Showing Posts For Amber.2637:
The blind really did need a nerf. Even in pve, it was pretty strong. It is kind of a shame that the healing potential of the trait was hurt so much from the nerf though. I hope the cd gets reduced for the sake of the heal. :P I think having the blind apply every 5-8 seconds would be pretty good. Is it not possible to have the blind effect function differently than it does currently, or possible have it work on a different cd from the heal?
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I also think the 12 second cd is a bit too much. I understand that the blind needed to be nerfed, but the healing output is too low now. I liked using this trait to give my healing a boost. The heal on the trait probably needs a pretty big boost if it is going to keep that cd.
There already is supposed to be some kind of priority, right? I was told that this could be a bug because npcs are supposed to be a lower priority than players.
Boons I apply are not prioritizing players over npcs. When using ranger spirits, they will sometimes give their boons to other spirits or pets instead of giving them to players who are within range of them.
Ok, I might do that then. I also noticed that the distance someone stands from the spirits has a lot of do with who gets the boons. The spirits also don’t prioritize players over ranger pets. I suppose that isn’t as bad but I would prefer the boons applying to me first before my pet.
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They count each other as allies, which is fine, assuming they are prioritising party members 1st. Was there 5 party members within range? If not, then they would be applying the “excess” boons to reach the 5 target maximum. If there are 5 party members in range, then its a bug.
Since they can take damage, the boons applied to them will help them survive, but in PvE that is kinda moot now anyway, perhaps they should not be able to boon each other.
I can’t really remember specifically. I’m not sure if the allies were in a party with me or not. I remember two times when I wasn’t receiving the protection boon from my stone spirit even though I was right next to it and there wasn’t other allies around, besides an npc maybe. I did have 2-3 other spirits summoned though. I haven’t had many opportunities to test this more.
I was thinking mostly about pve when I made this post. Maybe it is more useful in pvp though. I think the better solution would probably be to not have them receive boons at all in pve.
Edit: Okay, well I tested it a bit just now, and it doesn’t prioritize non-party members. I’m not sure about party members though.
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Having spirits being capable of receiving boons from other spirits and players seems to be a bit of a problem currently. I’ve noticed a few times that my spirits would not always apply boons to allies within their range, and would instead apply them to other spirits that were summoned. I think boons should either not be applied to spirits or spirits should be a low priority when receiving boons. Since spirits are not a combat pet, having them being capable of receiving boons isn’t very beneficial and they end up taking the boons players need instead.
For some reason boon duration does not seem to be working properly on skills. Boons I apply from skills are not lasting as long as shown on the tooltips. For example, if I use Call of the Wild with 72% increased boon duration, the boons applied from the skill will only last for 20 seconds instead of 25.
If it can’t stack intensity then at least let its duration stack, it sucks having 20 seconds of aegis, someone uses “Shield of Judgment” and suddenly the duration goes from 20 to 4. With pve and the slow attacks of bosses you loose it before he even hits you in these situations.
This sounds like a bug. If this is really what happens, then something should be done about this at least. There shouldn’t be such a drawback to reapplying aegis.
The first major thing that comes to my mind:
Sword auto-attack chain #3
It needs some pre- and aftercast mechanical changes. That’d a minor QoL change to the few situations where you can use sword, i. e. fractals.Everything you want to be changed looks like an overkill to me. Flat out less cd and increased effects, nope, can’t agree on that.
These skills&traits are fine as they are now ~ just my humble opinion.
thats why nobody uses them right ? and everyone is medi.
in pve majority of these also not used for the absurd long CDs and weak or short effects for that long CDs.
same with virtues lost of guardian players even forget they exists even traited they can be meh.you need to understand to make people move out of medi they need other abilities that are almost as good or as good as a medi but in another way.
I’ve always felt the same way. Too many skills have long cds for their short effects.
I think there needs to be an option to make the hp of allies always visible, even when not in a party.
I agree they need some updating.
I think the quick simple fix would be for the passive to remain even once activated.
I don’t like how the passive effects end when activated too. I was thinking of mentioning that in my first post also, but I wasn’t sure how other people felt about it.
They do seem to have a lot going for them. My main is a guardian who I play as a tanky support, but after playing the druid and revenant, they seem very strong in comparison so far. The druid has a few issues of its own, like the celestial avatar meter building up too quickly when healing, but the burst is high. I might be wrong about this, but the revenant so far seems to take the guardian’s role and does a better job at it.
Actually, they go together like peanut butter and jelly. Guardian excels at a number of things Revenant isn’t so great at (stability (outside retribution trait line), condition clear, reflection) plus offer aegis, etc.
That is true. :P I was mostly worried about the Revenant’s condition clearing and powerful boon uptime in comparison to the Guardian. The Revenant’s Purifying Essence skill seems to be very good for removing conditions. I guess the small radius and the need to position it correctly are a bit of the downside though.
I think I would like to see something done with them too. I never really cared for Virtue of Justice much. The cool downs are pretty long on them and they all kind of seem to be lacking something. Guardians have skills that have similar effects but with shorter cool downs.
Toughness is the problem here. If they would increase its effectiveness and start giving resistance as a stat combination then things would be fine. Basically zerker is still ‘king’ because toughness does not do enough, not because heal scaling is broken.
I know that the effectiveness of toughness goes down the more armor you have, but I still like to build it on my characters. I think it has done a pretty good job at keeping me alive. :P I wouldn’t be against a toughness rework if it really is a problem though, but with whatever problems toughness has, certain skills still need to scale better with healing power. Some seem the scale kind of decently while others are just too low.
