Self Healing Opinion

Self Healing Opinion

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Posted by: Hawkeye.2903

Hawkeye.2903

In all the complaints I have read on these forums very few people offer any actual discussion on what causes the issue or what can fix the issue. People are hot right now in complaining about stats configurations and gear numbers.

Well the reason (in my opinion) why is because the game gives players access to base number self-heals at too high of a rate. I am not saying remove them completely but cut the base number down by about 50% in number or even allow a player to not HAVE to use a healing skill in the Utility slot. Then scale those heal numbers much stronger with Healing Power that way if a player wanted to run stat sets that included Healing Power there is a real use/benefit for it. Also if a player wants to really fully spec to full DPS, then that is totally fine but there is very little to no access to self-healing and your skill will have to shine through to stay upright. Or inversely if a player wants to spec a SUPPORT build then their options will be more utility for the group in giving access to Healing Power for a group heal.

Just my 2 copper,

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Posted by: Azure The Heartless.3261

Azure The Heartless.3261

There will be no dedicated healers in GW2. The game was designed around people being self sufficient, and an inversion of that would be against the core ideas of why the game was devved in the first place.

Resident Disgruntled, Coffee-drinking Charr.
Zarin Mistcloak(THF) Valkyrie Mistblade(WAR) Kossori Mistwalker(REV) Durendal Mistward(GRD)
I used to think (build op, pls nerf) like you, but then I took a nerf to the knee.

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Posted by: mtpelion.4562

mtpelion.4562

I do think that they could probably retool the healing skills so that they are more dependent upon healing power than they are now. Healing power is currently a nearly worthless stat as the difference between the base heal amount and the fully specced heal amount is insignificant.

Server: Devona’s Rest

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Posted by: RoseofGilead.8907

RoseofGilead.8907

I’d rather each class have their own healing options than introduce a dedicated healer. So, no thanks to changing that.

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Posted by: Khisanth.2948

Khisanth.2948

I do think that they could probably retool the healing skills so that they are more dependent upon healing power than they are now. Healing power is currently a nearly worthless stat as the difference between the base heal amount and the fully specced heal amount is insignificant.

24%+ is insignificant? That is with 1600 which is not actually the maximum but it’s around there.

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Posted by: mtpelion.4562

mtpelion.4562

I do think that they could probably retool the healing skills so that they are more dependent upon healing power than they are now. Healing power is currently a nearly worthless stat as the difference between the base heal amount and the fully specced heal amount is insignificant.

24%+ is insignificant? That is with 1600 which is not actually the maximum but it’s around there.

Yes, compared to the difference between bringing no Power and max Power.
In a well balanced system, a guy who brings a heal specced class and a guy who brings a power specced class should stalemate (assuming they play equally well). That is currently not the case, hence why Healing Power is pretty much ignored.

Server: Devona’s Rest

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Posted by: Illconceived Was Na.9781

Illconceived Was Na.9781

I have a friend that runs a ‘healineer’ build and the difference between running it with healing power gear vs not is … similar to the efficiency of running a power build with or without zerker gear. In full healing gear, people stay at 90%+ health even if they can’t dodge or lack agony resistance (unless my friend borks the rotation).

I can’t say if that means it’s “well balanced”, but it definitely matters in PvE.

John Smith: “you should kill monsters, because killing monsters is awesome.”

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Posted by: Khisanth.2948

Khisanth.2948

I do think that they could probably retool the healing skills so that they are more dependent upon healing power than they are now. Healing power is currently a nearly worthless stat as the difference between the base heal amount and the fully specced heal amount is insignificant.

24%+ is insignificant? That is with 1600 which is not actually the maximum but it’s around there.

Yes, compared to the difference between bringing no Power and max Power.
In a well balanced system, a guy who brings a heal specced class and a guy who brings a power specced class should stalemate (assuming they play equally well). That is currently not the case, hence why Healing Power is pretty much ignored.

That is only true if healing and power were the only factors in the system but that is not the case. A character that fully specced themselves into a healing only should not be as effective as someone who has put their focus into damage. Note the difference. If it was someone fully specced into survival then I would agree that they should be stalemate against someone fully specced into damage. As far as I can tell this can already happen but I don’t know about the equally skilled part.

