Healing Signet Active Feedback Request

Healing Signet Active Feedback Request

in Warrior

Posted by: Artaz.3819

Artaz.3819

“Warrior:
Our changes for warrior focus on … reduce the passive benefit gained from Healing Signet.

Healing Signet: Reduced the passive heal by 8%.
We’re looking for ways to incentivize using Healing Signet’s active without increasing overall sustain. We’d love to hear your thoughts on this."

Link to above"

What is your feedback?

Rules of feedback: Be precise, stay on topic and don’t bring other Warrior Profession mechanics (i.e. Adrenaline Health, Banner Regeneration boon, et al.), or other Professions Healing Skills for comparison (unless used for inspiration or discussion on balance) and do NOT generalize relative Warrior balance with other Profession mechanics since this topic is solely for the Healing Signet active effect only unless it relates directly to the Healing Signet (i.e. Signet Mastery).

The goal is, (1) Healing Signet active effect must be balanced against other Heals available to the Warrior, (2) it must encourage active use (even if situational), (3) provide any math or related durations to get a sense of the direction of the Healing Signet Active use.

Let’s hear your suggestions!

(edited by Artaz.3819)

Healing Signet Active Feedback Request

in Warrior

Posted by: Artaz.3819

Artaz.3819

[Reserved for later]

Healing Signet Active Feedback Request

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Posted by: Brigg.6189

Brigg.6189

Good thread, ty. I’ve been thinking about this for a long time but have had a hard time coming up with a good idea. Obvious effects you could add would be invuln, condi clear, speed boost, damage boost … but all of these things are kind of common to warrior already… so I don’t think they’re that great of ideas (and would probably lead to qq that warrior has too many of whatever it is).

I’d really like to see an activation that either has counterplay, or is more of a team-support ability instead of personal-benefit.

Maybe just keep it simple: make the heal aoe, keep the cast time the same so it’s easily interruptable.

Healing Signet Active Feedback Request

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Posted by: Artaz.3819

Artaz.3819

Also, there are some good ideas mentioned in this thread (once you get past the garbage);

https://forum-en.gw2archive.eu/forum/professions/balance/Merged-PvP-Warrior-Healing-Signet-is-Too-Powerful

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Posted by: Treeoflife.4031

Treeoflife.4031

This is just an idea so please don’t attack me. With the signet cooldown reduction via traits, the heal skill will be on a 16 second cooldown. Since it would effectively add health but remove the “regen” it would only be used in those OH kitten moments. With that being said, it would need to be a substantial increase to make it worth blowing the cooldown since its effectively removing a boon. So either the health added would need to be at least half the health bar or something like that, or blowing the cooldown would need to add a defensive boon like 6 – 8 sec of Protection and or Vigor. I could also see a burst “counter” instead being added such as 4 sec of quickness so you can hit em quick quick to get them off you and level the playing field until your heal comes off cooldown. that’s just my opinion

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Posted by: Carpboy.7145

Carpboy.7145

I think it would be cool if it was 300hps passive, but then kinda like rangers troll Unguent you get600-750 HPS for 10 sec. 25 sec CD.

Numbers can be tweaked but i think its a cool idea.


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Posted by: wildfang.9670

wildfang.9670

allow for healing in short bursts like with the passive but more along the lines of.

700-800 a second for around if you are keeping both cast time and the cd I think it should work for around 8 seconds giving it 5.6k – 6.4k.

not going be ground breaking it’s only slightly stronger then mend with out the condtion removal effect it’s still got the same weaknesses and reasons so many wars like it already.

while many will whine it’s op it’s not really. still will heal less then surge unlike surge it’s healing over time so it’s more susceptible to counter play making it much more risky to use in the first place. risk must always = reward so the heal must be strong in comparison.

doing it this way has the advantages of maintain why so many like it as it is. maintains it’s balance as it’s counters still work excellent against it. over all maintain it’s same pro’s / cons.


this will be on if it goes as now a 25 max cd with a 16 min cd. which means you will heal roughly 1/2 the time. you’ll heal a lot in that short time but once it’s gone your going to be in a rough spot.

if your poisoned in that time the heal drops to around 4k which once again for a heal that takes so long is pathetic. easily out damage by virtually any build.

(edited by wildfang.9670)

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Posted by: Galsia.4102

Galsia.4102

I think it would be cool if it was 300hps passive, but then kinda like rangers troll Unguent you get600-750 HPS for 10 sec. 25 sec CD.

Numbers can be tweaked but i think its a cool idea.

Our ideas are rather similar; I had posted mine in the original thread OP linked.

Warrior:
Our changes for warrior focus on providing telegraphs to stronger skills and to reduce the passive benefit gained from Healing Signet.

