[Suggestion]Healing changes in WvW

[Suggestion]Healing changes in WvW

in WvW

Posted by: pdavis.8031

pdavis.8031

So I started playing a healing build with my guardian in WvW (Cleric gear, Staff + Mace/shield, 2/0/6/6/0) in small group roaming. (Don’t really do the zerg thing). And while it is useful, I still feel that it is lack luster. Regeneration is 130 + (0.125 * Healing power) per second, and all other healing changes based on the source.

Now looking at conditions (bleed for example): 42.5 + (.05 * Condition Damage). Per stack. And thats just bleeds.

Now lets say that player A has a total condition damage of 1000. That means at 15 stacks of bleed, player A is doing 1387.5 damage per second.
Now player B has a total healing power of 1000. That means he is doing a maximum 255 healing per second. (assuming regeneration is their primary forms of healing, exluding blasts)

Now I don’t want to get into a “trinity” discussion, but I would like to explore maybe buffing or changing the way current healing works in order to make it more useful and desirable for WvW/PvP. (PvE is out of the question due to active defenses, dodging, etc.)

I suggest, instead of having healing/regeneration just stack in duration, what about making it similar to conditions (which stack in intensity)? So you can put say stacks of regeneration on someone, and making using regeneration worthwhile. Have it scale much like bleeding, maybe with a bit lower base healing so as not to have it be way OP.

Just some thoughts I was having. I feel the reason you don’t see “healing” builds very often, is because of the terrible scaling. I see more condi builds because those can actually do quite a bit of damage. So why not have healing on a similar level?

Discuss.

“You know what the chain of command is?
It’s the chain I beat you with until you
recognize my command!”

[Suggestion]Healing changes in WvW

in WvW

Posted by: Dawdler.8521

Dawdler.8521

Since release healing power has been worthless. Its there sure, but it doesnt really do that much. If you are without gear and go zerker, you’re going to pwn things. If you are without gear and go full all out healing power… You’re going to heal maybe 5000 instead of 4200. That’s it. At a complete loss of everything else.

So yeah it sucks. Just dont do it. Its not going to change.

[Suggestion]Healing changes in WvW

in WvW

Posted by: Marmatt.8590

Marmatt.8590

Have you ever thought of the way that people can remove conditions? A person could use 1 skill, or even just use (such as with ele’s for example) a signet’s passive to remove that bleeding. How can a person remove another persons healing power? This is most likely the reason why they’ve made healing power much less effective than condition damage. If they were to be equal everyone would be immortal, due to no one being able to reduce a persons healing effectiveness. True, you could interrupt someone when they try to heal, but when that person is on a guardian. It would almost seem trivial :p

Mystogen 80 Mes
Knights Of The Knightmare
S3 Legend

[Suggestion]Healing changes in WvW

in WvW

Posted by: Servanin.5021

Servanin.5021

You are getting double of regeneration at 1040 healing. In a relation to how much it normally heals, thats quite a bit. In relation to the max health of a warrior or necro, it is not.

Its like this for most utility and skill heals. Just not for the actual heal skills, because their base value is quite high (And again, relatively low compared to max health).

I would say that skills should heal a percentage of maximum health (So regeneration might heal 1-2%/second) but that would probably encourage vitality stacking more than healing power.

[Suggestion]Healing changes in WvW

in WvW

Posted by: pdavis.8031

pdavis.8031

Since release healing power has been worthless. Its there sure, but it doesnt really do that much. If you are without gear and go zerker, you’re going to pwn things. If you are without gear and go full all out healing power… You’re going to heal maybe 5000 instead of 4200. That’s it. At a complete loss of everything else.

So yeah it sucks. Just dont do it. Its not going to change.

I understand it sucks, thats why I am suggesting changes, so it doesn’t suck and is a bit more useful. This is not about getting rid of zerker, or trying to introduce a trinity. It’s about making a mechanic already in game more useful, without taking anything away.

“You know what the chain of command is?
It’s the chain I beat you with until you
recognize my command!”

[Suggestion]Healing changes in WvW

in WvW

Posted by: pdavis.8031

pdavis.8031

Have you ever thought of the way that people can remove conditions? A person could use 1 skill, or even just use (such as with ele’s for example) a signet’s passive to remove that bleeding. How can a person remove another persons healing power? This is most likely the reason why they’ve made healing power much less effective than condition damage. If they were to be equal everyone would be immortal, due to no one being able to reduce a persons healing effectiveness. True, you could interrupt someone when they try to heal, but when that person is on a guardian. It would almost seem trivial :p

Well, you can corrupt/boon strip. It’s not removing the healing power, it’s removing the regenration boon. Just like clearing a condition doesn’t remove the condition damage, just the condition causing the damage.

“You know what the chain of command is?
It’s the chain I beat you with until you
recognize my command!”

[Suggestion]Healing changes in WvW

in WvW

Posted by: pdavis.8031

pdavis.8031

You are getting double of regeneration at 1040 healing. In a relation to how much it normally heals, thats quite a bit. In relation to the max health of a warrior or necro, it is not.

Its like this for most utility and skill heals. Just not for the actual heal skills, because their base value is quite high (And again, relatively low compared to max health).

I would say that skills should heal a percentage of maximum health (So regeneration might heal 1-2%/second) but that would probably encourage vitality stacking more than healing power.