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Posted by: mtpelion.4562

mtpelion.4562

I do think that they could probably retool the healing skills so that they are more dependent upon healing power than they are now. Healing power is currently a nearly worthless stat as the difference between the base heal amount and the fully specced heal amount is insignificant.

24%+ is insignificant? That is with 1600 which is not actually the maximum but it’s around there.

Yes, compared to the difference between bringing no Power and max Power.
In a well balanced system, a guy who brings a heal specced class and a guy who brings a power specced class should stalemate (assuming they play equally well). That is currently not the case, hence why Healing Power is pretty much ignored.

That is only true if healing and power were the only factors in the system but that is not the case. A character that fully specced themselves into a healing only should not be as effective as someone who has put their focus into damage. Note the difference. If it was someone fully specced into survival then I would agree that they should be stalemate against someone fully specced into damage. As far as I can tell this can already happen but I don’t know about the equally skilled part.

Yes, it is super tricky to measure since there are a lot of moving parts, but if you have someone who is specced for power, toughness, and vitality and someone who is specced for healing power, toughness, and vitality, the power spec will beat the healing power spec right now because healing power is not as potent as power is respective to their different purposes.

I’m just suggesting that healing power should scale better to make it a more attractive stat option.

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Posted by: Hawkeye.2903

Hawkeye.2903

I apologize if I was not clear, I am not asking for any dedicated Healer (though someone could trait as such if wanted) I just was looking at an easy way to give other stat groupings a bit of a boost in utility, and also give the “passive” defense skills / boons / traits better usage as well. It would give a better challenge overall without taking any part of the game away.

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Posted by: Seera.5916

Seera.5916

I apologize if I was not clear, I am not asking for any dedicated Healer (though someone could trait as such if wanted) I just was looking at an easy way to give other stat groupings a bit of a boost in utility, and also give the “passive” defense skills / boons / traits better usage as well. It would give a better challenge overall without taking any part of the game away.

It will actually divide the “elites” and the “casuals” even more. The elites are good enough that they aren’t affected by their healing skill doing less when specked for full DPS. The casuals are not. They’ll get downed and die more often now because they don’t have the skills, even if they aren’t fully DPS specked.

And that’s just in dungeons. Your change also means that players become more dependent on there being others to play with out in PvE. Which is 99.9% soloable now. Most of us don’t mind playing with others, but we don’t necessarily want to play with others if you get my meaning. We don’t mind others being around, but we don’t want to have to know what build they are or what their skill level is.

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Posted by: Sorin.4310

Sorin.4310

I apologize if I was not clear, I am not asking for any dedicated Healer (though someone could trait as such if wanted) I just was looking at an easy way to give other stat groupings a bit of a boost in utility, and also give the “passive” defense skills / boons / traits better usage as well. It would give a better challenge overall without taking any part of the game away.

It will actually divide the “elites” and the “casuals” even more. The elites are good enough that they aren’t affected by their healing skill doing less when specked for full DPS. The casuals are not. They’ll get downed and die more often now because they don’t have the skills, even if they aren’t fully DPS specked.

And that’s just in dungeons. Your change also means that players become more dependent on there being others to play with out in PvE. Which is 99.9% soloable now. Most of us don’t mind playing with others, but we don’t necessarily want to play with others if you get my meaning. We don’t mind others being around, but we don’t want to have to know what build they are or what their skill level is.

This. The passive defense/support (like HP #) is not the reason zerker is popular. It is because the active defenses (blocks, dodges, etc) are completely sufficient. Pulling away the passives will force more casual players to invest in armor that gives the passive, while playing exactly the same way, but killing slower. It hasn’t added any meaning to the gameplay, while the elite still fly through in zerker gear.

Slow down casual players but don’t change the way they play? No thanks.

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Posted by: PaxTheGreatOne.9472

PaxTheGreatOne.9472

healing can be made very powerfull on certain classes, mostly elementalist atm.

they can heal each auto on water for 1000+ hp, not counting soothing mist (the aoe heal effect when in water) and skill 3 or 5 with blasts effectively healing for 3500 every 3 seconds.

