There is too much healing in this game

There is too much healing in this game

in Guild Wars 2: Heart of Thorns

Posted by: Padd.1479

Padd.1479

I am mainly a WvW thief player and I’m doing perfectly fine. this is not a rant or anything.

I have to say that at the moment almost every class heals too much imo. Lifebars don’t really matter that much anymore and are no clear reference to if the person is close to death or not. In combination with the amount of invulns most classes have access to, most fights are either very long or ended in a few seconds.

I would much prefer it being more like that every class has generally more toughness and isn’t as squishy instead of players going to 10% life, then healing back up to 100%.

Imo lifebars shouldn’t ping pong that much, instead invulns and healing should be tuned down so lifebars give a more reasonable impression of how alive the character is.

this is only my impression so feel free to disagree.

100% Thief

There is too much healing in this game

in Guild Wars 2: Heart of Thorns

Posted by: IndigoSundown.5419

IndigoSundown.5419

I’m not sure why you have this impression. To me, health bars do indicate what’s going on with others’ health. The issue I see — in my limited WvW — is that some bunker builds hit way too hard for the amount of sustain they possess.

There is too much healing in this game

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Posted by: Shiyo.3578

Shiyo.3578

This belongs in the PvP section imo, but yeah I agree, kinda, do an extent. Not exactly what you’re saying, but:

People are too tanky and there’s too much sustain and healing, it makes PvP really unrewarding(compared to pre-hot) because you can’t make skillful plays when people die so slowly and have so many get out of jail free cards and are hard to punish for mistakes.

There is too much healing in this game

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Posted by: LoL NooBs.5076

LoL NooBs.5076

… bunker builds hit way too hard for the amount of sustain they possess.

I think this is the biggest problem. And, maybe a bit off-topic, CC by elite specs is insane, compared to core specs. Just check it on NPC champs’ defiance bars (competent elite vs core players will make all the difference).

According to my immature name I seem not a big loss for the community.

(edited by LoL NooBs.5076)

There is too much healing in this game

in Guild Wars 2: Heart of Thorns

Posted by: Padd.1479

Padd.1479

Yeah I think Shiyo points out my problem in a better way. There is not much room for skillful plays left because of so many jail free cards and imo too big heals which reset the fight.
It all has to do with the HoT powercreep so maybe those reset mechanics of elite specs should be tuned down.

100% Thief

There is too much healing in this game

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Posted by: MiniEquine.6014

MiniEquine.6014

Should the healing scale differently in WvW/PvP vs in PvE? There are some things in PvE that will practically one-shot you if you aren’t decked out in toughness and those rapid heals are necessary.

Video game HP is generally considered the remaining endurance the character has before fainting/dying. It’s not unheard of getting a second wind and continuing on with the battle, but there are possible solutions to just constant HP refills.

Suppose everyone in PvP or WvW would get a stacking debuff after a certain amount of time that reduced healing you received, so long as you stayed in combat. Sustainability would be dictated by your ability to heal up initially but primarily by your toughness/vitality/dodging. If you kept fighting for long enough, healing would barely affect you and you would eventually die unless you ducked out of the fight.

There is too much healing in this game

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Posted by: Deepcuts.9740

Deepcuts.9740

which reset the fight

This just made my day, coming from a thief

There is too much healing in this game

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Posted by: Dadnir.5038

Dadnir.5038

which reset the fight

This just made my day, coming from a thief

That was exactly my thought!!!

It feel like he say : “I, a very skillfull thief, master at resetting a fight through the use of stealth, think that it would be more rewarding if other classes had less way to reset the fight through healing themself or using invuln.”

I also note that peeps agreeing to that have sign like “100% thief

No core profession should be balanced around an optional elite specialization.

There is too much healing in this game

in Guild Wars 2: Heart of Thorns

Posted by: Dante.1508

Dante.1508

I’m not a pvper or wvwer but for me the most annoying aspect of both was the downed states.. they were so annoying.

There is too much healing in this game

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Posted by: bLind.6278

bLind.6278

The problem isn’t the healing, it’s the passive defensive abilities that prevent damage long enough for a player to completely regen over and over again. Don’t get me wrong, healing is definitely over the top, but I don’t think it’s because of healing, but instead because of blind spam, block spam, evade spam, invul spam, etc.

