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Unread 05-31-2011, 09:49 PM   #1
Cloakentuna

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Did the latest patch nerf healing in PvP or something and I just missed it/it wasn't posted?

My heals on my T4 Fury seem like they're doing half of what they were before the patch with no gear downgrades and no mutilation on me.  Guildie with an 81 Defiler said he noticed the same thing with his group ward going from ~11k pre-update to ~6k post.

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Unread 05-31-2011, 09:52 PM   #2
Balrok

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woot!?

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The PvP issues are known and will be worked on "when time allows".

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Unread 05-31-2011, 10:50 PM   #3
Democratt

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Bruiser self heal M1 and Brawlers tenacity are both healing for about 20% of max health. Down from 50% each or so in PVP.

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Unread 05-31-2011, 10:52 PM   #4
choqeonit

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Heals were definitely nerfed sometime in the last week. 50% is what I saw on my warden. It definitely balances things out, but 50% might have been a tad much. Never got to test group vs. group fights. My tests were all solo and I thought it was just fine.

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Unread 05-31-2011, 11:13 PM   #5
Peak
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and PVP Potency will bring things back to pre-nerf!

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Unread 05-31-2011, 11:16 PM   #6
Dorsan
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That's really cool. It's nice to see that at least some of the feedback was listened to. PvP crit mit nerfed and PvP heals nerfed. Sweet. SMILEY
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Unread 05-31-2011, 11:41 PM   #7
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I got flurried for 2.2k a piece by a troub, and I was ST warding for 1.6k, Group healing for 1.7k, and ancestral channeling for 2.7k... So far Pvp healing seems like it's a waste.
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Unread 05-31-2011, 11:50 PM   #8
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Got full PVP gear I assume?

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Unread 06-01-2011, 12:07 AM   #9
Corydonn

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Notsovilepriest@Nagafen wrote:

I got flurried for 2.2k a piece by a troub, and I was ST warding for 1.6k, Group healing for 1.7k, and ancestral channeling for 2.7k... So far Pvp healing seems like it's a waste.

It is for healers... As a fighter I'm able to keep myself up through most anything still. Fighter healing capability needs to go way down, Healer heals need to go up about 100% more with 0 pvp gear off and just a bit more gain with pvp on.

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Unread 06-01-2011, 12:39 AM   #10
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I agree with Corydonn, Fighter Survivability is way too high, especially healing.

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Unread 06-01-2011, 01:55 AM   #11
Peak
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Corydonn wrote:

Notsovilepriest@Nagafen wrote:

I got flurried for 2.2k a piece by a troub, and I was ST warding for 1.6k, Group healing for 1.7k, and ancestral channeling for 2.7k... So far Pvp healing seems like it's a waste.

It is for healers... As a fighter I'm able to keep myself up through most anything still. Fighter healing capability needs to go way down, Healer heals need to go up about 100% more with 0 pvp gear off and just a bit more gain with pvp on.

My Inq is not fully PVP geared, but I find myself able to keep people up well enough. This is testing from 1-3 vs 1 (1 being me) or like 5-6 vs 2. Of course, those people are probably noobs.

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Unread 06-01-2011, 02:00 AM   #12
Corydonn

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Peak@Nagafen wrote:

Corydonn wrote:

Notsovilepriest@Nagafen wrote:

I got flurried for 2.2k a piece by a troub, and I was ST warding for 1.6k, Group healing for 1.7k, and ancestral channeling for 2.7k... So far Pvp healing seems like it's a waste.

It is for healers... As a fighter I'm able to keep myself up through most anything still. Fighter healing capability needs to go way down, Healer heals need to go up about 100% more with 0 pvp gear off and just a bit more gain with pvp on.

My Inq is not fully PVP geared, but I find myself able to keep people up well enough. This is testing from 1-3 vs 1 (1 being me) or like 5-6 vs 2. Of course, those people are probably noobs.

Partially PVP geared works, But when I take a warden in to help them get some gear. Heal over time spells healing for 200 isn't even close to cutting it compared to the healing capabilities of Fighter itemization and the damage reductions we have.

