Idea: Lower all healing, boost heal scaling
I came to this solution as well after thinking about how weak healing power really is. It would require a pretty large break between PVP and PVE, which isn’t necessarily a bad thing. I personally would love it, but am skeptical that Anet would ever do it because of broad a stroke it is.
No thanks. I like healing skills as they are. I could agree on anything outside that 6 skill, but not on the 6 skill. And Water Field blasting I think shouldn’t require HP to work, now if it was changed to use the HP of the person who used the water field, that may change my opinion on that.
No, thanks. It will create a Cele-nightmare in every PvP matches.
- doranduck, 2016 on Lore in Raids
They’re doing this for Druid. Irenio posted in the Ranger sub detailing some of the coefficient scalings.
No thanks. I like healing skills as they are. I could agree on anything outside that 6 skill, but not on the 6 skill. And Water Field blasting I think shouldn’t require HP to work, now if it was changed to use the HP of the person who used the water field, that may change my opinion on that.
I think combos scaling off the person who drops the field could be really cool in pve (and probably broken elsewhere lol). Not even just limiting it to blasting water. For example, your condi engi dropping fire field, and then everyone uses for example whirl or projectile finishers to apply burning that is actually powerful and longer duration because of engi armor/runes. This seems like it could make one person specializing into a certain thing have a larger impact.
I’d prefer see an increase in allies’ heals as percentage of your healing (say 1% per 100 HealPow … more or less 15 % for main stat heal) and maybe get rid of the traits giving it.
That would make self sustain remains as it is now but would make the stat more meaningful for somebody wanting to heal his allies.
In term of PvP/WvW balance it would increase team sustain but since June 23rd patch increased damages by a lot, I’m not even sure the balance would come back to its former state.
No thanks. They can keep that solely for the Druid.
No, thanks. It will create a Cele-nightmare in every PvP matches.
Obviously there’d have to be a PVP split… This game cannot continue to be balanced around PVP when there will be actual end game PVE content.
No, thanks. It will create a Cele-nightmare in every PvP matches.
Obviously there’d have to be a PVP split… This game cannot continue to be balanced around PVP when there will be actual end game PVE content.
That’s an idea, or if Anet isn’t ready to split it yet they could simply nerf the total stats of the cele amulet. The cele amulet does have 30% more total stats than other amulets anyway.
They could make Vitality more useful on gear by halving the base HP on every profession and increasing the scaling of vitality to HP. Would that make the game more fun or interesting, or would it just be a balancing nightmare that forces players to take a bunch of Vitality to survive?
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The first thing I would do is normalize the healing boost. So all healing sources would get a same percentage increase.
They could make Vitality more useful on gear by halving the base HP on every profession and increasing the scaling of vitality to HP. Would that make the game more fun or interesting, or would it just be a balancing nightmare that forces players to take a bunch of Vitality to survive?
That’s absurd because the game is already balanced around the existing base HP.
I think it’d be very beneficial, however, for healing skills to actually favor healing power (it’s really kind of useless currently).
You don’t even have to reduce the base heal significantly, just buff the scaling factor.
Eh, they should just get rid of that stat.