  • Healing Signet: Reduced the passive heal by 8%.
    • We’re looking for ways to incentivize using Healing Signet’s active without increasing overall sustain. We’d love to hear your thoughts on this.

Healing Signet Active: Cures Poison then quadruples healing effectiveness for the next 5 seconds.

Healing Signet’s base after nerf, 361, would quadruple to 1,444 for each second for the next five seconds, ending up with a 7,220 heal.

Potency, length of time, CD is open to scrutiny.

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Posted by: Grok Krog.9581

Grok Krog.9581

Passive: The presumed changes (forget what the exact numbers are)

Active: Heal 5000 and for 4 seconds gain “Effect name” and heal 100 health for each strike of adrenaline you gain from hitting someone

The low time is to prevent it from becoming too strong with skills like Whirling Axe. Should still be long enough to gain some decent adrenaline

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Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Healing signet on a berserker warrior with greatsword and little stances feels right. Healing signet on soldiers warrior with hammer and all stances feels a too strong.

The ability to manipulate healing signets healing is the issue.

Have healing signet passively heal based off your toughness score. High toughness warrior’s with soldiers won’t benefit from it as much. Full zerker warrior’s who have invested more into offense over defense will benefit more. Keeping up sustain on great sword is not as easy has it is on hammer. Keeping up sustain on axe is not quite as easy as it is with sword. This way burst builds can still survive and sustain builds are less forgiving and will require timely dodges and/or blocks and uses of accurate mitigation stances. Currently we’re just seeing stance stacking and attack spamming from hammer warriors. This technique doesn’t work on great sword warriors who will often take frenzy and bulls rush and balanced stance and forgo endure pain/berserker stance on demand to maximize their burst. To me the answer was always obvious like this. Hope this contributes a new way of looking at HS for positive discussion.

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Posted by: wildfang.9670

wildfang.9670

bumping you to the top my friend

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Posted by: killahmayne.9518

killahmayne.9518

nothing overly fancy or complicated needs to be done with it

bring down the healing to about 330 HPS, make the active worth using. increasing the healing to 5500, put it on 25 second cooldown, maybe add in a 10% reduction in damage for 4 seconds.

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Posted by: Eiland.1405

Eiland.1405

Some of the suggestions here are obviously OP, no offence guys but get real. .
HS is a strong heal as it is, which works around the idea of “not a burst heal”, for good or bad. If the active would act as a valid burst heal it will jut make it more OP and completely negate the other heals.
Therefore I think the active should have a small heal like today but with some other benefit. The main idea is you sacrifice your heal for (something), this encourages high risk/ high reward play. Also this benefits should not include adrenaline refill or condi removal coz that whats mending and healing surge are for.
A few good ideas I saw were:
– group(aoe) heal
– give some boons (like protection, or vigor, or a short 10 stack of might for bursting)
– refill endurance
– deal insta damage
– does ‘reveal’ effect to negate those annoying thieves and mesmers.

I think we need to give suggestions along this line, “keep it constructive” just as the devs likes it.

Dry Leaves

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Posted by: Dristig.9678

Dristig.9678

I posted this in one of the other threads but I’d like to see a mild buff to the heal amount like 10% then have it grant a boon like Retaliation or Protection both of which are a pain for warriors to get and would help make this signet unique.

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Posted by: Dankshasta.6812

Dankshasta.6812

What about lowering the regen by 10-12%, but making it group wide within a close range, like 600 units. That way it is still ridiculously helpful for a team, but not quite as beneficial for solo play styles as some of our other heals. In this example I’d leave the heal amount the same, since it would be more of a support ability.

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Posted by: wildfang.9670

wildfang.9670

bumping thread to top again

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Posted by: Aegael.6938

Aegael.6938

I think the solution is to add a support aspect to it. Have it heal allies in an AoE or buff nearby allies. That way when the warrior isn’t being pressured, he can pop his signet to help his team.

That’s the only thing I can think of that would actually have the warrior consistently popping his signet without making it overpowered or useless.

(edited by Aegael.6938)

Healing Signet Active Feedback Request

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Posted by: Chaosbroker.3860

Chaosbroker.3860

Well my opinion would be to make the passive and active functionally different methods of healing.

PassiveHeal for X per strike of adrenaline gained

ActivePulse 3 times over 3 seconds, each pulse heals for X amount and can consume a bar of adrenaline to increase healing by 50% and heal allies for 50% of each pulse.

While the passive is similar to the current model it does at least offer the opportunity for counter play by either hampering a warrior’s adrenaline generation or preventing them from spending it to resume healing.

On the other hand the Active provides an emergency dump of adrenaline and some team support on top of it.

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