It's just not fun going in and being able to contribute nothing because heals do so little without atleast some PVP gear.

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Unread 06-01-2011, 02:18 AM   #13
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I've noticed yesterday several times in WF that my fully geared, fully maxed T4 Defiler went down in seconds which never happened before. I could stay alive with him much longer before the update. Something definetely changed with healers, Don't know yet what, but this was major annoying yesterday and made me stop playing him in the WF.

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Unread 06-01-2011, 08:56 AM   #14
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Silbermond@Nagafen wrote:

I've noticed yesterday several times in WF that my fully geared, fully maxed T4 Defiler went down in seconds which never happened before. I could stay alive with him much longer before the update. Something definetely changed with healers, Don't know yet what, but this was major annoying yesterday and made me stop playing him in the WF.

Patchrat? If so, I noticed you were dying hella fast. I thought I was just the b-o-m-b =P

BTW, loving the meele/spell doubleattack!

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Unread 06-01-2011, 12:16 PM   #15
Hammerhead25

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It's not the heals are doing that much less...The current aa's that add to your abilities that increase base damage/heals are not working properly on any toons.  If you hit ritual you do not get your 20+ potency, if you have an aa that adds say +20 base and +10 cb, that doesnt work....and so on.  The only aa's currently that ive found working are the heroics that specifically state that they work in pvp.  I addressed this on test but never got a straight answer to it.

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Unread 06-01-2011, 01:59 PM   #16
Vaylan77

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Killque wrote:

Patchrat? If so, I noticed you were dying hella fast. I thought I was just the b-o-m-b =P

BTW, loving the meele/spell doubleattack!

no, but he might have the same issues that i have, too. dunno.

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Unread 06-01-2011, 03:35 PM   #17
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Healing was definetly smashed in the face but good ole SoE they do it in the dumbest way possible by making it so not even BoE adds to pvp heal amount.

I would not even care about the heal nerf if players with raid weapons were not head and shoulders above everyone else and 3 shotting me/others while DG is up, pretty much wasted you're time by nerfing raid gear because its still the best.

Maybe you intended for players to use SF season 2 gear "until you get the new set" w/ some TSO avatar pieces and DoV weapons I would not know since I dont work for you guys, but if that was you're plan than congradulations it was a massive success.

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Unread 06-01-2011, 03:41 PM   #18
Olihin

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We will be adjusting the numbers for healing as we get more feedback.

At this time, it does appear that the new numbers are a shock, since you now have to somewhat pay attention.   I need more feedback on this before we make other changes.  

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Unread 06-01-2011, 03:46 PM   #19
Peak
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Olihin wrote:

We will be adjusting the numbers for healing as we get more feedback.

At this time, it does appear that the new numbers are a shock, since you now have to somewhat pay attention.   I need more feedback on this before we make other changes.  

Olihin

Paying attention doesn't help much if all your heals rolling does nothing to keep you alive.

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Unread 06-01-2011, 05:17 PM   #20
Crismorn

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Olihin wrote:

We will be adjusting the numbers for healing as we get more feedback.

At this time, it does appear that the new numbers are a shock, since you now have to somewhat pay attention.   I need more feedback on this before we make other changes.  

Olihin

BoE does not add to pvp heal amount, I did not have time or the will to test the base heal #'s but my impression is that they are off/nerfed.

I hope you get the feedback before everyone other than Sorcs/Preds/fighters are the only ones left instead of only being 80%+ of the PvP/BG population

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Unread 06-01-2011, 05:30 PM   #21
Khiah
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Deff a huge nerf.. my defilers heals and wards are half as much as they were pre update. In bg wearing a mix of old pvp gear with adorns of pvp crit not sure of the exact numbers here but my biggest ward that in pve does over 11k went to 6k for a whole grp to share.. gone in one hit. ancestral channeling is still going off ok. One thing I did notice however is one piece of my gear I had on is pve with aegis adorn on it and from what I read its not supose to do anything in pvp and in ACT it accounts for 3% of my heals. I do think heals needed nerfed for bgs sadly but to this amount noway. Maybe once I have the faction and fully geared and adorned I will think otherwise. Then again I would hate in a month or two to be the new player with no gear trying to play a bg, may get too discouraged.