No class should be able to cycle through multiple defensive tools that completely negate damage the way they do in GW2. They allow classes to top themselves off with far too much ease. If you want passive defenses, reduce healing. If you want burst healing, reduce passive defenses. Having both just makes certain classes frustrating to play against.

One foot out the door, yet again.

There is too much healing in this game

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Posted by: Riku.4821

Riku.4821

I’d like to see pvp/wvw balance differ from PvE in this aspect.

Like for example, mesmers have a lot of block/invul. They also have quiet a few ways to heal passively or through regen and some traits. So their main heal skill should be much lower then what it is now. Say if its heals for 6k it now heals for 2.3k or something. Because you can heal or block so many more attacks.

But the other problem is a sneaky thief running up in stealth from a LoS corner and critting you 0-100 haha.

Guild Leader of Lunar Tree[LT].
Officer of Power Overwhelming[ZERK].
First term Forum PvE Specialist.

There is too much healing in this game

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Posted by: Doam.8305

Doam.8305

Healing needs to be overhauled and scale more to the actual points, gear, and traits.

Why does a druid with no points in healing still heal better than other classes which have traited for healing for instance. The entire thing is broken and in need of overhaul as people should even have the ability to sacrifice their own self heals in order to do greater damage which makes sense when we have healing oriented builds around.

There is too much healing in this game

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Posted by: Inoki.6048

Inoki.6048

What I think could be done is to reduce the recovery and elusive (spam block/invul) abilities of all classes to make healing classes more viable since they have been introduced to the game, e.g. Druid’s staff heal (1st ability) could heal a lot more than just 160 points on average with a full classic Cleric build and healing above 1.4k. 160 – 200 points per hit won’t save anyone from dying.

The same with the Engineers Med Kit. That’s obviously a joke, right, and I haven’t seen anyone in the game ever use it.

I don’t see the point of playing a healing build since most classes can very easily sustain themselves. Some literally, like others already described, from 0 – full health in seconds, seen this mostly on Revenants and Elementalists – ridiculously strong heals.

Druids should be able to target allies with their healing abilities, not just enemies so allies get healed in the crossfire. Their targeted heals are absurd since most people move like crazed monkeys during a fight. Healing abilities should be auto-target, not manual ground-targeted.

It is evident, that some classes have greater advantages compared to others mainly after HoT was introduced, but even before and to mention every single example of imbalance is redundant since smart people figure out things for themselves.

It’s true that the imbalance is very strong. Speaking of Druids/Rangers, Guards and Warriors for instance make better archers than Rangers ever have even on lower range. When I compare their abilities with those of the Ranger the Ranger is deplorable.

Ranger and Thief classes should be equally lethal with the difference of one specialising on distance and one on melee range. Every game I played archers, mages and thieves were always amongst the most respected. Here you see a Ranger and think “oh what an easy PK point”. They’re laughable even with Lead the Wind enabled because their arrows can easily be eluded.

Their damage and the damage of their pets is ridiculously low compared to what it could be (a full zerk glass build hits for up to 3k per hit tops/average, but mostly around 2k depending on armour of the opponent and they have no access to any lethal strikes of any kind, like being able to hit the opponent into a vital spot to take out at least half of their HP instantly ignoring defence completely) but some would argue that their damage has been nerfed due to the fact that they employ pets in combat, but those pets and their AI are a fail; they can’t even be sent to engage targets on longer distances so the Ranger remains far, which is his primary defence and the further they are the more damage they deal, not to mention one doesn’t even have full control over the pet to stow it when needed and the CD on pet switching… just ridiculous.

I have very mixed feelings about a lot of aspects and mechanics of this game. Too much to mention, hence I picked the Ranger that I played but found pointless to play.

(edited by Inoki.6048)

There is too much healing in this game

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Posted by: vana.5467

vana.5467

This belongs in the PvP section imo, but yeah I agree, kinda, do an extent. Not exactly what you’re saying, but:

People are too tanky and there’s too much sustain and healing, it makes PvP really unrewarding(compared to pre-hot) because you can’t make skillful plays when people die so slowly and have so many get out of jail free cards and are hard to punish for mistakes.

It’s not just sustain and healing, though. There’s too much of literally everything post-HoT, including damage. Contrary to what Anet seem to believe, super high sustain doesn’t balance out super high damage, it just creates a thoroughly frustrating game full of hard counters and gimmicks (immortal bunkers, one-shot builds, perma evade etc..).