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#31 |
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Join Date: Jan 1970
Posts: 0
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This does not bode well for healers...finally got the xpac due to juggling finances however from speaking with healers across the community directly I'm wondering why I even bothered again...seriously this big of a change nerf whatever you call it needs again healer community input from across the board not just a chosen few and again we are always asked to deal with major mechanics changes with little to no input let alone major suggestions minor tossing of bones not withstanding. And let's try and be honest test/beta are not true representations of live and mechanics changes on them tend to bork out when they hit live (don't believe me I could refresh everyone's memory on the war-field guardians dr buff that wasn't there but was). Hiding a zone debuff to heals seriously.
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#32 |
Well-Known Member
Posts: n/a
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![]() pot mitigation, combat mitigation, and so on though I'd prefer my heals to be lower all the time but constent than having debuff on zones. If I can manage to heal in a heroic zone with debuffs, it means I'd have no issue in solo/outdoor to heal either. so why not just lower everything at the base ? that's just what I don't get |
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#33 |
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Join Date: Jan 1970
Posts: 0
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The dps
Some simple tests (mostly with wards, because they always land for the same amount and we can see how much they land for, not just how much they heal for) shows that different arts on the same class aren't debuffed by the same mount for the same class.. and the amount of debuff also seems to be different between different healer classes. I admit I'm perplexed why they further 'debuff' healers in harder content.. since the mobs already hit harder in harder content. So, literally, as the mobs hit people harder, the healers tools get WORSE. ![]() |
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#34 |
New Member
Join Date: Jan 1970
Posts: 0
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There is an old adage that (supposedly) Black and Decker used to drum into it's employees:
"People aren't really buying the drill, they are buying the hole in the wall." The current revenue model kind of implies DBG understands this very well. But then on the other hand, stuff like this healing debuff (and other stuff that has been done) leads me to believe otherwise. Confusing really. |
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#35 |
New Member
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![]() It's mostly the fact that we are casting in the dark that is bugging me. Can't constructively comment on a hidden mechanic. For instance, is it reducing more on regenerating wards vs static? Does it change with the level or tier of spell? Are AA abilities treated the same? How much will gear upgrades actually help us overcome this thing? Really would just like more information... |
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#36 |
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Join Date: Jan 1970
Posts: 0
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![]() So healers will, effectively never get increases in their healing for their new content. The rough numbers I've got form limited testing is that the difference between the t1 and t2 herioc debuff is 5-7% So healers need an overall increase in gear of that much just to stay even on their heals.. and that doesn't take into account the increased incoming damage between the tiers. I get the impression that the devs have some idea of how they 'want' healers to be played in order to be effective. But they haven't shared that vision with us.. and I don't think they have a good feel for how healers HAVE been played in recent expac.. so they don't know how much of a change their idea may or may not to how healing has worked for years. So, at the same time they seem to be trying to push 2 healers per group, they're also making big changes to how healers have to play in order to be effective that is a big enough change to how they've been played most effectively to make healing less effective to many 'current' healers. That's a bad combo... wanting more healers while at the same time making healing... less attractive... |
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#37 |
New Member
Join Date: Jan 1970
Posts: 0
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![]() The remedy to this more punishing debuff would be.......greater potency/crit bonus?? /confused |
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#38 |
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Join Date: Jan 1970
Posts: 0
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![]() At a guess, part of the strategy to slow players down this expac has moved form lowering dps to making it... harder... to heal. |
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#39 |
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Join Date: Jan 1970
Posts: 0
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Well let's be honest the last dev i was aware of that actually played a healer full time (Their players too you know...or so we have all been told) was back during Sentinels Fate...oh they played around with the channelers when they came out for bit but that passed....hense the reason I brought it up...The devs do not play healers no healer worth their salt would ever consider what is coming via mechanics changes is good. I know I probably have burned quite a few bridges with the devs staff with regards to my comments (I have always been friendly and respectful with them in the past) but my responsibility is not to either the devs or tanks/dps classes my responsibility is to the healer community and for those that do not have a chance to speak out on how these changes will affect them going forward.
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#40 |
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Dps doesn't go up as content gets harder. It's goes up with gear. The same toon can do more on lower content. You have gear past it. I may not like it. And I question the implementation, but it is the same concept. Same gear less effective on harder fights. The fact that we get double the hit isn't ideal, but it's still the same result. You need to have better gear/spells for higher tiers.
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#41 |
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Join Date: Jan 1970
Posts: 0
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#42 |
New Member
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sorry, what class do you play @daalilama? just wondering
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#43 |
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#44 |
Well-Known Member
Join Date: Jan 1970
Posts: 0
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#45 |
New Member
Join Date: Jan 1970
Posts: 0
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#46 |
Well-Known Member
Posts: n/a
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mercs too have to go to small room !!
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