thebax wrote:I agree that it doesn't give a good picture, but I believe it is an accurate one.Only 12 applies, as stam and sap are manageble, if difficult, to maintain during a battle, I am refering specifically to the current set up for mobs, so I expect those who take the "Ampless Test" to fight mobs without special attacks, and the doubleing of the bomb affect does not matter, because if your heal is your highest, you cannot afford to cast a heal-bomb on a regular basis.
I don't agree only 12 applies. Yes, sap and stam are manageble at the moment, but making these spells more effective will make it more manageble, thus giving the healer more time to cast restore life. So 5 does apply.
Doubling bomb won't help a party of two or three, only a large party, so agreed there.
You mention the mobs special attacks are unfair, change 3 in the list says we'll get protection against them, so that definitely applies too.
And remember the 2 seconds extra casting time and 20% extra cost only apply to double missiles, so I believe a better test would be: Keep you amps on, but only cast single missile spells, and use half your maximum healing spell to simulate the halving of healing power (so if your highest is heal 14, which heals 1035 hp, only use heal 10, which heals 510 hp). Then go out with a fighter and elemental mage who are the same level you are in healing, and fight mobs that give the three of you 3k experience. I don't think you'll have any trouble keeping your teammates alive.
I don't care for PvP either, I'm in favor of this nerf because I believe heal life is overpowered in PvE, and because I hope nerfing it will force us to rethink group tactics rather than just count on the healers to keep us up no matter what we do. As you point out, right now we need heal life to be overpowered because everything else we have is underpowered in PvE, but I'm willing to trust the devs will implement the other proposed changes in a way that it compensates for the heal nerf. Mostly because if they don't, I assume you won't be the only one for which the game will be over.
ariwen wrote:so melee armor will take more dmg, thus need on healer wont be as much. They didnt say stamina would change did they? healer still needed. Plus a 20 % increase on points useage for healers, plus time delay, So what is my point How is all this going to help the healer???
Yes maybe elem have too much power, but I dont really see how healer have too much power.
My healing is only a few levels lower than my elemental and my melee, and seeing how the last two were mostly solod up to 125, I'd say of all the time I've spent in a team I've spent the majority healing. Please don't assume that just because someone is in favor of a heal nerf, it means they never take the healer role.
They did say stamina would change. They said heal stamina would be improved to be better than the revamped heal life, which means almost doubled compared to what it is now.
Here's how healing is overpowered:
As a level 150 melee I cannot hunt great kinchers together with a lvl 200+ healer and a lvl 200+ elementalist. I go down too fast, I can barely get a hit in, and my taunt doesn't work on them.
As a level 150 elementalist I cannot hunt great kinchers together with a lvl 200+ tank and a lvl 200+ healer. My spells won't hit often enough, I might be able to get a few hits in, but I won't be able to do decent damage and will basicly just be leeching exp.
As a level 150 healer I can easily hunt great kinchers with a lvl 200+ tank and a lvl 200+ elementalist. Provided the elementalist also throws me a heal every once in a while, I have no trouble keeping the tank up and keeping the nuker full of sap.