(edited by Jekkt.6045)
Overhaul for Healing and Healing Power
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
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.
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New Twitter: @chaithhh
(edited by 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
(edited by 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
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.
Twitch.tv/chaithh
New Twitter: @chaithhh
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.