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Unread 06-02-2011, 07:56 AM   #22
Vaylan77

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Healers now seem to often have a hard time to keep their teams alive. One healer before could do a quite good job. Now I have problems keeping myself alive. And in BGs I have seen that healers go down very very easy nowadays.

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Unread 06-02-2011, 10:39 AM   #23
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I have also noticed (last night) that heals are no where near what they were. Granted, I was having an Okay time healing in some cases, in others it would be no where near enough. Throw in the knockbacks from the 13 out of 18 people who are tanks in Tundra and you have yourself a dead group.

I plan on doing some testing this evening on healing numbers but unfortunatly I have no numbers to compare with. Perhaps I can get some from the various videos I have...

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Unread 06-02-2011, 10:44 AM   #24
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Yeah def was some screwed up on heals...threw together a quick pvp grp and for laughs had three healers in it the damage we took was interesting to say the least...(although recieved the 300 trauma dots with an incureable elemental for the hour or so I was in KP did bring a tear to my eye remembering the good times of KP pvp)

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Unread 06-02-2011, 01:42 PM   #25
Cloakentuna

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I don't care much about the nerf because as you said, it can be adjusted, and needs to be because right now healing is not nearly enough to sustain a group.  But seriously, why was there no note about this in the patch notes?  I've looked over them a few times now and I can't find anything about it.  Maybe it's just me, but this nerf, reduction, whatever you want to call it, seems like a pretty major point of the update for our server, and there isn't even a blurb about it in the Update Notes?  [Removed for Content] is that?

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Unread 06-02-2011, 02:29 PM   #26
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I have already said it earlier in the post, If the aa's would be fixed to actually increase the heals/damage spells like there suppose to it wouldn't be as far off as it were now.  20 percent base to your heals for 5 points in an aa? you wish! no seriously they don't work in pvp, Freehand sorcery for your potency/cb? why do we need that *rolls eyes*.   I believe they did lower heals a tiny bit, but the aa's are what's really killing us. I'm also sure they never took into account before changing heals.....mutilation procs.  My wizard can keep 2-3 of these on a grp at any given time, not counting if anyone else in the group/raid has them.  Each of these is -15 percent to heals recieved. 

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Unread 06-02-2011, 02:32 PM   #27
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Actually, Don't worry about my last post... I just saw the crafted gear and now I am /facepalming.

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Unread 06-02-2011, 02:33 PM   #28
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I guess none of the dev's pulled out a healer to try this stealth nerf to heals in pvp...just like I doubt they tried a healer before and after when their cures were nerfed (BTW did we ever get an explanation on that?)

                                                               Guess everything is working as intended again

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Unread 06-02-2011, 02:42 PM   #29
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Hammerhead25 wrote:

I have already said it earlier in the post, If the aa's would be fixed to actually increase the heals/damage spells like there suppose to it wouldn't be as far off as it were now.  20 percent base to your heals for 5 points in an aa? you wish! no seriously they don't work in pvp, Freehand sorcery for your potency/cb? why do we need that *rolls eyes*.   I believe they did lower heals a tiny bit, but the aa's are what's really killing us. I'm also sure they never took into account before changing heals.....mutilation procs.  My wizard can keep 2-3 of these on a grp at any given time, not counting if anyone else in the group/raid has them.  Each of these is -15 percent to heals recieved. 

Mutilation procs were considered.  The people that use them will find them more effective against their targets, but they were not changed at all. 

The healing was reduced and it will affect some healers more then others.  Some classes will not be topping the DPS parse and still maintain the healing capabilities they would want.   Until we have data from groups with full PvP gear equipped, we will hold on adjusting the current numbers.  We balance the abilities based on a group, with the full understanding that some classes will outshine others in a solo setting.  That applies to all classes, not just healers.

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Unread 06-02-2011, 02:55 PM   #30
pokemonirl

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Can some one pleases look at the Mystics/Defilers...really 2.5ishk single target wards in pvp?

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