View Full Version : 1.3 Healing Changes
Vasan
05-14-2009, 03:53 PM
Healing across the board is being nurfed in 1.3, ae quite hard. Base values will be going down, and the range of ae heals will be going down.
Essentially the posts are stating you will need to raise willpower to fend off this nurfage, so I suggest everyone began to move their builds around trying to attain the soft cap of wisdom 1150 by lowering any other state they can get.
"I suggest everyone began"
Referring to only healers I hope.
Vasan
05-14-2009, 04:44 PM
Only healers! =)
Still I think zealots healing is getting nurfed abit.
OK a shaman heals for 150 health per spell, lets' say.
As a zealot with split trees your heal hits fo 120 since you don't have as many mastery tree points in it.
Normally your stats would increase the spell like so:
120 x 2 = 240 (zealot heal)
150 x 2 = 300 (shaman heal)
Now 1.3 will reduce your heals, let's say the shaman heals for 120 now, the zealot for 90. They will increase stats adjustments by a further .5. Let's try again.
90 x 2.5 = 225 (zealot heal)
120 x 2.5 = 300 (shaman heal)
Note! This is a super simple inexact example of how healing works!
Aoann
05-14-2009, 05:16 PM
/sigh
What?
Ill just respec so that I have more renown in willpower. I need some permanat willpower tailsmen.
Kelan
05-15-2009, 05:56 AM
I can understand them wanting to reduce the AE ranges as people seem to use them most of the time due to the ranges being the same as single target ones and the healing values are similar. Didn't the AE heals used to be small range on release (like 60 or something)? I seem to recall reading the tooltip on them and not using them again for weeks/months before I looked again recently and saw them at 150 range like the others, lol.
Maybe the game will start to rely more on skill than the AE fest it can be at times, which isn't such a bad thing. I just don't like it when they take some of my tools away :p
I also wonder how much they are nerfing the chalice for DoKs. While I am really enjoying my new DoK, it is understandable they are "adjusting" their healing ability as they can be pretty powerful, and with the purple chalices, they can almost group heal non-stop with only brief breaks in between.
Llyweln
05-15-2009, 10:38 AM
They are reducing the radius on all aoe spells, not just the heal ones......after spending a bit last night reading thru all the class changes (well, destro ones) all aoe spells are having their radius reduced.....so no more hiding out of range for the aoe bombers either.
Drakhon
05-15-2009, 11:20 PM
I also wonder how much they are nerfing the chalice for DoKs.
My blues are 6, so I'm guessing they've shifted the values down by a rarity. That makes purple 9 and possibly none for whites (not that anybody uses them for very long).
Llyweln
05-16-2009, 12:32 PM
purple chalices that were 12 are now 8, and down the line you figure the ratio is bout the same.
Drakhon
05-16-2009, 01:37 PM
Cut by a third, then, it appears. I haven't seen greens/whites to confirm it, though.
Vasan
05-29-2009, 08:29 AM
I'll keep it brief.
With 800 willpower, most heals have been increased. The 2.5 second big heal. flash of chaos for rvr, and ritual of lunacy are the big winners in healing potency. RoL is approaching the healing of our main line 15 second hot, making it much more useful for ae damage rvr and boss fights in pve.
DoP has been reduced in potency and vastly reduced in range. Vastly. Dark meds remains a waste of ap to cast and a bad, bad line to spec in. Leaping alteration is much better to apply in between casting groups heals due to much better healing.
We will have to see how the new range of dop works, see if works from healing on the bottom level of the fort and so forth. Willpower pays off more now, so even a better reason to stack it.
Llyweln
05-29-2009, 10:33 AM
Gonna see if I can get Hik to log over to test today, the range on heals used to be: If I was on top of keep outter wall Wilhelms (by the oil), I could reach him if he jumped and was at front door. Will see if I can test this today, its about the same ratio of keep height from what I can tell.
Drakhon
05-29-2009, 11:15 AM
Well this is interesting...
http://www.waronphoenixthrone.org/forum/attachment.php?attachmentid=68&stc=1&d=1243613673
Vasan
05-29-2009, 11:51 AM
Stealth buff ftw.
That ability is triggered off the dok detaunt. Very nice for any close range fighting such in fort takes, pqs and any pve. Good idea since doks need a little pve help and adds some extra tactics. You can build up essence while meleeing and healing, then detaunt, and keep healing until you need to build up more essence and get back in melee. Great idea to make doks actually last in large melees, like they are supposed to.
