I think healing is too strong.

I think healing is too strong.

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Posted by: Arkimedes.8730

Arkimedes.8730

I believe healing is too strong in this game, and is causing a variety of problems.

The first problem is that defense doesn’t scale in a healthy way. Imagine one character of a class builds full glass, and another builds full defense, and they do nothing while someone attacks them. The character in full defense will last maybe twice as long. At the same time, having a “bunker” player is very important to the success of the team. But what allows a bunker to last on the battle field is not the base stats, but the amount they can heal. The defensive stats only allow you to live long enough to use your healing abilities when they are off cooldown.

This effectively creates a dichotomy of situations when facing a bunker. Either you can kill them, or you can’t. I once watched a bunker ele fight a bunker guardian for a good minute or so, and it was obvious that neither one could truly threaten the other. Their combat would have been eternal if teammates hadn’t joined the fight. I have also seen bunkers go down almost instantly to 3 people, because their tanky stats don’t let them last long enough to use their healing skills when facing that much damage. This destroys ambiguity in decision making, and limits player choice when facing a bunker. A player can think, “Can I kill this bunker? If yes I should, if no I shouldn’t engage unless a teammate gives me an advantage.”

The second problem is the high amount of burst damage many classes can deal before most people can be reasonably expected to react. This problem is directly related to the first. High amounts of damage in short time-frames have to exist, or there would be nothing to stop the aforementioned bunkers from being immortal. But being stopped from being able to play the game without any possible choice or counterplay is demoralizing, and worse, uninteresting.

The third problem is the lack of resource management as a direct result of two things: low cooldown self heals, and extremely fast health regen out of battle. This means that if you win a fight, you will have lost nothing. By the time you fight another opponent you will be at full health with all your cooldowns back. Again, this eliminates choices from the game. If you can fight and kill someone, you should, because it won’t cost you anything. If you can’t kill someone, you shouldn’t fight them, because it won’t cost them anything. Unless, of course, you are a class that can simply run away from the fight, because once your out of combat you’re back to square 1 with no appreciable losses. This does not promote good decision making, because there is only one good decision, but it does promote bad decision making, because you are not punished for your bad decisions. (It doesn’t even matter if you down someone, if you die after that, they come back at full health.)

I actually think this is one of the reasons dueling is popular. Fighting other low defense builds as a low defense build is one of the few interesting engagements in the game. Because both of you can kill, but will also be killed if you mess up, and because the fights happen within the timeframe of one bar’s worth of cooldowns, you actually have to pay attention to what abilities your opponent uses and when, whether to interrupt them or save your cooldown, when their abilities are on cooldown, how much dodge each of you has left, etc.

In conclusion, I think it would be healthier for the game if self healing and regeneration effects were significantly toned down, and if out of combat regeneration was removed.This would allow defensive stats and offensive stats to scale in a healthy way, and would foster more and more interesting decision making in game. Instead of “can I kill them, if yes I should, if no I shouldn’t engage” choices could be more like, “can I kill them or will they kill me, if I can kill them, how long will it take and how much will it cost me, how will the costs of this engagement effect the next” etc. These choices are more ambiguous and meaningful, and I believe would create a better gameflow. Thank you for your time.

I think healing is too strong.

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Posted by: stof.9341

stof.9341

I agree with that. I already made that remark some time ago. Too much healing for a “no healers” game.

I think healing is too strong.

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Posted by: Daecollo.9578

Daecollo.9578

I think some classes “Aka Warrior.” don’t have enough healing, and condition removal is too strong.

Hero {} Roleplayer {} Friend {} Professional Princess Saver
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I think healing is too strong.

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Posted by: Kagzu.3681

Kagzu.3681

Lol, go back to the hot join’s…

Korim, guardian/warrior bunker r38

I think healing is too strong.

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Posted by: Brigg.6189

Brigg.6189

Don’t like it.

  1. - Class balance needs to be completely redone to accommodate this. All the healing skills and traits built in the game all have to be replaced. Not going to happen, maybe GW3. I’m not saying existing class balance is perfect, but redoing it all is unrealistic.
  2. - Your removing of healing may have tactical impact, but it effectively just means more downtime in between fights… or an autoloss if you’re foolish enough to engage a new fight with low health. This is something that’s slowly been phased out of mmo combat because downtime isn’t fun, and lopsided fights aren’t fun.

I think healing is too strong.

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Posted by: Kwll.1468

Kwll.1468

Healing is fine. No one ever said there would be no healing in this game.

I think healing is too strong.

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Posted by: Blackhat.4016

Blackhat.4016

You can burst down any build/profession if you know how and when to use your burst skills. It’s not like you have to blow all your skills once you are able to hit your enemy.

