Legendary SoloQ
Why is the best heal in GW2 the passive one
Legendary SoloQ
Problem is: Healing Signet is either useless or too strong.
Either its passive healing outclasses other heals evekittenmilar HPS values, either it heals so much less that nobody takes it.
I honestly don’t want a “noob skill” taking a slot, a skill that is easy to use but extremely weak.
We need to redesign Healing Signet. Completely.
Example: change it into a toggle signet. While toggled off it does nothing. While toggled on it heals for 850 hp/s (or different) BUT it increases your damage taken by 50% (or different). Every toggle has a 5 seconds cooldown (or different).
It should have a high hps and a high increase in damage taken. Risk and reward. You use it wrong? You get killed in seconds. You use it better than your opponents can exploit it? It will fuel your healthbar like crazy.
THIS^ so much this. Remember back in gw1 when using frenzy for the insane auto-attack speed buff to get kills in pvp but you took alot more damage and needed a cancel stance. Great idea man, the High Risk High Reward playstyle was always the most fun to me when I actually took these games seriously. Now i don’t rage I just blame it on the game’s design or the other team being “stacked” lol…
Problem is: Healing Signet is either useless or too strong.
Either its passive healing outclasses other heals evekittenmilar HPS values, either it heals so much less that nobody takes it.
I honestly don’t want a “noob skill” taking a slot, a skill that is easy to use but extremely weak.
We need to redesign Healing Signet. Completely.
Example: change it into a toggle signet. While toggled off it does nothing. While toggled on it heals for 850 hp/s (or different) BUT it increases your damage taken by 50% (or different). Every toggle has a 5 seconds cooldown (or different).
It should have a high hps and a high increase in damage taken. Risk and reward. You use it wrong? You get killed in seconds. You use it better than your opponents can exploit it? It will fuel your healthbar like crazy.
THIS^ so much this. Remember back in gw1 when using frenzy for the insane auto-attack speed buff to get kills in pvp but you took alot more damage and needed a cancel stance. Great idea man, the High Risk High Reward playstyle was always the most fun to me when I actually took these games seriously. Now i don’t rage I just blame it on the game’s design or the other team being “stacked” lol…
RIP condition classes.
Bad Elementalist
Make it heal for 100 hp/s for each adrenaline bar, and 5x of this amount on executing a burst skill. Active is just a moderate heal, what means once you are dying and have no chance of regenerating adrenaline, you use this – 20 second cooldown.
Also, berserker stance no longer gives extra adrenaline (long condition immunity is enough for a single skill). Additionaly, burst skills can be actually wasted on evade, blind, block, out-of-range or obstructed. This means you can lose adrenaline without being healed.
(edited by Dagins.5163)
Dunno why everyone kittenes about Healing Signet, yea maybe it should be reduced a little bit but you make it seem to be invincible. If its so good how come I get absolutely murdered by conditions if I dont have berserker stance up?
Probably because you go romping in the AoE like its a field of flowers because you play warrior
Made my day..those warriors play a whole different game than the rest of us.With ele or mesm you get hit by an earthshaker and boom 80 % of your life is potentially gone from there.
Those dummies rush in dealing massive damage and cc like they dont give a kitten
Problem is: Healing Signet is either useless or too strong.
Either its passive healing outclasses other heals evekittenmilar HPS values, either it heals so much less that nobody takes it.
I honestly don’t want a “noob skill” taking a slot, a skill that is easy to use but extremely weak.
We need to redesign Healing Signet. Completely.
Example: change it into a toggle signet. While toggled off it does nothing. While toggled on it heals for 850 hp/s (or different) BUT it increases your damage taken by 50% (or different). Every toggle has a 5 seconds cooldown (or different).
It should have a high hps and a high increase in damage taken. Risk and reward. You use it wrong? You get killed in seconds. You use it better than your opponents can exploit it? It will fuel your healthbar like crazy.
THIS^ so much this. Remember back in gw1 when using frenzy for the insane auto-attack speed buff to get kills in pvp but you took alot more damage and needed a cancel stance. Great idea man, the High Risk High Reward playstyle was always the most fun to me when I actually took these games seriously. Now i don’t rage I just blame it on the game’s design or the other team being “stacked” lol…
RIP condition classes.