A flat percentage might be better, but how would that scale with healing power? If you could drop regen, and have it heal for 2% per second without any points in healing power, then why have healing power? Unless it increase something like .10% per point, then that might work a bit better…

“You know what the chain of command is?
It’s the chain I beat you with until you
recognize my command!”

[Suggestion]Healing changes in WvW

in WvW

Posted by: Servanin.5021

Servanin.5021

2% per second, + (Healing power)(.00x)%. 1% would be a nerf to the lowest HP bracket.

On second thought, this would probably be absurdly overpowered.

A warrior cleric would end up healing faster than you could damage him and would only be susceptible to high burst. On the other hand, you pretty much surrender any offensive capability for it.

[Suggestion]Healing changes in WvW

in WvW

Posted by: pdavis.8031

pdavis.8031

2% per second, + (Healing power)(.00x)%. 1% would be a nerf to the lowest HP bracket.

On second thought, this would probably be absurdly overpowered.

A warrior cleric would end up healing faster than you could damage him and would only be susceptible to high burst. On the other hand, you pretty much surrender any offensive capability for it.

True, with my guardian setup, I can take at least 2 guard vets with almost no damage. But vets aren’t that strong anyway. The problem is when healing other players. It does help as is, but the damage recieved is much greater than my healing abilities. Which means, that players can be kept alive for a few seconds longer, but it’s not really enough to make it worthwhile.

“You know what the chain of command is?
It’s the chain I beat you with until you
recognize my command!”

[Suggestion]Healing changes in WvW

in WvW

Posted by: Khisanth.2948

Khisanth.2948

Have you ever thought of the way that people can remove conditions? A person could use 1 skill, or even just use (such as with ele’s for example) a signet’s passive to remove that bleeding. How can a person remove another persons healing power? This is most likely the reason why they’ve made healing power much less effective than condition damage. If they were to be equal everyone would be immortal, due to no one being able to reduce a persons healing effectiveness. True, you could interrupt someone when they try to heal, but when that person is on a guardian. It would almost seem trivial :p

Healing effectiveness can be reduced with poison. Half the classes have easy access to poison, the rest would need to rely on runes and sigils.

[Suggestion]Healing changes in WvW

in WvW

Posted by: Khisanth.2948

Khisanth.2948

2% per second, + (Healing power)(.00x)%. 1% would be a nerf to the lowest HP bracket.

On second thought, this would probably be absurdly overpowered.

A warrior cleric would end up healing faster than you could damage him and would only be susceptible to high burst. On the other hand, you pretty much surrender any offensive capability for it.

True, with my guardian setup, I can take at least 2 guard vets with almost no damage. But vets aren’t that strong anyway. The problem is when healing other players. It does help as is, but the damage recieved is much greater than my healing abilities. Which means, that players can be kept alive for a few seconds longer, but it’s not really enough to make it worthwhile.

A few seconds longer can make a huge difference assuming the other person is also taking steps to keep themselves alive. If they aren’t then you should not be able to keep them alive indefinitely.

[Suggestion]Healing changes in WvW

in WvW

Posted by: pdavis.8031

pdavis.8031

2% per second, + (Healing power)(.00x)%. 1% would be a nerf to the lowest HP bracket.

On second thought, this would probably be absurdly overpowered.

A warrior cleric would end up healing faster than you could damage him and would only be susceptible to high burst. On the other hand, you pretty much surrender any offensive capability for it.

True, with my guardian setup, I can take at least 2 guard vets with almost no damage. But vets aren’t that strong anyway. The problem is when healing other players. It does help as is, but the damage recieved is much greater than my healing abilities. Which means, that players can be kept alive for a few seconds longer, but it’s not really enough to make it worthwhile.

A few seconds longer can make a huge difference assuming the other person is also taking steps to keep themselves alive. If they aren’t then you should not be able to keep them alive indefinitely.

True, I don’t think being able to make them effectively invulnerable is a good idea. But one of the main reason people tend to shy away from healing builds is the lack of personal damage, and the largely ineffectiveness of healing. In a zerg setting, those without any healing power can simply blast water fields and provide a decent amount of healing, provided there are enough water fields, and people blasting. In a small group roaming setting, there are fewer opportunities for blasting water fields, which makes regeneration a bit more feasible. But as it is, regeneration I feel still is lacking as a viable alternative to providing healing.

Thats why I suggested regeneration stacks, with a much lower healing base, that scales up with the amount of healing power. So in essence, making it functionally similar to bleeding or condi damage.

Something like: Healing per stack = 15.5 + (.05 * healing power). With a healing power of 1000, that would mean 65.5 health per stack per second. As opposed to bleeding with a 1000 condition damage: 42.5 + (.05 * Condition damage) or 92.5 damage per stack per second.

Currently regeneration is 0.125 * healing power per second, or 255 healing per second.
So over a 10 second period, currently you get 2550 healing.

With my suggestion at 25 stacks would be 1637.5 healing per second, over 10 seconds 16375 total healing.

With bleeds at 25 stacks, for 10 seconds do 23125 damage.

I don’t feel that is too OP. In a fight you are definetly taking that much, if not more, damage in a shorter amount of time. It won’t make you “invulnerable” but will make you a bit more difficult to kill, which is basically the whole point. Because, as noted, if you are building for healing, you aren’t do any damage to be much of a threat.

“You know what the chain of command is?
It’s the chain I beat you with until you
recognize my command!”