https://twitter.com/TalathionEQ2
(edited by Daecollo.9578)
Regeneration should heal a percent based of Health instead of a solid number, its simply not fair that it benefits some classes and is 50% less effective to ones with more hp. It simply helps those who have stealth/evade/immunities/damage reduction with low hp moreso then those with higher HP.
It should heal 1% of your health every second, then + (0.125 * Healing Power) per second.
This means it will heal guardians/thieves/elementalist a little less at start and vitality will also affect it, however it makes a lot of sense and really helps other classes… like Warrior.
(edited by Daecollo.9578)
Regen, it’s in a precariously perched position.
Your proposed changes would make, say, an Engineer’s Regeneration with 18.5k hp with 1k healing power about 22%.
Your proposed changes would increase a Banner Warrior (Knights Amulet) with zero healing power, but 30,602 health’s regeneration by 235.40%
Yikes. I mean, I’d be largely okay with regen actually doing something. I think maybe .75% of HP + (Healing power*.15).
sorry, but this is pretty kittened suggestion
It has been explained several times why heals/sustain shouldn’t be based on HP instead of Healing Power.
High HP + low Healing Power = tanky (burst is weak) but low sustain
Low HP + high Healing Power = not tanky (burst is strong) but high sustain
If you only need high HP to have both (being tanky and high sustain) what’s the point of Healing Power in the first place?
There is a difference between being tanky and sustain and it should stay that way. Otherwise there would be no real counter to bunker builds if you can have both that easily.
I do agree that warriors still need some kind of buff but definitely not this one.
It has been explained several times why heals/sustain shouldn’t be based on HP instead of Healing Power.
High HP + low Healing Power = tanky (burst is weak) but low sustain
Low HP + high Healing Power = not tanky (burst is strong) but high sustainIf you only need high HP to have both (being tanky and high sustain) what’s the point of Healing Power in the first place?
There is a difference between being tanky and sustain and it should stay that way. Otherwise there would be no real counter to bunker builds if you can have both that easily.
I do agree that warriors still need some kind of buff but definitely not this one.
Healing power would still affect the % healed, but yeah you pretty much explain why it would be a bad idea (and would greatly buff high hp classes)
It has been explained several times why heals/sustain shouldn’t be based on HP instead of Healing Power.
High HP + low Healing Power = tanky (burst is weak) but low sustain
Low HP + high Healing Power = not tanky (burst is strong) but high sustainIf you only need high HP to have both (being tanky and high sustain) what’s the point of Healing Power in the first place?
There is a difference between being tanky and sustain and it should stay that way. Otherwise there would be no real counter to bunker builds if you can have both that easily.
I do agree that warriors still need some kind of buff but definitely not this one.
My ele needs no healing power to heal and sustain a crapton more than my necro with a healing power amulet.
Healing power is a garbage stat for most classes, and high sustain doesn’t come from it, but rather from classes’ base sustain utilities/weaponskills/traits.
Regen, it’s in a precariously perched position.
Your proposed changes would make, say, an Engineer’s Regeneration with 18.5k hp with 1k healing power about 22%.
Your proposed changes would increase a Banner Warrior (Knights Amulet) with zero healing power, but 30,602 health’s regeneration by 235.40%
Yikes. I mean, I’d be largely okay with regen actually doing something. I think maybe .75% of HP + (Healing power*.15).
So? That seems perfectly fair. The regeneration would only work off yourself, it wouldn’t heal for everyone else that.
As a personal fan of vitality over toughness, I would like to see something of this sort where higher hp gets higher regeneration amount. The numbers have to be worked out to keep healing power a viable stat although I would say its already a garbage stat for most classes since Anet has not really spent time balancing the healing power coeffecients of each class.
sorry, but this is pretty kittened suggestion
^this!
Any change that would allow toughness/vit builds to be more tanky than they are already is pretty kittened. Also it would make healing power even more crappy than it already is for most classes. Plus it would make regen scale with your classes base HP so no fair distribution among all classes.
Edit: Regen is a reasonably strong buff already no idea why ppl in this thread say its not.
overall kittened suggestion
Watchout . . . Soldiers Amulet incoming
It has been explained several times why heals/sustain shouldn’t be based on HP instead of Healing Power.
