Idea: Lower all healing, boost heal scaling

Idea: Lower all healing, boost heal scaling

in Fractals, Dungeons & Raids

Posted by: Dahkeus.8243

Dahkeus.8243

So, here’s an idea that may be ridiculous, but I’d like to see what people’s responses to the idea are regardless.

The situation to be addressed: Currently, the healing power stat on gear scales very poorly. Because of this, there is little incentive to use this gear, even on a healing-focused character. Additionally, in so much of GW2’s content, current healing skills provide sufficient healing even if here is no investment in healing power as a stat.

The suggestion Reduce the base healing of all abilities that heal in this game by a set percentage. Then, increase the scaling of healing power.

The ideal outcome Players will be incentivized to either have some degree of healing power on most gear sets or to have someone in the group with a focus on healing with healing power gear. This would mean that there would be more value to healing as a support function. Since healing is something that’s available to so many professions/builds, this wouldn’t produce issues with certain professions being necessary for groups, which GW2 set out to avoid.

Idea: Lower all healing, boost heal scaling

in Fractals, Dungeons & Raids

Posted by: Pandabro.8743

Pandabro.8743

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.

Idea: Lower all healing, boost heal scaling

in Fractals, Dungeons & Raids

Posted by: Jerus.4350

Jerus.4350

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.

Idea: Lower all healing, boost heal scaling

in Fractals, Dungeons & Raids

Posted by: Iris Ng.9845

Iris Ng.9845

No, thanks. It will create a Cele-nightmare in every PvP matches.

“Raids are like fortune cookies. You eat the cookie and then read the paper scraps.”

- doranduck, 2016 on Lore in Raids

Idea: Lower all healing, boost heal scaling

in Fractals, Dungeons & Raids

Posted by: Gnat.9405

Gnat.9405

They’re doing this for Druid. Irenio posted in the Ranger sub detailing some of the coefficient scalings.

Idea: Lower all healing, boost heal scaling

in Fractals, Dungeons & Raids

Posted by: thrag.9740

thrag.9740

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.

Idea: Lower all healing, boost heal scaling

in Fractals, Dungeons & Raids

Posted by: Ranael.6423

Ranael.6423

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.

Idea: Lower all healing, boost heal scaling

in Fractals, Dungeons & Raids

Posted by: TheFantasticGman.9451

TheFantasticGman.9451

No thanks. They can keep that solely for the Druid.

Speaking from a PVE-only point of view…

Idea: Lower all healing, boost heal scaling

in Fractals, Dungeons & Raids

Posted by: Pandabro.8743

Pandabro.8743

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.

Idea: Lower all healing, boost heal scaling

in Fractals, Dungeons & Raids

Posted by: Ganathar.4956

Ganathar.4956

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.

Idea: Lower all healing, boost heal scaling

in Fractals, Dungeons & Raids

Posted by: timmyf.1490

timmyf.1490

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?

Karaoke – Guild Leader – [MEGA] Super Mega Happy Fun Time
www.getunicorned.com / northernshiverpeaks.org

Idea: Lower all healing, boost heal scaling

in Fractals, Dungeons & Raids

Posted by: Wethospu.6437

Wethospu.6437

The first thing I would do is normalize the healing boost. So all healing sources would get a same percentage increase.

Idea: Lower all healing, boost heal scaling

in Fractals, Dungeons & Raids

Posted by: Minos.5168

Minos.5168

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.

Idea: Lower all healing, boost heal scaling

in Fractals, Dungeons & Raids

Posted by: Horus.9685

Horus.9685

Eh, they should just get rid of that stat.

The meta is dead, long live the meta.