Suggestions to balance Nature Vs Holy

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

    • Suggestions to balance Nature Vs Holy

      I believe all weapon classes should have at least one option that's good in 5v5 situations. I'm a T8 Nature and Holy user and although its clear @Retroman believes one handed holy needs to remain the most overplayed weapon in GvG and Hellgates, I compiled a list of the issues between the staves if he every wants to balance them.

      1) Energy
      A druidic staff user with eye of secrets runs out of energy before a one handed holy with mistcaller. Even if a druidic/6.1 energy user managed to win an initial fight in a GvG situation, they will likely lose the next one because they run out of energy before they can use the next potion. You would think that a healer that relies on preemptive healing would not be punished so hard energy wise, but that is not the case. If you run 6.1 energy pots and eye of secrets, energy should not still be an issue. Nature users cannot compete with the energy efficiency of Generous heal. Druidic Q and E both need energy cost reductions. Changing GvG tents to give energy and healing similar to the way arenas work would also help, but not solve the problem.

      2) Healing Output
      Over time (note the introduction of several ridiculously OP relic weapons) the damage output of teams with meta comps has increased, the healing output/survivability of holy staves marginally increased with the buff of generous heal, and the output of nature staves has been nerfed multiple times. Newly introduced weapons are dealing more damage, while healing output of nature is going down. Nature Q is the issue here, it needs a buff.

      3) Range
      Although I don't believe anything needs to change here, I thought I'd mention that nature users have a substantially lower range than holy.

      4) Hellion Hood + Druid Sandals
      This combo is another quiet culprit to the superiority of holy. Uncleansible CC with little counter play. The combo is powerful; all GvG and Hellgate teams who can afford it bring one. Against a holy user, this interrupts their healing output for ~5 seconds which isn't the biggest deal. Against a nature user, an uncleansible 5 second CC can lose all the Q stack building progress that you have been investing into your team, which will straight up lose you the fight. The low range of nature and need to be more 'in the brawl' maintaining stacks on your melee team mates also makes it very easy for an enemy tank running this combo to use it on you. A nerf to this combo would help out nature. A potential nerf could be to make cleanse also render those affected immune to slows or CC for the buff duration. Fixing the nature Q duration bug could also help in this specific situation but would be a nerf to nature overall.

      Note: The duration of a nature Q stack is only ~6.5 seconds, not 8 as it says on the tool-tip. This has been an unfixed bug since at least Joseph.

      The post was edited 12 times, last by sekcmustard ().

    • At 1st you should start by saying that healing in this game is aids :D Targeting players is hard is larger groups. Only good thing to do is click on the party UI but then you loose focus over the fight and your positioning.
      Then you should accept that Nature is a open world healing class. No holy staff comes even close to what a nature can do as healing since you may heal without needing to target any specific person and he still will be healed. Its not like you dont need holy staffs in open world fights but they are used to specifically keep someone alive longer (shot caller, tank, combo dps etc.)

      You guys also must accept that in meta with this big need of purges in the team no nature staff can be good unless they rethink the 1h nature staff E. If its not eating Q stacks (or not completely) and is not casted the way it is but instead on any location/ally target.
      Druidic and GNature staffs are just not usable atm in a 5v5 mostly because ot the meta otherwise ppl will always prefer to go in a fight prehoted instead of waiting for holy heal after they take dmg.

      I didnt played nature in a long time so cant comment on heal nor mana efficiency but as i tried to explain that is not the Number 1 issue for not having viable gvg/hg nature staff - its the spells they have that always require time to heal the target and for this time they are just getting purged.
    • also agreed. as strong aoe instant damage becomes meta, nature heals are too slow to stratify the need of a team in most situations, and with the mana cost as mentioned, nature heals are clearly inferior to holy at the current moment.

      and with the out-combat self-regen patch comming soon, nature heals would, on my view, be competely out of the meta, as most players only needs fast in-combat heals, as partial heals of nature would be left till combat is over which has no effect/usage anymore. nature needs to be rework/balanced as the regen changes come.
    • Furinkazan wrote:

      also agreed. as strong aoe instant damage becomes meta, nature heals are too slow to stratify the need of a team in most situations, and with the mana cost as mentioned, nature heals are clearly inferior to holy at the current moment.

