Showing Posts For paddystar.2879:
Celestial Avatar Form: Skills that heal have had their base heals reduced by 15-25% and increased their healing coefficients from 100-145%. This should leave base heals solid while really rewarding players who elect to use healing power stats.
this change now happened on the druid.
Does that mean that they will fix the scaling on other professions, too? I hope so
This is a topic we’re going to see more often, now that Druid is a thing and other roles/gearing will be expected for raids.
The consensus is pretty clear that Healing Power needs something to make it work taking up attribute space that could otherwise be used for damage. Out of the several threads I’ve seen, two ideas come up pretty consistently:
1. Abolish Healing Power and roll recovery bonuses into Vitality.
If Healing Power is going to scale for garbage anyway, buff Vitality (the second weakest stat) by basing healing strength on Vitality. Remove Healing Power as a stat.
It’s a solution that would hurt to implement, considering the implications on gear (Cleric, Nomad, even Giver to a degree). Healing Power would have to be filled by another attribute, but with the current other sets, replacing it with another defensive stat overlaps (Cleric -> Soldier) or is just impossible (Nomad).
Bunker play in PvP would hit a peak in some corner cases, as the Toughness/Vitality gear would suddenly gain unexpected offensive power to fill in the gaps.2. Change Healing Power to modify incoming and outgoing healing.
Right now, Healing Power modifies outgoing healing. A way to make healing power significantly more powerful is to have it improve outgoing healing as well. Self heals scale more sharply. A character rated for sucking up damage can gain benefit from his allies’ heals as well as his own.
Execution: Get rid of differential scaling in this approach. +1% per 100 HealPow. That means self-heals yield +2% per 100. Simple.
Obvious implications in PvP, still, but actual base heals can be tweaked based on cooldown rates.3. Add Boon Duration to Healing Power.
This is a way to give Healing Power potency via lateral growth. Even 1% per 100 would do wonders to restore some of the boon durations that were cleaved entirely in some classes (…warrior) and potentially gives Healing Power a helpful offensive component by extending Might and Fury for allies.
i really like all 3 suggestions. The reason i opened this thread is because i was worried that Arenanet is not aware of the current build dilemma. They want to end the berserk meta, but doing this by adding more ways to heal should only be the beginning. Healing has more problems than only healing power. But i feel like changing the berserk meta would be achievable by changing the equipment.
Now 2 and a half year after Cutthroat politics we got the thaumanova reactor fractal, which is kind of interesting.
But do you remember the other choice? We could’ve gotten an abbadon related fractal!
Maybe we could’ve fought margonites or even meet abbadon himself. I also feel that the lore aspect would be great on this fractal!
So i ask you:
How do you imagine the abbadon fractal?
Do you regret voting for Ellen Kiel afterwards?
Do you think the story would’ve gone more into the human gods background?
I recall a developer saying that there will be more testing, either a stress test or a beta. As soon as they kept the raid disabled they choose to do another.
I agree here. The problem here is a balance issue, but i also would’ve loved if they kept shouts being instant cast.
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.
How you already said, the arguments in this thread are good, but the discussion here lies on Healing Power as a stat. A buff would be my dream solution, but a removal would be a good step ,too. The only purpose on Healing Power equipment is a huge loss on DPS / Defenses for a minimal amount of extra healing.
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.
This is exactly the problem in the current meta. We were supposed to be able to play to play our character the way we wanted to, but even the developer understand now that a full DPS team will always have the best results, simply because other stat lines are worse. While vitality and toughness has a impact ingame, Healing Power does not.
How many suggested already, another solution is to remove Healing Power or merge it with vitality. But i personally would really like to be able to play a support oriented Character in guild wars 2 and it is a shame that you should still go for berserk stats.
Good evening
With BWE3 we have no more big reveals concerning healing and healing power in Guild wars 2.
The Problem is that you could buy DPS or Tank oriented gear and you would feel a big difference in the game play while Healing Power oriented gear does not have the impact it deserves as a stat.
I personally played a druid in BWE3 with clerics stats and while the specialization and the heal is nice, the cleric stats did not do much difference. I looked up some Healing Power scaling and i was truly shocked at the low numbers. In the best case scenario you can go up to ~1800 healing power, but that requires you to use Healing Power as your mayor stat which means you give up on a lot of DPS or Defenses.
The main problem with scaling is that the developers has been to cautious with healing power. The best scaling ingame is 1.0, which is only owned by high casting time / high cooldown skills like Empower (Guardian Staff 4) or Cleansing Wave (Ele Dagger water 5). In the case of Empower you will heal 3300 instead of 1500 with top Healing Power gear, which may be noticeable but simply not worth it.
Most skills have a much worse scaling though. Elixir Shell (Engineer mortar kit 5) will scale with 0.2 which means you will heal 1480 without healing power or 1840 with maximum healing power. I could give you other examples, but everyone who tried out Healing Power should know how bad it scales.
I really hope the developer don’t scare away from high scalings like 2.0 or even 3.0 . Especially high CD or high casttime skills should have a much higher scaling.
In the example of Empower you would heal 5100 with a 2.0 scaling or 6900 with a 3.0 scaling. I think that this sounds much more reasonable than the current scaling. The average Healing Power scaling is ranging between 0.75 and 0.06. Regeneration has a scaling of 0.125, which means a Healing Power character would heal 355 instead of 130. Although the difference is high, it is not high enough to be worth the stat line. The scaling of regeneration should be around 0.2 – 0.3 ish!
Another problem is the usage of water field blasts. While the mechanic is nice, Healing Power does not scale with water fields. This leads to more frustration using Healing power. The solution here is easy: make Water fields scale with healing power. And here the scaling should be higher than 1.0, too!