Besides that what’s the point of playing a bunker build if you can’t heal yourself? You trade the majority of your damage for a strong heal. Like I said before you are still able to kill him. Maybe not if it is a full bunker vs full bunker fight but once a team mate shows up one of them will most likely die. It is only annoying to play against because it takes more time and skill to play against a “non one-shot kill”.

The huge burst is only a problem if you play GC vs GC. One of them will die within the next few seconds. If you play a semi bunker or full bunker you can out sustain the burst and poke them to death after. :P

Removing the out of combat regeneration would make the fights more interesting but at the same time really frustrating. Imagine winning against your enemy and after a few seconds the next foe comes to you. Instead of equal chances for both of you you would only have 50% of your HP. A smart player would run now which means there would be no fight at all.

[Edit] “a” missing :P

I think healing is too strong.

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Posted by: Lopez.7369

Lopez.7369

There’s too much burst and healing. It’s technically balanced and possible to counter, but it creates a much less skillful, fun game.

I think healing is too strong.

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Posted by: Acelerion.6820

Acelerion.6820

This goes back to the main issue I have with the game, everyone is so self reliant its created a very extreme and stale environment.

I think the amount of healing/bunker/burst would be fine if it relied on people working together to achieve it. What if self heals were weaker but group heals were stronger. What if combos could achieve some large burst and a single persons abilities were lowered ect…

OINK – Devona’s Rest
Mesmer-Thief
http://www.youtube.com/user/Axcelerion?feature=watch – Small group videos

I think healing is too strong.

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Posted by: NevirSayDie.6235

NevirSayDie.6235

Agree, but it’s probably far too late to test/implement stuff like this. If health/armor was significantly more useful and healing was significantly less able to sustain through damage—and uptime of blocks/dodges/blinds/cc was lower—we could possibly be seeing a more interesting meta right now.

I think healing is too strong.

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Posted by: Lopez.7369

Lopez.7369

This goes back to the main issue I have with the game, everyone is so self reliant its created a very extreme and stale environment.

I think the amount of healing/bunker/burst would be fine if it relied on people working together to achieve it. What if self heals were weaker but group heals were stronger. What if combos could achieve some large burst and a single persons abilities were lowered ect…

I’m not sure about group heals in general, but it would be nice if some of the burst in the game was put on combo fields. The concept of combos is really cool, but the execution is really lacking so far.

I think healing is too strong.

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Posted by: Braxxus.2904

Braxxus.2904

This premise is only true for the ADD gamers out there wanting that zomgpewpew1-shotlolIamprouarebadnoob playstyle. They want coinflipping, while the people that prefer chess would probably disagree completely with the assertion made in the initial post as the fights only last a decent amount of time between two balanced builds or bunker builds.

Blackwater Vanguard
Yaks Bend

I think healing is too strong.

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Posted by: Eurantien.4632

Eurantien.4632

Interrupt the heal.

I think healing is too strong.

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Posted by: shaolin.9716

shaolin.9716

Some professions have way too much healing. It should one heal on 20-30 secs cooldown for all professions regardless of build.

I think healing is too strong.

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Posted by: Jelle.2807

Jelle.2807

I agree for the most part, when it comes to strategy this game is very binary.

Given how the only resource is cooldown (except thief) there is no reason not to simply use as many skills on a short as possible time interval to deal as much damage as possible. This make sustained damage lackluster, both because it has no real advantage over burst and because of how strong healing over time is.

I think the problem really comes from stat scaling. Far to many stats scale multiplicatively with a few other stats, defensive stats with other defensive stats, and similarly for offensive stats.
For example survivability in combat is determined by effective health, health/(1-mitigation). Say you have 1000 health and 50% mitigiation making for effective health of 1000/(1-0.5)=2000. Any bonus health you grab from vitality in this example is doubly effective.
The advantage gained from one stat is dependant on how much you have of another making it a no brainer to get the other stat as well, same goes for healing as effective healing done.
The same way vitality toughness and healing scale so well with one another goes for offensive stats to, power crit chance crit damage. The only offensive stat that doesn’t particularly scale with another stat is condition damage.

So with stat scaling as it is there really is no reason not to focus entirely on either offensive or defensive stats to get the most out of them, as well as the combat system promoting burst over damage over time. There needs to be some incentive to combine offensive and defensive stats to allow for more balanced builds.

I think healing is too strong.

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Posted by: Acelerion.6820

Acelerion.6820

Agree, but it’s probably far too late to test/implement stuff like this. If health/armor was significantly more useful and healing was significantly less able to sustain through damage—and uptime of blocks/dodges/blinds/cc was lower—we could possibly be seeing a more interesting meta right now.

Its certainly more work than anet has resources. Which is why the whole discussion is academic.

OINK – Devona’s Rest
Mesmer-Thief
http://www.youtube.com/user/Axcelerion?feature=watch – Small group videos