      and with the out-combat self-regen patch comming soon, nature heals would, on my view, be competely out of the meta, as most players only needs fast in-combat heals, as partial heals of nature would be left till combat is over which has no effect/usage anymore. nature needs to be rework/balanced as the regen changes come.
      I made a mistake going nature, I hear people to stick with it until they rebalance. Doubt it will be anytime soon.
      goo.gl/xPMhXU
      goo.gl/GK4CMs
      Random dungeon https://bit.ly/2L5TxnS
      Outnumber https://bit.ly/2YEU56n
      Arena https://bit.ly/2ZKD3or
      Hudini: https://bit.ly/2XTonBI
      HGguidance https://bit.ly/2Ymu1gs
    • In fact nature lacks 2 things:
      - rejuvenation stacks must last MUCH longer than 8 sec now (to really have an option to "go to the war pre-hotted"
      - lack of healing when W and E on cd and rejuvenation stacks already on 3 ( and heal with max 3 stacks of rejuvenations is still extremely inferior, if that target is focussed by all enemy team in 5v5). Maybe add 2nd version of Rejuvenate on Q with different mechanic: it wouldnt drop all stacks after 3rd stack, but instead burst-heal more
    • letwolf wrote:

      In fact nature lacks 2 things:
      - rejuvenation stacks must last MUCH longer than 8 sec now (to really have an option to "go to the war pre-hotted"
      - lack of healing when W and E on cd and rejuvenation stacks already on 3 ( and heal with max 3 stacks of rejuvenations is still extremely inferior, if that target is focussed by all enemy team in 5v5). Maybe add 2nd version of Rejuvenate on Q with different mechanic: it wouldnt drop all stacks after 3rd stack, but instead burst-heal more
      Bolded, need more increase heal or more options, We get hated in HCE now we get hated in Randungeon....
      goo.gl/xPMhXU
      goo.gl/GK4CMs
      Random dungeon https://bit.ly/2L5TxnS
      Outnumber https://bit.ly/2YEU56n
      Arena https://bit.ly/2ZKD3or
      Hudini: https://bit.ly/2XTonBI
      HGguidance https://bit.ly/2Ymu1gs
    • Abydon wrote:

      Nature is only good for soloing Aspects.

      Its Q needs to be buffed by increasing healing per tick and after the third stack have it burst heal like Holy.
      All they did was the revit channeling which is 260 t6 big spec, and takes alot of mana of you and gives it to them 26 mana for me for 31 mana for him.. I still only use protect nature and with enough pratice knowing what damage or how much damage a tank can take, will allow good heals, however looking at the holy who just got a nerf, it's best for holy to go life touch mistcaller and its down to 11 second instead of 16...[omelette too]. though any more buff will happen so , you will have to work with the tank and managing..
      goo.gl/xPMhXU
      goo.gl/GK4CMs
      Random dungeon https://bit.ly/2L5TxnS
      Outnumber https://bit.ly/2YEU56n
      Arena https://bit.ly/2ZKD3or
      Hudini: https://bit.ly/2XTonBI
      HGguidance https://bit.ly/2Ymu1gs
    • I don't know much about this game, but what I know is that every time I go into a RD and someone asks me what kind of healer I am in discord, after saying nature I only hear: OOFs


      Every fucking pull the tank will go lower than 30%hp cause you dont have any real healing. When you stack all your HoTs you heal less than a holy spamming basic heals. The HoTs duration is ridiculous, you only can apply them to two of your party memebers before having to refresh them all again.

      After you used your W and E no matter the staff, you will have between 12 to 30 seconds before you can burst heal your tank again and you have to praise he survives with 80 healing per second from your HoTs.

      The fact that YOU HAVE to wear the gravekeeper helmet as a druid to make it viable to heal in RDs is ridiculous.

      If he is strong in ZvZ or whatever then rework him, but I've never seen such unbalance in healers in a RPG, specially when there are only 2 healer classes.
    • MASIVA wrote:

      I don't know much about this game, but what I know is that every time I go into a RD and someone asks me what kind of healer I am in discord, after saying nature I only hear: OOFs


      Every fucking pull the tank will go lower than 30%hp cause you dont have any real healing. When you stack all your HoTs you heal less than a holy spamming basic heals. The HoTs duration is ridiculous, you only can apply them to two of your party memebers before having to refresh them all again.