High HP + low Healing Power = tanky (burst is weak) but low sustain
Low HP + high Healing Power = not tanky (burst is strong) but high sustainIf you only need high HP to have both (being tanky and high sustain) what’s the point of Healing Power in the first place?
There is a difference between being tanky and sustain and it should stay that way. Otherwise there would be no real counter to bunker builds if you can have both that easily.
I do agree that warriors still need some kind of buff but definitely not this one.
My ele needs no healing power to heal and sustain a crapton more than my necro with a healing power amulet.
Healing power is a garbage stat for most classes, and high sustain doesn’t come from it, but rather from classes’ base sustain utilities/weaponskills/traits.
I know about that but I would say this is a skill/trait problem instead of a “sustain needs to scale with HP” problem. The statement I made in the first place is still true
You can’t expect necros to have as much sustain as an ele because they are somewhat tanky by default just like warriors. Slightly more sustain for both – necros and warriors – might help though (obviously only if your build includes Healing Power or defensive traits, free sustain is a bad idea).
It has been explained several times why heals/sustain shouldn’t be based on HP instead of Healing Power.
High HP + low Healing Power = tanky (burst is weak) but low sustain
Low HP + high Healing Power = not tanky (burst is strong) but high sustainIf you only need high HP to have both (being tanky and high sustain) what’s the point of Healing Power in the first place?
There is a difference between being tanky and sustain and it should stay that way. Otherwise there would be no real counter to bunker builds if you can have both that easily.
I do agree that warriors still need some kind of buff but definitely not this one.
My ele needs no healing power to heal and sustain a crapton more than my necro with a healing power amulet.
Healing power is a garbage stat for most classes, and high sustain doesn’t come from it, but rather from classes’ base sustain utilities/weaponskills/traits.
I know about that but I would say this is a skill/trait problem instead of a “sustain needs to scale with HP” problem. The statement I made in the first place is still true
You can’t expect necros to have as much sustain as an ele because they are somewhat tanky by default just like warriors. Slightly more sustain for both – necros and warriors – might help though (obviously only if your build includes Healing Power or defensive traits, free sustain is a bad idea).
They are not more tanky. A D/P thief will gib my necro much faster than a D/P thief will gib my ele not only because he has much more evasive tools to mitigate burst, but because my ele can get his health back up over the 50% threshold much more reliably, so he doesn’t get hit by ridiculous Heartseeker numbers after a single backstab.
It has been explained several times why heals/sustain shouldn’t be based on HP instead of Healing Power.
High HP + low Healing Power = tanky (burst is weak) but low sustain
Low HP + high Healing Power = not tanky (burst is strong) but high sustainIf you only need high HP to have both (being tanky and high sustain) what’s the point of Healing Power in the first place?
There is a difference between being tanky and sustain and it should stay that way. Otherwise there would be no real counter to bunker builds if you can have both that easily.
I do agree that warriors still need some kind of buff but definitely not this one.
My ele needs no healing power to heal and sustain a crapton more than my necro with a healing power amulet.
Healing power is a garbage stat for most classes, and high sustain doesn’t come from it, but rather from classes’ base sustain utilities/weaponskills/traits.
I know about that but I would say this is a skill/trait problem instead of a “sustain needs to scale with HP” problem. The statement I made in the first place is still true
You can’t expect necros to have as much sustain as an ele because they are somewhat tanky by default just like warriors. Slightly more sustain for both – necros and warriors – might help though (obviously only if your build includes Healing Power or defensive traits, free sustain is a bad idea).
They are not more tanky. A D/P thief will gib my necro much faster than a D/P thief will gib my ele not only because he has much more evasive tools to mitigate burst, but because my ele can get his health back up over the 50% threshold much more reliably, so he doesn’t get hit by ridiculous Heartseeker numbers after a single backstab.
If you compare the HP necros are definitely more tanky (Ele: 10,805HP > Necro: 18,372HP). Even if you include HP from gear and traits necros will have more HP in most cases.
Eles have a higher protection uptime which mitigates a lot of damage. You can’t compare protection to HP or sustain though since it reduces direct damage by 33%. HP and heals on the other hand are flat amounts.
Again:
Sustain doesn’t equal being tanky.
and
Necros/Warriors aren’t supposed to have as much sustain as an ele but they should be tankier (if specced for it).
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