great holy staff

    This site uses cookies. By continuing to browse this site, you are agreeing to our Cookie Policy.

    • great holy staff

      @Retroman

      Holy Explosion (Great Holy Staff)
      • Cooldown: 25s -> 20s


      pls make reverse for this change because it made 2 healers in 5 vs 5 hgs too OP. 3 melee +2 greater holy = imposible to stop. 80 % groups in hgs now it 2 healer 3 dd. they just abuse this staff and hg now = 0 fun because SBI make OP item.
    • The heal output is a big circle area and strong so the fix IMO is just remove the knock back component of the ability and leave the rest as is. Then the weapon becomes a slightly worse version of the fallen staff which is how a non artifact weapon should be anyway.
    • @Tabor If they remove the knock back ability it will be a trash weapon. With great holy, the healer has to put themself out of position to actually use the heal.

      If they remove knock back they need to add something else or increase the heal significantly. Could make it uninterruptible or a single instant burst rather than a channeled ability.

      edit: Honestly I think the best solution to the double healer problem is to remove healing sickness everywhere except hellgates and crystals. Then jack up the healing sickness to like 50-60%. Add some lore like healing magic doesn’t combine as well in other planes of existence. Healing sickness in zvz and PvE just makes it unfun to play a healer. Unless other people find too many healers in OW activities an issue as well?

      The post was edited 1 time, last by Lanyday ().

    • They could do that but in reality an AOE big heal that also knocks back opponents at a 20 sec CD is OP in general. Your point above just illustrates this. The team should have to fall back to you for heals as the healer but right now it is so strong that often the healers just no brain bonzi into the fight and push E because of the knock back feature. Double healer in general should not function strongly unless the healing output of healers is just to strong which may be the case based on feedback. So if you also allow peel on top of the big heals it just adds to the discussed problem.The role of the tank is suppose to be peel and CC etc. If the great holy knock back was removed then the double healer comp would need to evolve or have a higher increased skill cap to play effectively which once again appears to be what the majority of people seem to think it needs.

      The post was edited 2 times, last by Tabor ().

    • The reason the healer can walk up is because he has a second healer to back him up. The problem is double healer, not that great holy is OP. I could get on board with reverting to 25s cd as a bandaid though.

      Great holy is pretty meh as a single healer. If you remove the knock back and don’t buff it in another way it’ll just be bad.
    • Thanks for your feedback,

      With Queen we will also increase the effect of Healing Sickness on double healers to reduce the strength of double healer teams in 5v5 settings.


      Misc
      • Healing Sickness for 2 Healers: 25.9% -> 30%
      • Healing Sickness for 2 Healers or more
        • Debuff Duration: 5s -> 8s


      We will keep watching how this change plays out and might make further adjustments, if we are not happy with the results.

      Cheers,
      Retro
    • @Retroman The issue with just buffing healing sickness is it imbalances healing in other content. It’s no longer fun to play the second healer in small scale open world fights or PvE (especially PvE) because you just debuff the healing of the main healer.

      This also really hurts nature healers in zvz. It’s almost better to just not come to the fight than bring a nature staff if you’re the 3rd+ healer because your hots automatically give everyone 30+% healing debuff and significantly decrease the Fallen E.

      People already don’t want to play healer open world or in PvE and healing sickness just makes it even less fun.

      Why can’t there be a separate healing sickness for hellgates and crystals? Now that 5v5 territory control is gone it can even be explained in the lore by ‘healing magic doesn’t combine well in other planes of existence.’
    • Retroman wrote:

      Thanks for your feedback,

      With Queen we will also increase the effect of Healing Sickness on double healers to reduce the strength of double healer teams in 5v5 settings.


      Misc
      • Healing Sickness for 2 Healers: 25.9% -> 30%
      • Healing Sickness for 2 Healers or more
        • Debuff Duration: 5s -> 8s


      We will keep watching how this change plays out and might make further adjustments, if we are not happy with the results.

      Cheers,
      Retro
      Retro, can we have this kind of debuff effect for every gear in the game?

      Ex: -30% duration for consecutive knight helmets
      -30% damage if hits by mutiple siege bows
      -30% shielf if shielded by multiple arcanes


      Etc.

      This could be applied per skill instead of per weapon.

      Since it would make a lot of icons to show these debuffs,j ust have it as an intrinsic game mechanic would already be fine. Just like AoE scalation (which isn't shown anywhere in the game, we just know it works like that).