Nerfing the "right" way.

Nerfing the "right" way.

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Posted by: Dee Jay.2460

Dee Jay.2460

Before the next balance patch I want to make a statement about how to go about nerfing things the right way as opposed to just nerfing.

An example here is Healing Signet. I don’t think anyone here doubts that it has a nerf coming its way, and that’s fine.

But if ANet just nerfs the straight-up healing numbers it misses out on an opportunity to add some depths to the ability. Because aside from the raw amount of healing, the passive nature and lack of counters is what really make Healing Signet so powerful.

So instead of just nerfing the numbers I’d much prefer to see conditionals attached to Healing Signet, just like with most other passive heals.

For example, what if Healing Signet scaled from 200-400 HPS depending on how much Adrenalin you had (similar to Adrenal Healing). That way a Warrior would have to chose between using his/her burst skill or retaining a high HPS.

Or what if Healing Signet healed more, the lower the health of the Warrior is. 200 HPS while above 66% health, 300 HPS while above 33% health and 400 HPS while below 33% health. That would reward opponents who save up their cooldowns to burst down the Warrior.

Or you could have it heal more, for every condition applied to the Warrior. For example lets assume the base-healing is nerfed to 300 HPS, but you gain an additional 25 HPS for every condition applied to you. This adds negative synergy to stuff like Berserker Stance and Cleansing Ire.

I’m not saying my ideas are great. But I’m trying to make a point that every nerf is also an opportunity to add depth to the game.

On a similar note it also poses an opportunity to address more general problems. Let’s just accept for a moment that the game suffers from an abundance of AoE and cleave damage that is often not even targeted.

When Necromancers have their nerf coming it would be best to do this in a way that also helps mitigate the aforementioned issue. Making skills more telegraphed, limiting their cleave components etc is often far better than nerfing their straight-up damage.

Nerfing the "right" way.

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

based on your various concept examples, what if we mix everything you said together?

currently, healing signet
392 health + 0.05 healing power
interval 1 second

if
adrenaline bar
level 1 250 health + 0.05 healing power + 10 health per condition
level 2 300 health + 0.10 healing power + 20 health per condition
level 3 350 health + 0.15 healing power + 30 health per condition
interval 1 second

with 1000 healing power, level 3 would be 350 + 150 = 500 health per second.
throw 5 conditions on the warrior he gets another 150 health per second.

hmmm i dunno.

Nerfing the "right" way.

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Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

The first thing listed is healing signet, which shows not only are out of date, you actually have no clue as to what needs nerfing. No ever got healing signet to death. They have been;

Mesmer phantasm to death, which also benefits passive healing signet on them.
They have also been ranger spirit pet petting zoo to death, which also benefit their water spirit healing.
They have been engineer turreted to death, which also helps their passive healing. There is nothing active about pressing a button, so let’s not call this high skill.
They have necro minioned to death, which also provides them passive healing.

After all this, the one you elect to speak on is healing signet. The tamest, most understood, most straight forward passive skill in game.

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Posted by: Nova Stiker.8396

Nova Stiker.8396

The first thing listed is healing signet, which shows not only are out of date, you actually have no clue as to what needs nerfing. No ever got healing signet to death. They have been;

Mesmer phantasm to death, which also benefits passive healing signet on them.
They have also been ranger spirit pet petting zoo to death, which also benefit their water spirit healing.
They have been engineer turreted to death, which also helps their passive healing. There is nothing active about pressing a button, so let’s not call this high skill.
They have necro minioned to death, which also provides them passive healing.

After all this, the one you elect to speak on is healing signet. The tamest, most understood, most straight forward passive skill in game.

Which is exactly the problem, there is no condition to be met, it just heals a steady amount no matter what.
Enough said.

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Posted by: DuranArgith.1354

DuranArgith.1354

Warriors already got a pretty hefty dmg nerf on 2 weapons.
If youre gonna propose a healing nerf then either ask for the changes to be reversed, or propose a new form of sustain for a warrior melee class that has to eat all the aoes to stay in melee range.

Why Anet still allows a healing signet thread every single kitten day….

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

Warriors already got a pretty hefty dmg nerf on 2 weapons.
If youre gonna propose a healing nerf then either ask for the changes to be reversed, or propose a new form of sustain for a warrior melee class that has to eat all the aoes to stay in melee range.

Why Anet still allows a healing signet thread every single kitten day….

i play a warrior, when i see so many threads to nerf healing signet, sometimes i get confused as well and agrees with them. O_O

if their proposal is not too ridiculous that is.

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Posted by: Nova Stiker.8396

Nova Stiker.8396

Warriors already got a pretty hefty dmg nerf on 2 weapons.
If youre gonna propose a healing nerf then either ask for the changes to be reversed, or propose a new form of sustain for a warrior melee class that has to eat all the aoes to stay in melee range.

Why Anet still allows a healing signet thread every single kitten day….

i play a warrior, when i see so many threads to nerf healing signet, sometimes i get confused as well and agrees with them. O_O

if their proposal is not too ridiculous that is.

I like all the proposed nerfs to Healing Signet EXCEPT for it ticking more the more conditions the Warrior has. As that is reliant on what builds the enemy is using rather than the player itself. COUGH Diamond Skin COUGH

I would change the numbers a bit, making Healing Signet ticks higher when the conditions are met. Like it ticking 500 HPS rather than 400 at >33% health but still keep the low ticks at high health.

I don’t want the healing utility destroyed, I want a way to play around it. If I know a Warrior begins healing more at low health, then I know to prepare for a quick burst.