Since a bit of time, healing builds are balanced through “outgoing healing” or “heal to other” facts. This is normally expressed as a percentage.
The same way, there is in traits and gear/food some “% damage increase” either conditional from caster point of view (moving, 90% health) or target point of view (health threshold, species of said target…).
One issue I have is to keep track of those modifiers to know what I could expect from my skills. At first I thought a simple summary in hero panel would be enough but I also thought these modifiers could also be turned into a new stat (maybe for expac 2) like having benevolence for which 15 points would convert into 1% outgoing healing and intensity having the same ratio for direct (one could also think about condi) damage.
I think it would make the character itemization clearer for everyone.
I know that having a stat like intensity would actually be a nerf since modifiers would then be additive rather than their actual multiplicative state but having such stat on gear for example would mean we could bring more overall. Yet, for the ratio I don’t know how it would compete with ferocity so intensity could actually be too hard to manage but benevolence would be a nice add.
Another suggestion would be to homogenize giver’s stats with concentration and expertise. It’s going to be a bit wonky since it will nerf weapons condi duration but will boost a lot the boon duration. Not sure it will destabilize balance though but at least it will create an homogeneous itemization environment. Of course don’t create a PvP Giver’s amulet with those stats.
What are your thoughts?
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