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View Full Version : Deathsaves from healers


Darkor
03-08-2011, 08:09 AM
<p>As you all know all healers have some kind of death save. Its a spell that can be cast on the run with literally no castting time which triggers when the player dies. The problem is that these deathsaves havent really worked for ages. The reason behind this are the low numbers behind these spells. In its current forms the deathsave will heal the target for 1-2k worth of dmg when the target dies. The problem is that most mobs simply hit for too much dmg, so an extra 2k worth of hp aint gonna cut it. The result is the death save not doing anything. These spells havent experienced any changes since their creation 5+ years ago. Can we have a change on these spells maybe so they can fullfill their right purpose again?</p><p>First off there needs to be a % based heal behind the spell, this way it scales up with whatever might come in future expansions. The amount shouldnt be too low aswell that way the death save actually does something worthy. Wardens for example even have an AA line that upgrade the death saves and even with those AAs the save aint worth its money. I think a change to these few spells doesnt require too many ressources and its actually an easy change that would make your healers very happy.</p>

Odys
03-08-2011, 10:59 AM
<p><cite>Darkor@Nagafen wrote:</cite></p><blockquote><p>As you all know all healers have some kind of death save. Its a spell that can be cast on the run with literally no castting time which triggers when the player dies. The problem is that these deathsaves havent really worked for ages. The reason behind this are the low numbers behind these spells. In its current forms the deathsave will heal the target for 1-2k worth of dmg when the target dies. The problem is that most mobs simply hit for too much dmg, so an extra 2k worth of hp aint gonna cut it. The result is the death save not doing anything. These spells havent experienced any changes since their creation 5+ years ago. Can we have a change on these spells maybe so they can fullfill their right purpose again?</p><p>First off there needs to be a % based heal behind the spell, this way it scales up with whatever might come in future expansions. The amount shouldnt be too low aswell that way the death save actually does something worthy. Wardens for example even have an AA line that upgrade the death saves and even with those AAs the save aint worth its money. I think a change to these few spells doesnt require too many ressources and its actually an easy change that would make your healers very happy.</p></blockquote><p>Yes it is so so true. I do my best to use them and it works very rarely. At some point i was thinking that they were not working at all, so i tested in front of a normal mob (a spider out of vasty deep) and it worked.</p><p>I m not surprised,  the devs stopped to play their game long ago.</p>

Banditman
03-08-2011, 11:06 AM
<p>+1</p><p>I don't see any reason why these aren't set up as 100% heals.  The recast and duration really prevent them from ridiculous abuse already.</p>

Odys
03-09-2011, 02:48 AM
<p><cite>Banditman wrote:</cite></p><blockquote><p>+1</p><p>I don't see any reason why these aren't set up as 100% heals.  The recast and duration really prevent them from ridiculous abuse already.</p></blockquote><p>I would even be happy with a 25% max health heal.</p><p>The recast time is around 4-5mn (can depend on buf recast ability mod).</p><p>So we get it less often than lifesaver abilities similar to divine aura (paladin).</p>

Notsovilepriest
03-09-2011, 06:09 AM
<p>Asked for % based in beta, currently the following classes are better than all healers for death saves.</p><p>Guardian</p><p>Zerker</p><p>Pally</p><p>SK</p><p>Monk</p><p>Bruiser</p><p>Necro(If Speced for it)</p><p>Conj(if speced for it)</p>

Edith
03-09-2011, 10:09 AM
<p>+1</p>

Finora
03-09-2011, 11:19 AM
<p>Here here!</p><p>The group I run with generally has a Berserker or SK tank and I've rarely used my deathsave in a year and more because of how ineffective it is. The berserker & SK's works out better for them as it stands now. When I use mine I barely see the health bar move and they go right back to being good and dead.</p>

Vlahkmaak
03-09-2011, 03:36 PM
<p><cite>Notsovilepriest@Nagafen wrote:</cite></p><blockquote><p>Asked for % based in beta, currently the following classes are better than all healers for death saves.</p><p>Guardian</p><p>Zerker</p><p>Pally</p><p>SK</p><p>Monk</p><p>Bruiser</p><p>Necro(If Speced for it)</p><p>Conj(if speced for it)</p></blockquote><p>I asked this question on the fighter boards on beta and was summarily tar'd, feathered, and escorted off the boards as a traitor to my adventuring class profession of choice.  Don't get me wrong - I like my guardians death save (at least with aa spent into it) but my question was, is this really our job?  Should we be doing it better than healers?  With all the class blurring such as scouts healing and crit healing massive amounts, tanks doing absurdly more than controlling the battle sphere through focusing mob attention and mitigating damage, sorcerers mitigating more damage than tanks, etc.  Why is it that tank death saves are infinitely better than a healers deathsave?</p><p>One might argue that healers healing are already preventing death and in the rare occassion (lag, skill, or other issue) a fighter does die the fighters passive or fast re-use death save will save them when all other stone skins, mana shields, blocks, etc are down.  Healer death saves are paltry compared to fighter versions.</p>

Odys
03-11-2011, 12:33 AM
<p>Uping, since all priests get it it would be very simple to make those death save percent based. One only  needs to edit 7 spell effect (the 6 level 81-90 death save and tunare watch).</p>