One problem of increasing the Scaling is the Celestial stat. But the solution here is easy, too. Either decrease the Healing Power amount on celestial gear or increase the Healing Power gain as Mayor and minor stats.
Summary / TL;DR:
-Healing Power stats have barely an impact ingame
-Healing power scaling is awful (minimum 0.06, maximum 1.0) -> should be a much higher amout (maximum of 2.0 or even 3.0 on high Cd & high casting time skills)
-Creating water fields doesn’t scale with Healing Power
-Regeneration scaling should be tuned by a little
skill 3 on staff is a little buggy, taking more time to land than needed (staying 1 second as a wisp).
I also feel like healing power needs a huge buff. At the current time, it is possible to play a rather tanky build or full dps.
But going for a healing power build (played Cleric Druid, which has the most straight) feels not worth it! I think healing power needs tuning on every class, as it i really hoped to be able to play my profession with any playstyle (DD,support,tank) effectively.
Maybe this is a bug, but using staff skill 1 while someone is infront of you (pet works, too) you will get healing simulated (Traits which summon wisp + astral energy).
I personally like to be able to prepare Astral form out of combat.
Skill 5 feels a bit underwhelming as the healing is low even with Healing power equipment, but the rest feels really fun to play (little Note: the Druid is holding the Staff like a physical Class, i hope this gets fixed for launch).
Astral form feels really good to use and is really interesting to play as you don’t have a damaging auto attack. Skill 1 is hard to use when your allies move around. I am wondering if the coming Attackmode (Groundtargeted at last enemy) will also work with the druid.
The new pets are awesome and fun to play with, but i feel like the bristleback’s active should be changed to a more active skill. The barrage should be the active and the bleed should be passively used by the pet.
The glyph’s seem fine, but i have not played around with them too much.
Thief / warrior would be pretty insane (Bull’s charge / stances)
Also Warrior / Necromancer would be interesting, minionmaster style with hammer/cc
The dragon ball arena is really fun and the idea of the reward is very nice, being able to buy more Envelopes.
But the implementation is really horrible! Playing the arena for one hour made me already quit it. Not because it was not fun to play (it obviosly was), but because of the weird reward system.
Its one thing to get little rewards, but another if you have the current sitation:
loosing in dragon arena feels really horrible and waste of time, you just played 5 minutes for nothing.
Winning does also not feel rewarding, as you have only got 1/10th of a reward after a win.
It makes me wonder: why don’t they just reward you with 1 little Envelop for a loose and 2 for a win?
The repeatable achievment for the Token is also not rewarding enough for 10 wins!
There is also a second (minor) problem: The Dragon’s Gaze achievment.
The number of required stuns is too high! Having to interupt 100 enemys with a rare skill with a 15s cooldown is really grindheavy in relation to the other Dragon Ball achievments.
I really hope arenanet makes a hotfix soon for this event and changes the rewards and the Dragon’s Gaze achievment.
(edited by paddystar.2879)
let’s hope that was just someone’s nightmare being projected
:D lets be serious: the worls is going to end at a certain time. And who do you think will be the causer? I mean, letting Asuras doing their “experiments” is actualy enough to destroy tyria
. Even in the Asuran personal storyquests (Snaff Prize) you get to here things like “Behold: teleportation without a receiver! And note that my assistant is completely intact!”
I just love Asuras, but if you just thing about it: its weird that tyria isn’t doomed allready.
Zhaitan is a necromancer: He is like an Officier. Easy to kill, but impossible to reach! Actualy every kill the risen made, was Zhaitans kill. Although i know your feeling (i mean i imagined the Elder Dragons to be as big as Mountains, as said in the books: kralkaltorik was actualy believed to be a mountain, so i expect him to be giant at least
).
However, Zhaitan was actualy nothing more than a necromancer. So while other dragons may be stronger in direct fights, i think Zhaitan just had to rely on his minions (and how the other allready said: look in the air in Orr, Zhaitan actualy is sending out houndreds of Dragons while he himself “uses” only 10 dragons. Maybe he could have been stronger if he would have used every dragon, but his nature was just beeing passive, so he actualy did more damage by not risking himself).
Guys, in one fractal (they show the future or the past) we allready see a postapocalyptic Rata Sum, where onyl 1 Asura is alive (he is crazy and says everyone is gone, so asuran allready killed everyone and finaly themselfes. With other words: whether you pick an Asura or not, the end is the same: everyone and everything is dead because of the Asura
As we all know, Dhuum was the god of the Death until Grenth took his place by defeating him. So actualy, Dhuum may be the new undead god allready, as the human don’t have a bond to their gods now. As we allready know, in Guild Wars 1 Dhuum actualy escaped from his prison, but the player stopped him from that (because Dhuum collected strength to breack the prison). Now, he isn’t defeated again, but prisoned. So what about this theory: nowdays (guild wars 2), dhuum has enough power to breake the prison once again and now without the help of any Humans, Grenth is not able to keep Dhuum in his Prison (or another way: Grenth just let him out because of the recent events with Zhaitan). Now, Dhuums policity was (guildwiki1): "Dhuum tolerated neither resurrections nor the existence of the undead, and he hunted down all those who cheated death, having promised “death undeniable.”. So i actualy think, he may come back with an update or even in a DLC, because Zhaitan would be his mayor enemy, even if grenth may tolerate necromancy. Otherwise, Zhaitan is dead, but his undead are still alive and just think about: wheter or not Dhuum may fight Zhaitan, he actualy is only in prison, waiting for the day he can break his prison again to rule the underworld again.