You’d just need to increase ALSO condi damage. Or to get 1 stack of bleeding for each condition you receive. There, added risk against condi, too.
because he doesn’t know it himself
Is it possible that the issue may lie in the 10 trait points turning tanks into zerkers. I think Heal Sig is stupidly efficient healing but isnt it rooted in the amount of defense the target has because it can completely ignore taking offensive stuff because for 10 points it becomes as dangerous as it needs to be when it needs to be?
The passive healing and condi remove needs to be looked at but the 50% crit chance trait needs to be moved up the tree.
The one that you don’t have to use.
The one that requires no thought, timing or skill from the player
The one that can’t be skillfully interrupted by an opponent.
With Berserker gear a Warrior regenerates at 407hp a second with a Healing Signet.
407. Every second.
4070 every 10 seconds.
24420 a minute…For other Professions to achieve levels of healing like that they would need to equip Cleric’s Amulets.
“Just burst them down” people say.
But the Warrior comes with heavy armour, the highest base hp, 2 ways to access Endure Pain, 8s of condition immunity, 3s of Shield Block, 2 ways to get 8s of Stability plus Leaps, Whirls and Charges to use as disengage tools.
It’s too much for one build to have everything with this sort of completely thoughtless yet powerful passive healing.
Healing Signet needs to be nerfed so that it can remain effective for those who want to focus some stats and traits into survivability (like other Professions have to) but become balanced against other professions with Berserker gear.
So Healing Signet needs its base healing drastically reduced and then it needs to have better scaling with Healing Power. More like base 250 per second.
So if someone chooses to run Valkyrie, Settler’s or Cleric’s Amulet they will get good healing.
But someone in Berserker gear will not get Cleric bunker healing levels while playing a ‘glass cannon’.Mending and Healing Surge should provide better healing than Healing Signet because they are skills you actually have to think about using, skills that can be interrupted by opponents.
GW2 has been moving towards more and more passive play in the last several months, passive skills should be the least effective options as they require no thought to use.
Healing Signet, pet swarms, high damage condition procs from auto-attack.
Actually, I think Shelter is a more OP heal than HS.
When was the last time you counter/interp a Shelter heal? When I’m on my Ele and use ER, I’m scared as kitten someone might interupt me. But on my Guardian, I just use it without much risks.
At least with the warrior, the counter are there they just need to adjust the amount of condi cleanse they have.
(edited by Sifu.6527)
There is no dedicated healer/protector in this game, who can directly put spells on allies. This lack of direct support had the consequence of making classes more independent/relying on their own, which means every class has several options coming from the different class-mechanics to mitigate damage.
There are two ways of mitigating damage.
One is the direct/active method: you mitigate through interacting with abilities (spells, dodges etc.).
The other way is through traits and passive spell functions (mostly signets).
As these are abilities which proc/trigger by themselves and not through a players interference, this creates a passive play that naturally comes with the trait-system.
In general this passive play leads to a very static gameplay and lowers the skill-ceiling extremely. Definitely good for beginners to jump into the game and be effective pretty fast. On the other hand it’s very frustrating for more dedicated/experienced players, as the skill-gap between beginners and experienced players getting quite small.
In my opinion a big problem for competition / tPvP. I hope A-Net will react to that issue.
Warriors + Cleric Amulet + Healing Signet have extreme toughness, high sustain, and effective damage.
Combined with relatively strong condition removal & hard CC, it’s not really baffling as to why this feels so overpowered. They can literally botch all their first CC’s and last long enough to make it to the next set, which one succession of CC’s will really change the flow of battle for them due to passive healing, even if they were being outplayed up until that point.
It’s not just warriors that are a problem in this game, though. There’s this illusion going on that you can build your class how you would want to, and it could be decent, except no, not really.
Thieves for example. Are they able to get away with using a Rabid Amulet & have incredibly strong damage due to layered conditions (including easy mode burning) and be able to sustain at all due to low tier health? They have all these supposed options for building around condition damage … but at best, it falls into line of mediocre support, which as a thief, the best options you really have to support your team is interrupting a stomp with either Shadow Refuge or Blinding Powder + huge burst and then running away after.
