Overhaul for Healing and Healing Power

Overhaul for Healing and Healing Power

in PvP

Posted by: Jekkt.6045

Jekkt.6045

In PvP bunkers are almost too strong and can often not be taken down in a 1vs1, or the process in killing them takes too long and the enemy team will arrive for help before you can cap the point. Trying to heal NPCs like the Foefire Lord or healing allies on the new TDM map is a pain too.

I looked for a way to nerf the Healing of tanky builds while not touching squishy builds and even increasing the healing output for “Dedicated Healers”.
Maybe it is kind of a radical change but after calculating many things i came to the conclusion that, imo, it would be better than the current system.

Currently healing is calculated by taking the base heal of a skill plus a multiplier-number multiplied by your healing power. for further demonstration:

Shelter (Guardian healing skill): 4’555 + (0,7 * Healing Power)

With my system i would reduce the base heal of every skill in the game by 1,5 and activate critical chance and ferocity for healing. As i said this may sound a bit radical but please continue reading as i will show you some of my calculations.

Lets start with the Guardian healing skill Shelter. With my system the healing calculation would look like this: ((4’555/1,5) + (0,7 * Healing Power)) +% Ferocity if it crits.


Some comparison between the current and my system using different stat combinations. The numbers used in these calculations might differ a bit from what you can have ingame due to the different classes, traits and stat locations on the trait system. I added a non existing new set called “Saint’s” with the mainstat Healing Power + Precision and Ferocity. This set would create effective, but unlike current bunkers, very squishy healers. The following numbers were used for the different stats:

Critical Chance: 0%, 25% and 50%
Ferocity: 150%, 175% and 200%
Healing Power: 0, 750 and 1500

Knight/Rabid Gear – 50% Crit Chance, 0 Healing Power, 150% Ferocity
(current) Shelter healing for 4’555
(new) Shelter healing for an average of 3795
calculated with a 50% chance to crit (crit + non crit / 2)

Berserk Gear – 50% Crit Chance, 0 Healing Power, 200% Ferocity
(current) Shelter healing for 4’555
(new) Shelter healing for an average of kitten -> nothing changes in theory

Soldier/Dire Gear – 0% Crit Chance, 0 Healing Power, 150% Ferocity
(current) Shelter healing for 4’555
(new) Shelter healing for 3036

Cleric/Apothecary Gear – 0% Crit Chance, 1500 Healing Power, 150% Ferocity
(current) Shelter healing for 5605
(new) Shelter healing for 4086

Magi Gear – 50% Crit Chance, 1500 Healing Power, 150% Ferocity
(current) Shelter healing for 5605
(new) Shelter healing for an average 5107

Celestial Gear – 25% Crit Chance, 750 Healing Power, 175% Ferocity
(current) Shelter healing for 5080
(new) Shelter healing for an average of 4206

Saint Gear – 50% Crit Chance, 1500 Healing Power, 200% Ferocity
(“current”) Shelter healing for 5605
(new) Shelter healing for an average of 6129

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

(edited by Jekkt.6045)

Overhaul for Healing and Healing Power

in PvP

Posted by: Jekkt.6045

Jekkt.6045

With this change Fury would affect the Healing output and Regeneration would get a small tweak too.

Regeneration and how it is currently calculated: 5 + (1,5625 * level) + (0,125 * Healing Power) = Hp/tick

The new calculation: 5+ (1,5625*/1,5* * level) + (0,125 * Healing Power) = Hp/tick

Again some quick demonstration of the Healing output:

Berserk Gear – 50% Crit Chance, 0 Healing Power, 200% Ferocity
(current) Regen ticking for 130/s
(new) Regen ticking for an average of 132/s

Soldier/Dire Gear – 0% Crit Chance, 0 Healing Power, 150% Ferocity
(current) Regen ticking for 130/s
(new) Regen ticking for 88/s

Cleric/Apothecary Gear – 0% Crit Chance, 1500 Healing Power, 150% Ferocity
(current) Regen ticking for 317/s
(new) Regen ticking for 275/s

Saint Gear – 50% Crit Chance, 1500 Healing Power, 200% Ferocity
(“current”) Regen ticking for 317/s
(new) Regen ticking for an average of 343/s


Lets move on to a rather difficult skill, the infamous Healing Signet.

The Healing per tick is currently calculated this way: 362 + (0,05 * Healing Power)
With my system this would change to: 362/1,5 + (0,05 * Healing Power)

Again the calculations:

Soldier Gear: 362/s now, 241/s after

Berserker Gear: 362/s now, average of 362/s after

Knights Gear: 301/s after

Saints Gear: 475/s after


The last skill i would like to talk about is Ele’s Staff Water #4 – Geyser

This Skill heals for 3x 808 + (0,25 * Healing Power)
With my system this changes to 3x 539 + (0,25 * Healing Power)

Comparison:

Cleric Gear: 3549 now, 2742 after

Berserker Gear: 2424 now, average of 2424 after

Celestial Gear: 2986 now, average of 2588 after

Saints Gear: 3549 “now”, 4113 after


Alright this was quite a long post with a lot of information but i hope i was able to show you how my system works.

