which would in turn see a boring flavor to combat and eventual decline in popularity. There needs to be skills that cannot be directly countered, and hard to predict for PvP/WvW combat to be entertaining.. the numbers simply need to be toned in a way to make these skills viable/balanced, which is easily accomplish-able over time once the idea for what the individual classes and their builds represent gets completely understood by both the players and the developers.
I also notice a disturbing trend that these kind of ideas frustratingly enough tend to go hand in hand with a flow of suggestions for every kitten skill in the game outside auto attacks to be super-telegraphed high power burst skills with 2 second cast times. Not that I’m pointing the finger at you, but some people out there seem to think that outplaying someone needs to be quantified as reducing the Guild Wars 2 combat speed to a crawl and avoiding the exact same “threatening attack combos”. They want to get rid of every passive ability and make everything a matter of timed, coordinated button mashing. And the end result sounds like a crappy freedom-of-movement version of those corny old Final Fantasy games where “turn by turn” and “active combat” had a demon baby together for absolutely no reason. Even with a time limit punishment, “High Speed Chess” is still ultimately, Chess. While it’s personal opinion, I’ve no interest in High Speed Chess as it’s still slow paced in contrast the the combat pacing I enjoy. That includes certain abilities with no direct counter, some currently untraceable defensive mechanics, and attacks that are simply not ones you can predict and react to. If I could predict and react to everything, there would be no point in playing the game.
Ferguson’s Crossing server.
(edited by Detharos.3157)
In range of target;
So this is any potential target? Or the person targeting them? What if three people are targeting them?
What is a ranger is at 1200 units, but their pet is at 300 units?..the pet is an extension of the ranger.
What about turrets/pets/clones/minions? if they are within the area do they count as ‘target’? even their owner maybe further away?
So a warrior ran away from you..an ele can do the same, so can a thief. A clever necro can lure you away and teleport back. A lot of professions can disengage. This is nothing new. If a opponent choices to high tail and run, you get the node, that is your reward. If you were fighting them off node and are just upset you didn’t get your bloodlust fix, then chances are you’re not being as useful to your team as what you could be. Nodes win matches..not kills. Keeps win WvW..not dragging rights 1 vs 1 duels.
In range of target;
So this is any potential target? Or the person targeting them? What if three people are targeting them?What is a ranger is at 1200 units, but their pet is at 300 units?..the pet is an extension of the ranger.
What about turrets/pets/clones/minions? if they are within the area do they count as ‘target’? even their owner maybe further away?
So a warrior ran away from you..an ele can do the same, so can a thief. A clever necro can lure you away and teleport back. A lot of professions can disengage. This is nothing new. If a opponent choices to high tail and run, you get the node, that is your reward. If you were fighting them off node and are just upset you didn’t get your bloodlust fix, then chances are you’re not being as useful to your team as what you could be. Nodes win matches..not kills. Keeps win WvW..not dragging rights 1 vs 1 duels.
Your points are easy. The only targets would be things that can attack, no ambients. Targeting wouldn’t activate it, simply being in range would. Three people would make no difference. The pet wouldn’t count, only people and enemies. That means strictly players, and npcs that aren’t player owned. Also, I know you didn’t suggest a clever necro can actually escape effectively. Not saying it’s impossible, but if one get’s disengaged by a necro their doing something wrong.
Having said that I like the idea of tying it to adrenaline, but 60% isn’t enough. They need to make it zero percent with no adrenaline. Passive effects are ok, but their needs to be a condition to restrain them. It also forces them to balance burst, condition removal, and healing. I also think it needs to be harder to build adrenaline as a warrior. It seems like they hit their burst and it’s full within 3-5 seconds.
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.
The whole game is just hammer warriors,thieves and guardians.
Just ridiculous.
my suggestion is tick every 5s.