A lot of people seem to be suggesting that the classes are over powered on purpose to improve the sales. That is kind of a silly way to try to get more sales though, and I don’t really think that would be the main reason for this. :P I didn’t buy the expansion expecting the elite specs and new class were going to be better. I bought it because we were being offered new content and more customization to our classes. Also because ArenaNet is trying to make support roles more viable, so the druid interested me. People who are looking for a quality expansion probably wouldn’t buy it if they thought the classes were going to remain op too long after the release.
That’s not really how things work though is it, if it was we’d be living in world where things were made to last, they’d be well designed and made of quality materials. Planned obsolescence wouldn’t be a term that had meaning, apple products wouldn’t exist. I mean, the classes aren’t balanced for kitten, but you already bought the game.
Specialisations are selling points, be it some new role, or just being over powered, it’s gotta be new or its got to be better or people won’t care. It’s not a silly way to get sales at all, it makes perfect sense. Someone goes to pvp, gets rekt by a chronomancer and says “I want to do that!”, and anet gets more money.
I wasn’t anticipating perfect balance when I bought the game, nor was I not expecting that some of the elite specs would be op. I was just saying that it wasn’t my reason for buying the game. I believe it is the same for a lot of other people too. Sure, some people might like that the elite specs feel stronger, but there is also probably a lot of people who don’t. I’m not really trying to deny the possibility of sales increasing due to this. I just think it is a silly method regardless. A lot of people might be drawn in from it, but plenty of other people would not.
A lot of people seem to be suggesting that the classes are over powered on purpose to improve the sales. That is kind of a silly way to try to get more sales though, and I don’t really think that would be the main reason for this. :P I didn’t buy the expansion expecting the elite specs and new class were going to be better. I bought it because we were being offered new content and more customization to our classes. Also because ArenaNet is trying to make support roles more viable, so the druid interested me. People who are looking for a quality expansion probably wouldn’t buy it if they thought the classes were going to remain op too long after the release.
They do seem to have a lot going for them. My main is a guardian who I play as a tanky support, but after playing the druid and revenant, they seem very strong in comparison so far. The druid has a few issues of its own, like the celestial avatar meter building up too quickly when healing, but the burst is high. I might be wrong about this, but the revenant so far seems to take the guardian’s role and does a better job at it.
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What you need to do is combine Healing power with Outgoing effectiveness using Monk runes and sigil of benevolence. This would equal an additional 22.5% healing which is combined with the healing power and base heal of the skills you use. It would be outrageous to want more healing than that since anymore would be almost instant full heal in most cases. Just roll your druid and spec for it. Its already super op, so stop complaining about not having enough damage. Obviously when you roll heals, youre sacrificing damage.
Those sigils and runes are probably good for giving healing a boost, but I don’t think it would be fair to use them as an excuse for the poor scaling of healing power. They are good for specs and builds that are more healing orientated, like the druid, but not for builds that focus on other things besides healing. Players shouldn’t have to rely on those runes and sigils to make healing power worth using. If they end up being too powerful with buffed healing power, they would probably just have to be adjusted.
I also think that a lot of the skills mentioned here need some work. Sanctuary definitely needs a reduced cool down. A lot of the signets have always felt a bit underwhelming to me too. Someone suggested somewhere that the passive effect for signet of courage should apply ever 5 seconds instead of 10, but with a reduced amount of healing so that the healing stays about the same as it is currently. I also agree that it could use a reduced casting time.
I never liked that the cool down on spirit weapons didn’t start once they were cast. I do like how the spirit weapons stick around when you use their actives though. I don’t think they did that in the past.
Being a mace+focus wielder, I’ve been seeing some problems with ray of judgement. When I was helping my friend level today, I noticed that it does not always bounce to him to when he needs it, and this is when there is only 2 of us and not many enemies around. The skill also needs to bounce to allies whether there is an enemy to hit or not. From the way it is worded, it suggests that it would do so but doesn’t.
depending on the class you can go up to 2250 healing… give or take 30-40 points
The fact it scales bad already ha drawn a lot of attention.
All attention from posters then was healing is bad, leave it people need to wear zerk. Ik had some nice iscussions about why healing should and could be better.
these discussions mostly revolve around
- To high base heals
- Useless healing scaling
- boon duration nerfed away with june 23rd patch
- a lot of healing nerfed away with june 23rd patch
Possible solutions
- 1st: boon duration could be made dependent on healing as a stat make every 100 healing give 2% boon duration and be done with a part.
- 2nd: healing base could be nerfed by as much as 33-50% BUT only if:
heal scaling would be buffed A LOT 200-350% (MINIMUM !)And then STILL healing would be below par…
I think I like those solutions. I’ve thought it would be good to reduce the base healing for some skills but making it so it they scale much more with healing power so that those who spec into it heal pretty well while those who don’t get pretty low heals.
In general, healing power has scaled poorly for a long time now. I think something has to be done to the stat to make it a more viable option over other stats. Before the game launched, I had planned out my character to be a defensive support type character with some healing capabilities. I was under the assumption that since we were given the option to play this way, that the build would have some kind of value in pve, but according to the current meta that doesn’t seem to be the case.
I understand that the trinity is not supposed to exist in this game, and is not supposed to be required to clear content, but I don’t believe giving healing power a buff is suddenly going to change this. If the stat is going to exist, it needs to be one worth using.
The trinity was avoided so that that content requiring parties would not be so restrictive, but with the state that the game is currently in, this only restricts players more because other builds besides primary dps/dps hybrids do not hold much value in a large portion of the game’s content.