Symbol mace guard with correct traits will heal like mad… both in clerics or in zealots armor

necro can do quite reasonable healing as well, with transfusion and mark of blood on dodge, and well of blood with dwayna’s runes…. = perma regen uptime, 6k heal on transfusion well of blood is targettable heal, and the necro can selfsustain with vampiric. The wells can gve protection as well..

runes of the monk casn be very powerfull combines with aquatic benvolence and delicious riceballs on ele, guard will have its own new benevolence trait, runes of the monk and delicious riceballs

these build will support people who run full zerk,while retaining damage, and making sure the zerks retain 100% uptime. loss for party DPS is less then 6%. with might and fury even less.,. 6% will mean 1 second added for every 15 seconds in fight if your fight lasts 3 minutes it will now last 3 minutes and 12 seconds just so you see the extant of the damage. if you need to res ppl during the fight you’ll lose comparable time due to 1 or 2 ppl dropping dps as well as the downed losing 60% for a couple of seconds…if it takes 4 seconds to res with 2 ppl you will have the same results and the fight will last evenly long in both cases , but with the healing ppl will have higher average health at all times.

23 lvl 80’s, 9 times map, 4ele, 4ncr, 3war, 3grd, 3rgr, 2thf, 2msm, 1eng, 1 rev.
Been There, Done That & Will do it again…except maybe world completion.

(edited by PaxTheGreatOne.9472)

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Posted by: Garth Thurgen.1380

Garth Thurgen.1380

healing can be made very powerfull on certain classes, mostly elementalist atm.

the can heal each auto on water for 1000+ hp, not counting soothing mist (the aoe heal effect when in water) and skill 3 or 5 with blasts

symbol guard with correct traits will heal like mad… both in clerics or in zealots armor

necro can do quite reasonable healing as well, with transfusion and mark of blood on dodge, and well of blood with dwayna’s runes…. = perma regen uptime, 6k heal on transfusion well of blood is targettable heal, and the necro can selfsustain with vampiric. The wells can gve protection as well..

runes of the monk casn be very powerfull combines with aquatic benvolence and delicious riceballs on ele, guard will have its own new benevolence trait, runeds of the monk and delicious riceballs

these build will support people who run full zerk,while retaining damage, and making sure the zerks retain 100% uptime. loss for party DPS is less then 6%. with might and fury even less.,.

Healing is definitely powerful. However, their inclusion doesn’t mean that there’s going to be 100% uptime vs. now. When you already have 100% uptime, what exactly is being changed other than one person kind’ve kitten ing off to themselves? Healing is there to allow for mistakes to occur and not die, and if you don’t make mistakes, what’s the point.

Of course, it’s definitely OP, and should probably be nerfed. Content shouldn’t have to be balanced around it being this absurd: https://www.youtube.com/watch?v=vNMltxyvAvo

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Posted by: Tigaseye.2047

Tigaseye.2047

I agree with you up to a point – I think it should be possible to make a truly viable healing build, for example.

However, I am concerned about the idea of being able to remove heals entirely (without other changes).

As that would probably end up with people trying to make everyone run full DPS, with no heals, in dungeons and then calling them names when they, almost inevitably, died.

…and we have more than enough of that kind of thing, already.

Probably a bigger issue, TBH, is the Healing Spring type heals, as they are yet another thing that encourages perma-stacking.

Although, if all the other things that encourage it didn’t exist anymore, even they probably wouldn’t be too much of an issue; as people could just hop on and off them, as needed.

Going back to speaking about heals, in general, though – I think if they removed them all (or all the active ones), they would need to make us tougher and/or make us have more HP.

Otherwise, we would just be dying too fast, all the time (unless we had a dedicated healer with us).

So, it would probably end up being a passive survivability vs the current active one.

“Turns out when people play the game, they don’t admire your feet at all.” sephiroth

(edited by Tigaseye.2047)

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Posted by: Dawdler.8521

Dawdler.8521

There will be no dedicated healers in GW2. The game was designed around people being self sufficient, and an inversion of that would be against the core ideas of why the game was devved in the first place.

Pff who need healers…

Stack 20 Mesmers on top of each other and they dump ~200K HP onto the group every 5 second (while also dumping ~60K single target damage and an additional ~100K AoE damage instantly at 1200 range, behind their backs if they want). If they take a break from the power spike rotation they can dump another ~700K HP onto the group in 6 or so seconds.