There’s really so many problems with the balance in this game, that even over a year after initial release, it still feels like I’m playing an open beta that I had to pay to get into.
I swear, if this game were pay to play, I wouldn’t even consider it. Hell, I hardly consider playing it even though it’s free to play. It’s just a concoction of WTF and stale boring play that hardly promotes skill over spamming all your available attacks and rotating through them. -_-;
make this sig heal for 200 every 2 seconds instead of 400 each second.
With your suggestion, I am so glad you are not a developer.
why?
Warriors have some of the highest armor/hp in game even in zerkers, can deal tons of dmg, able to be immune to dmg for a decent amount of time.they need to nerf this PASSIVE healing signet or at least make it like the ele or theif sig where you have to do something to heal.
Isn’t it obvious why? He enjoys his face roll build.
make this sig heal for 200 every 2 seconds instead of 400 each second.
With your suggestion, I am so glad you are not a developer.
why?
Warriors have some of the highest armor/hp in game even in zerkers, can deal tons of dmg, able to be immune to dmg for a decent amount of time.they need to nerf this PASSIVE healing signet or at least make it like the ele or theif sig where you have to do something to heal.
Isn’t it obvious why? He enjoys his face roll build.
Yes I just want him to admin its a faceroll build and not a l2p or l2stunbreak issue.
They should just do a rollback on the signet buff. But they wont since it would be admitting it was a mistake to buff it in the first place.
the thing is, most warriors have 30 points in Defense traits, meaning they are off-tanks. so you can’t complain about them being bunker glass cannons.
Bunker glass cannons?? wtf
Bunker-eles used to have 60-70 points in defense, had to use defensive amulet and also defensive runes and sigils. The damage was and is still laughable with such a spec – unless the enemy is 100% glasscannon you can’t kill anything. As for survivability: you can’t blame a real bunker for tanking one player or two players for a longer period of time but if that bunker runs around with berserker-amulett, perma-CCing any other class, tanking 3 people for a minute without problems and is still doing good enough damage to actually win a 1v1 there’s something wrong. Yes, Ele bunker was strong. But they had literally all of the traits and utilities they used nerfed:
- Lightning-Flash: Stun-Break removed
- Mist Form: can’t use spells in it anymore
- Healing-Signet: passive heal lowered
- Cleansing Water: internal CD added
- Soothing Disruption: lowered duration of granted boons
- Evasive Arcana: removed explo-finishers (ok, that was buggy and overpowered, but what about berserker-stance?)
- Renewing Stamina: added internal CD
- Boon-Duration Runes nerfed from 15% to 10%
- RTL CD doubled
- Healing Ripple: heal nerfed
- Bountiful Power: changed from 2% to 1% bonus-damage per boon
- Zephyr’s Boon: Bug-fixed
That’s 12 nerfs for a single build (remember: our only viable build), without any buffs at that time.
By doing so Anet also completely destroyed other ele-builds by taking away the last bits of defense we had. -> Eles either play kamikaze-bomber or still run around with that now useless bunker-build (or stopped playing like most of us).Warriors are in a far better position now than eles have ever been. So where are the warrior nerfs? Haven’t seen a single one yet.
Also:
ICD on Frost Aura
Reduced healing on evasive arcana’s water heal
removed unintended activations on signet heal (made up 1/3-1/2 of all signet procs)
RTL was increased from 15 seconds to 20 before they doubled it.
Auras don’t benefit from boon duration (hidden blessing since they later made S/D thief stupidly strong at boon stealing, but that certainly wasn’t their intention when they did it.)
Removed the stun breaker from cleansing fire (now a garbage skill)
There’s probably more that we’re forgetting and many that weren’t even properly documented in patch notes, but it’s easy to see just how ANet handles balancing the classes they don’t play. Add in all of the counters to ele being buffed until broken, and you have ele’s state in the current meta; “VERY strong” if the devs are to be believed.
Oh but you shave 2 seconds off of dumbfire and necros think they’re worthless. rolleyesemotegoeshere
Keep whacking ANet.
we may consider whether or not there is an incarnation of [ele] that would be viable
but balanced. For now, we do not expect it to see serious use.” – ANet
(edited by Caffynated.5713)