[PvX] Overhaul for Healing and Healing Power

[PvX] Overhaul for Healing and Healing Power

in Guild Wars 2 Discussion

Posted by: Jekkt.6045

Jekkt.6045

In PvE healing power is almost always unviable because you can survive with your class heal and nobody would ever take a healer in a dungeon when they could take another damage dealer.

In PvP bunkers are almost too strong and can often not be taken down in a 1vs1, or the process in killing them takes too long and the enemy team will arrive for help before you can cap the point. Trying to heal NPCs like the Foefire Lord or healing allies on the new TDM map is a pain too.

I looked for a way to nerf the Healing of tanky builds while not touching squishy builds and even increasing the healing output for “Dedicated Healers”.
Maybe it is kind of a radical change but after calculating many things i came to the conclusion that, imo, it would be better than the current system.

Currently healing is calculated by taking the base heal of a skill plus a multiplier-number multiplied by your healing power. for further demonstration:

Shelter (Guardian healing skill): 4’555 + (0,7 * Healing Power)

With my system i would reduce the base heal of every skill in the game by 1,5 and activate critical chance and ferocity for healing. As i said this may sound a bit radical but please continue reading as i will show you some of my calculations.

Lets start with the Guardian healing skill Shelter. With my system the healing calculation would look like this: ((4’555/1,5) + (0,7 * Healing Power)) +% Ferocity if it crits.


Some comparison between the current and my system using different stat combinations. The numbers used in these calculations might differ a bit from what you can have ingame due to the different classes, traits and stat locations on the trait system. I added a non existing new set called “Saint’s” with the mainstat Healing Power + Precision and Ferocity. The following numbers were used for the different stats:

Critical Chance: 0%, 25% and 50%
Ferocity: 150%, 175% and 200%
Healing Power: 0, 750 and 1500

Knight/Rabid Gear – 50% Crit Chance, 0 Healing Power, 150% Ferocity
(current) Shelter healing for 4’555
(new) Shelter healing for an average of 3795
calculated with a 50% chance to crit (crit + non crit / 2)

Berserk Gear – 50% Crit Chance, 0 Healing Power, 200% Ferocity
(current) Shelter healing for 4’555
(new) Shelter healing for an average of kitten -> nothing changes in theory

Soldier/Dire Gear – 0% Crit Chance, 0 Healing Power, 150% Ferocity
(current) Shelter healing for 4’555
(new) Shelter healing for 3036

Cleric/Apothecary Gear – 0% Crit Chance, 1500 Healing Power, 150% Ferocity
(current) Shelter healing for 5605
(new) Shelter healing for 4086

Magi Gear – 50% Crit Chance, 1500 Healing Power, 150% Ferocity
(current) Shelter healing for 5605
(new) Shelter healing for an average 5107

Celestial Gear – 25% Crit Chance, 750 Healing Power, 175% Ferocity
(current) Shelter healing for 5080
(new) Shelter healing for an average of 4206

Saint Gear – 50% Crit Chance, 1500 Healing Power, 200% Ferocity
(“current”) Shelter healing for 5605
(new) Shelter healing for an average of 6129

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

[PvX] Overhaul for Healing and Healing Power

in Guild Wars 2 Discussion

Posted by: Jekkt.6045

Jekkt.6045

With this change Fury would affect the Healing output and Regeneration would get a small tweak too.

Regeneration and how it is currently calculated: 5 + (1,5625 * level) + (0,125 * Healing Power) = Hp/tick

The new calculation: 5+ (1,5625*/1,5* * level) + (0,125 * Healing Power) = Hp/tick

Again some quick demonstration of the Healing output:

Berserk Gear – 50% Crit Chance, 0 Healing Power, 200% Ferocity
(current) Regen ticking for 130/s
(new) Regen ticking for an average of 132/s

Soldier/Dire Gear – 0% Crit Chance, 0 Healing Power, 150% Ferocity
(current) Regen ticking for 130/s
(new) Regen ticking for 88/s

Cleric/Apothecary Gear – 0% Crit Chance, 1500 Healing Power, 150% Ferocity
(current) Regen ticking for 317/s
(new) Regen ticking for 275/s

Saint Gear – 50% Crit Chance, 1500 Healing Power, 200% Ferocity
(“current”) Regen ticking for 317/s
(new) Regen ticking for an average of 343/s


Lets move on to a rather difficult skill, the infamous Healing Signet.

The Healing per tick is currently calculated this way: 362 + (0,05 * Healing Power)
With my system this would change to: 362/1,5 + (0,05 * Healing Power)

Again the calculations:

Soldier Gear: 362/s now, 241/s after

Berserker Gear: 362/s now, average of 362/s after

Knights Gear: 301/s after

Saints Gear: 475/s after


The last skill i would like to talk about is Ele’s Staff Water #4 – Geyser

This Skill heals for 3x 808 + (0,25 * Healing Power)
With my system this changes to 3x 539 + (0,25 * Healing Power)

Comparison:

Cleric Gear: 3549 now, 2742 after

Berserker Gear: 2424 now, average of 2424 after

Celestial Gear: 2986 now, average of 2588 after

Saints Gear: 3549 “now”, 4113 after


Alright this was quite a long post with a lot of information but i hope i was able to show you how my system works.

Thank you for reading my post and feel free to leave constructive feedback

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.