Drakhon
05-29-2009, 12:40 PM
I don't have anyone around to test with to verify functionality at the moment, but the tooltip on the debuff applied to the additional targets reads the same as the primary target in that it is a reduction in damage to the detaunter only.
This is what would be expected. It is incredibly unlikely that this is anything more than an oversight on the Tactic's tooltip.
On other changes in 1.3 P2, here is part of a post I made in a DoK thread on WHA:
The healing return of CE, TE and DE were increased by 50% (multiplicative), but the CE and DE tooltips don't show this. Unfortunately, Empowered Transfer hasn't been changed yet so it brings CE from 150% to 150% (no actual effect) and TE from 75% to 100% (a much smaller effect relative to before).
We can consider the 1.2.1 base damage and heal values for these abilities to be 100. Everything is multiplicative, so this is just a handy number to use for seeing relative values, not absolutes, though they do happen to match up with CE. This is also only looking at the changes to DF and lifetap return rates, not any changes to the Strength scaling, but that doesn't matter for my purpose here. Also does not include Empowered Transfer as I don't know how they will change it, but if they modify it to use the same multipliers as 1.2.1 (1.5x for CE, 2x for TE), then it would be consistent.
Damage/Healing
1.2.1 Base: 100/100
1.2.1 DF: 125/125
1.3 P2: 100/150
So, 1.2.1 DF compared to 1.3 means a 20% reduction in damage (100 compared to 125) and a 20% increase in healing (150 compared to 125).
I suspect the other Healers' lifetaps were changed in the same way, but you'd have to look.
Vasan
05-29-2009, 01:03 PM
That would put it more in line with the wp ability.
Drakhon
05-29-2009, 02:38 PM
Some additional testing has shown that the AE detaunt added by Visions of Madness is centered around the DoK, not the target of the primary detaunt.
Fhuul
05-30-2009, 08:22 AM
Anyone have any comment on how healing is stacking up against some of the increased DPS on test? Only thing I'm seeing is doom and gloom type posts here and there, and no level headed analysis of the changes.
Still survivable if you play smart or are you just fodder? Can you keep a friendly target up if they have a few people on them?
Llyweln
05-30-2009, 03:11 PM
To honestly find that out Daf, we need to log on over there as a group.....so far, hik and I have tested range out. Gonna be alot of dps dying because range is not what it was. But our test was static with jumping off tops of keeps. I honestly wouldnt mind doing some testing, but I need some dps types to come also. Maybe when they hold another rvr thing over on test I can do more intensive testing with a group. But time will tell.
Fhuul
05-30-2009, 07:13 PM
It's now your job to let me know! We're all counting on you! :p
Vasan
05-30-2009, 08:15 PM
The real problem is a rookie, arrogant balance team. They don't quite know what they are doing, buffing groups heals against feedback, then slashing apart ae while boosting single target dps throught the roof. Then in a few months slashing single target damage, etc etc.
Instead of small changes, they do radically huge changes that no sane person who actually played the game would consider, all the while smugly asserting they know what is best. The only four people who actually wanted more CC in the game were sadly the four people who work on the balance team. Same for the only four people who wanted to radically redo ae, radically alter what stats do, radically alter how stats influence damage/healing, radically alter single target damage etc.
Deep down it seems pretty clear the balance team lacks the smarts, hands on experience and self control to really balance the game in a way to make the game enjoyable. They seem to be craving a completely new game or are just lost in their theorycraft.
And yes word of pain hits for 4000 points of damage on test, mitigated. Don't ask how much damage alot of stacked bw's dots do. On the plus sides the archmage funnel essence with desperation (http://www.wardb.com/spell.aspx?id=9283) plus maxed willpower seemingly can heal anyone to max from near zero with a good crit or two (5000 to 8000 healing over three seconds).
Drakhon
05-31-2009, 12:14 AM
There are a number of things I don't agree with, but the standardization of AE coverage areas and change to those stats to be percentage-based multipliers were good choices for the health of the game.
Obviously some things like single-target DPS went crazy, though.
Vasan
05-31-2009, 09:34 AM
What they don't understand is the huge radius of group heal is there since the random group members you are paired with in orvr cannot sit still and certainly cannot be bothered to remain even remotely close to the healer.
Most certainly most healers are going to have to macro So and So is out of range/out of los and cannot be healed and spam it.
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