      After you used your W and E no matter the staff, you will have between 12 to 30 seconds before you can burst heal your tank again and you have to praise he survives with 80 healing per second from your HoTs.

      The fact that YOU HAVE to wear the gravekeeper helmet as a druid to make it viable to heal in RDs is ridiculous.

      If he is strong in ZvZ or whatever then rework him, but I've never seen such unbalance in healers in a RPG, specially when there are only 2 healer classes.
      Yeah, without gravekeeper helmet druid is nothing, it's not a zvz class but the mushroom Q is a zvz hots i guess, that with E from ramp or [and i hardly see this atm] wild staff E.... They gave us a mediocre W revit channel, Never used it unless it was in yellow zone to help noobs with mana while they already have holy heals... On the runs i do you have to do alot of specific thing to make it work,,

      *knowing damage of the mob or how much a tank can get hit without his defensive ability.
      *know when to pop W E D in a efficient way
      *knowing when to pop druid robe so that it helps the hots for x seconds...
      *knowing my cd, which is stressfull since i need to keep an eye on 3stack for refresh mana on the intensive moment of the run..

      To be honest with you as a healer you need to even find a specific person you want to be tanking with, someone who gets on everyday at the same time and willing to do dungeon with you and co-operate with you... Atm i can handle the heals on everyrun i have been. however vs heal it still feels more stressfull. But what can we do but stay and see if anything in the future changes.....

      I feel like the revit channel was for newbie heals until they get protect of nature....

      youtube.com/watch?v=TZ1kxo7oxnA&feature=youtu.be
      goo.gl/xPMhXU
      goo.gl/GK4CMs
      Random dungeon https://bit.ly/2L5TxnS
      Outnumber https://bit.ly/2YEU56n
      Arena https://bit.ly/2ZKD3or
      Hudini: https://bit.ly/2XTonBI
      HGguidance https://bit.ly/2Ymu1gs
    • Can a "Magic force" passive of holly staffs be changed or if not can we get a new passive for holly staffs that after 5 activated spells gives 1-2 sec. of CC immunity or something (call it whatever) that will make your spell uninterruptible for this short time period (1-2sec) . Or basically make it so after 4-5 activated spells your next spell cant be interrupted.
      So there is something small but still having a positive effect when it comes to playing as a holy healer against Iron-clad tanks.
    • MASIVA wrote:

      I don't know much about this game, but what I know is that every time I go into a RD and someone asks me what kind of healer I am in discord, after saying nature I only hear: OOFs


      Every fucking pull the tank will go lower than 30%hp cause you dont have any real healing. When you stack all your HoTs you heal less than a holy spamming basic heals. The HoTs duration is ridiculous, you only can apply them to two of your party memebers before having to refresh them all again.

      After you used your W and E no matter the staff, you will have between 12 to 30 seconds before you can burst heal your tank again and you have to praise he survives with 80 healing per second from your HoTs.

      The fact that YOU HAVE to wear the gravekeeper helmet as a druid to make it viable to heal in RDs is ridiculous.

      If he is strong in ZvZ or whatever then rework him, but I've never seen such unbalance in healers in a RPG, specially when there are only 2 healer classes.
      forum.albiononline.com/index.p…?postID=887804#post887804

      Nature Staffs:
      • Revitalize (all Nature Staffs)
        • Energycost per tick: 8 -> 6
        • Energy Gain per tick: 10 -> 8
        • Health per Tick: 60 -> 75
        still fails but atleast they trying to move in the right direction. this w is use by all noobs who dont have protect nature on a druid staff.. I wouldnt dare use it ^,^and dont recommend it
      goo.gl/xPMhXU
      goo.gl/GK4CMs
      Random dungeon https://bit.ly/2L5TxnS
      Outnumber https://bit.ly/2YEU56n
      Arena https://bit.ly/2ZKD3or
      Hudini: https://bit.ly/2XTonBI
      HGguidance https://bit.ly/2Ymu1gs