healing hypothetically redesigned

healing hypothetically redesigned

in Guild Wars 2 Discussion

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

so what would happen if…

they’d redesign the healing in the game like this:

  • reduce the self-heal significantly
  • increase the regeneration-boon significantly

Still every profession would be able to heal itself, mostly via. regeneration. People who don’t want to focus on selfhealing could use the regeneration from many other sources since boons mostly pop up for yourself and anyone around.

As that would be changed pve-enemies attacks would get a bit weaker so that they don’t 1-hit you any more but make you still very much feel your missed dodge. You’ll have to struggle to survive and get your health back up again while trying to survive instead of 1-heal and everything is perfect again.

Just a food for thought. My goal would be to make regeneration/healing-builds more viable.

Please don’t discuss about the things Anet “promised”. Instead focus on how the healing-design could be made better without making it so we get the trinity back. I don’t want to be reliant on healers, instead I would like to have to option. Don’t forget: regeneration only stacks in duration, not in the power of the heal.

http://gw2style.com/index.php – show your look and rate others – great filters!!

healing hypothetically redesigned

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

leave self healing alone.

u could make it such that regeneration get extra bonus based on the regen boon receiver’s healing power.

http://wiki.guildwars2.com/wiki/Regeneration
130 + (0.125 * Healing Power) per second

example:
necro throws down a mark
necro has 0 healing power

so that is 130 health / second over 5 seconds
total 650 health restored after 5 seconds

but warrior has 1000 healing power
say regeneration gives extra health per second based on the receiver’s healing power as well.

that means extra 125 health per second.

warrior gets 130 + 125 = 255 health per second.
that is 1275 health restored over 5 seconds.

if the necro has 1000 healing power then the warrior gets another 125 health per second.

i.e. 380 health per second
1900 health restored over 5 seconds.

a slight buff. not imbalanced.

healing hypothetically redesigned

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Posted by: Silver.3284

Silver.3284

I would redesign it to have healing power count x2, possibly x3. That would affect all heals and regen and would make it worth it taking healing power as a stat.
Yes, it would create viable “healer builds” but since every class seems to have one such build that in itself would not bring trinity back.
Other than that, I think the base self heal is fine as it is. The heal you give others is too low and does not scale well. No healing power 900 heal – 1K healing power 1600 heal (or thereabouts). With HP pools around 20K this is too low and makes healing power a useless stat. Same with regen – what will 250/sec regen do on a 20K HP pool?

healing hypothetically redesigned

in Guild Wars 2 Discussion

Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

I would redesign it to have healing power count x2, possibly x3. That would affect all heals and regen and would make it worth it taking healing power as a stat.
Yes, it would create viable “healer builds” but since every class seems to have one such build that in itself would not bring trinity back.
Other than that, I think the base self heal is fine as it is. The heal you give others is too low and does not scale well. No healing power 900 heal – 1K healing power 1600 heal (or thereabouts). With HP pools around 20K this is too low and makes healing power a useless stat. Same with regen – what will 250/sec regen do on a 20K HP pool?

well if the health per second is too much then it would be too powerful.

the point of regeneration is not to make you godlike in combat, but perhaps to run away from danger, avoid taking damage and heal up maybe?

healing hypothetically redesigned

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Posted by: Leo G.4501

Leo G.4501

I suggested a similar idea, Silver. Basically scale back the heals a tad (like 1/5th) then boost their healing scale x3 or something. Basically, give healing power more leverage in builds as currently healing power doesn’t impact a build as much as something like power or toughness.

healing hypothetically redesigned

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Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

buffing regeneration without cutting down the self heal would make healing-builds pretty much unbeatable. We currently have guardians (and others) which are almost too hard to kill.

Reducing the self heal would mean that the 1-hit attacks from monsters could be reduced so that a battle can build tension rather then surprising you with one-hit kills. If you miss a important dodge and the boss hits you hard you’d be at about 30% health… a self heal would give you back 20% so you’d have about 50% and you feel the punishment of that missed dodge. Now you’d have to look for a regeneration boon (from yourself or by an allie) to bring you slowly back to normal. Would be much more intense instead of: 1 missed dodge → down.

http://gw2style.com/index.php – show your look and rate others – great filters!!

healing hypothetically redesigned

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Posted by: Dante.1508

Dante.1508

Anything that makes heals better is a win to me, i wanted a dedicated healing class but we know where that went.. dungeons, open world and PvP are different aspects so our skills should reflect this…

But they don’t and are lackluster…

healing hypothetically redesigned

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Posted by: Silver.3284

Silver.3284

I would redesign it to have healing power count x2, possibly x3. That would affect all heals and regen and would make it worth it taking healing power as a stat.
Yes, it would create viable “healer builds” but since every class seems to have one such build that in itself would not bring trinity back.
Other than that, I think the base self heal is fine as it is. The heal you give others is too low and does not scale well. No healing power 900 heal – 1K healing power 1600 heal (or thereabouts). With HP pools around 20K this is too low and makes healing power a useless stat. Same with regen – what will 250/sec regen do on a 20K HP pool?

well if the health per second is too much then it would be too powerful.

the point of regeneration is not to make you godlike in combat, but perhaps to run away from danger, avoid taking damage and heal up maybe?

I do not think they would be too powerful cause they would need to sacrifice something else (power or toughness/vitality) in order to get the healing power up. 1000 healing power is 1000 armour that you don’t have or 1000 less power or 10,000 less HP or actually a combination of above since we do not have healing/toughness/vitality gear. So yes, maybe some implementation of above would be very difficult to kill, but they will never kill anything either. That is not too powerful, that seems balanced to me. What is totally unbalanced now is taking 1000 healing power, still not being able to kill anything, but also dying cause that 1000 healing power gives a very low boost on the heals. Might as well get rid of healing power as a stat – it does not do much.

Specifically on regen: currently it takes 120 sec to take back your full 20K HP with regen on from someone with 1000 healing power, that is too long. You are better off running completely out of combat, or into a corner while waiting for your heal to cd. Regeneration should allow you to stay in combat, perhaps ranged and dodging but IN combat – assuming you have some toughness and you are not hit for 1000 per sec.

If we want a viable healing build, then the heals and regen must not be so much lower than the heals you do to yourself.

healing hypothetically redesigned

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Posted by: LHound.8964

LHound.8964

I was thinking about this subject as well. Having the trinity system isn’t good for this game, as this game has a strong sense of “your life is solely at your hands”. However i do feel also, that some abilities are way underpowered like regen.

I have one Banner Warrior, Traited for maximum boon duration/healing power, to do a steady support of swiftness and regeneration. I indeed get a good time of regeneration, but the average time it needs to heal a decent amount isn’t worth the catch. Also it has the possibility of being stripped while healing. So, those parameters must be taken into account and be a little more dependent of healing power:

At lvl 80 the formula goes:
Regen HP tick = 130 + (0.125 * Healing Power) per second = 255 for a 1000 Healing Power.
A Standard healing (skill 6) ~ 5000 Healing. So we need about 20 secs of Regen @ 1000 Healing Power to reach the same amount of healing. It can’t even counter a Burning Condition with about 1000 C.D.!

I believe that boosting the Healing power factor in the formula to 0.250 – 0.350 would be enough to do a good heal and yet not to be OP!

/cheers

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