Thank you for reading my post and feel free to leave constructive feedback

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

Overhaul for Healing and Healing Power

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Posted by: Chaith.8256

Chaith.8256

I don’t think I agree with the base reasoning in the first place, in order to justify the complete overhaul that you’re suggesting.

You need to be able to differentiate between ‘bunker’ and ‘support’ better.

The truth of the matter is, that ‘support’ characters that have good group healing capabilities, are often rather squishy themselves.

I think that any problem that GW2 has with players being too difficult to kill due to un-penetrable sustained healing directly feeds back into one feature. That feature is the ability for multiple players to AoE spam heal each other. Multiple support characters together, all AoE healing each other get too out of hand.

I feel that introducing some kind of feature that puts some kind of plateau, diminishing return, or drawback for AoE Healing Spam would be a far superior mechanic than blanket nerfing all healing.

Forum Lord Chaith
Twitch.tv/chaithh
New Twitter: @chaithhh

(edited by Chaith.8256)

Overhaul for Healing and Healing Power

in PvP

Posted by: Jekkt.6045

Jekkt.6045

I think that any problem that GW2 has with players being too difficult to kill due to un-penetrable sustained healing directly feeds back into one feature. That feature is the ability for multiple players to AoE spam heal each other. Multiple support characters together, all AoE healing each other get too out of hand.

I feel that introducing some kind of feature that puts some kind of plateau, diminishing return, or drawback for AoE Healing Spam would be a far superior mechanic than blanket nerfing all healing.

Usually there is 1 bunker guardian in a team which does all the healing/boons and the other classes are either warriors, thieves, mesmers, sometimes eles and necros. all of the named classes except ele bring no group healing at all in the current meta so its hard to aoe spam heal. some classes can bunker points without any problem 1vs1, even 2vs1 and in very rare cases 3vs1 for some time again without any involved aoe heal spam.

correct me if im mistaken but afaik aoe heal has the same restriction as damage aoe, the 5 target cap. if you have any minions spirits or whatever up thats already a downside to aoe heal.

multiple healers would not be viable anyway as they do less damage than a soldier geared player of the same class and die way faster to focus.

thats why i think that it would be better to nerf the healing if you’re not a 100% healer. i believe it would be more balanced to have a healer who heals a bunker but is faster to take down than a bunker selfhealing in outnumbered fights.

thanks for posting

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

(edited by Jekkt.6045)

Overhaul for Healing and Healing Power

in PvP

Posted by: Chaith.8256

Chaith.8256

I think that any problem that GW2 has with players being too difficult to kill due to un-penetrable sustained healing directly feeds back into one feature. That feature is the ability for multiple players to AoE spam heal each other. Multiple support characters together, all AoE healing each other get too out of hand.

I feel that introducing some kind of feature that puts some kind of plateau, diminishing return, or drawback for AoE Healing Spam would be a far superior mechanic than blanket nerfing all healing.

Usually there is 1 bunker guardian in a team which does all the healing/boons and the other classes are either warriors, thieves, mesmers, sometimes eles and necros. all of the named classes except ele bring no group healing at all in the current meta so its hard to aoe spam heal. some classes can bunker points without any problem 1vs1, even 2vs1 and in very rare cases 3vs1 for some time again without any involved aoe heal spam.

correct me if im mistaken but afaik aoe heal has the same restriction as damage aoe, the 5 target cap. if you have any minions spirits or whatever up thats already a downside to aoe heal.

multiple healers would not be viable anyway as they do less damage than a soldier geared player of the same class and die way faster to focus.

thats why i think that it would be better to nerf the healing if you’re not a 100% healer. i believe it would be more balanced to have a healer who heals a bunker but is faster to take down than a bunker selfhealing in outnumbered fights.

thanks for posting

Actually the ToL NA finals on both sides had 1) Support Guardian, 2) Support Elementalist, 3) Double Warriors to help blast the combo fields.

One of the team’s strategy pretty much prioritizes AoE healing over just about everything else. Healing Breeze & Magi amulet taken on Guardian, also a Spirit Ranger for the AoE healing Support Elite.

It’s clear that you just don’t share the same reality in GW2… but coordinated AoE healing is actually a thing. And it’s really borderline too good.

http://www.twitch.tv/guildwars2/b/525879111

1:40:00 to see what I mean.

Forum Lord Chaith
Twitch.tv/chaithh
New Twitter: @chaithhh

Overhaul for Healing and Healing Power

in PvP

Posted by: Jekkt.6045

Jekkt.6045

i play on Eu and usually you dont see any support eles there. i did not watch the us ToL much though as i did not like the bunker teamcomps.

with my change the aoe blasting of water fields would be toned down aswell as all base healing numbers are divided by 1,5 and you get the heal according to your own healing power.

yes the eles could heal more for the price of being more squishy than with clerics if it’s them who blast their fields but the warrior’s blasts would heal for less due to the base number reduction of the water field.

i dont say that im right or that you’re wrong but i think that we wont be able get to a conclusion in theory as this would need testing and comparing.

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.