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0 Forum Home > Games > Vanguard: Saga of Heroes > Gameplay Discussion > Player Versus Player > Would moving PvP Damage back 25-50% Fix the Healing Imbalance?
 
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Old 02-26-2007, 10:26 PM   #1
Loekii
 
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Default Would moving PvP Damage back 25-50% Fix the Healing Imbalance?

I did not get a chance to try PvP before the Damage reduction patch.

I assume that Player damage was just way too much (pvp became a game of one shoting?).

Now we have a system that seems to use a 50% PvP combat system, and a 100% PVE Healing system. I would assume part of the issue is splitting PvP Healing, without impacting PvE healer. Currently, they seem to be the same (healing is a player to player function, so its alot more than simple target player vs. target mob).

So until they can find a way to properly scale Healing to a PvP scale, would increasing/shifting back PvP damage by 25-50% help balance things a little more?
 
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Old 02-27-2007, 08:47 AM   #2
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Quote:
Originally Posted by Loekii View Post
I did not get a chance to try PvP before the Damage reduction patch.

I assume that Player damage was just way too much (pvp became a game of one shoting?).

Now we have a system that seems to use a 50% PvP combat system, and a 100% PVE Healing system. I would assume part of the issue is splitting PvP Healing, without impacting PvE healer. Currently, they seem to be the same (healing is a player to player function, so its alot more than simple target player vs. target mob).

So until they can find a way to properly scale Healing to a PvP scale, would increasing/shifting back PvP damage by 25-50% help balance things a little more?
I'd rather see a PvP healing decrease, because being 2-shotted by a druid is more then enough damage.
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Old 02-27-2007, 09:34 AM   #3
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Quote:
Would moving PvP Damage back 25-50% Fix the Healing Imbalance?
They changed it to make fights last longer which I agree with. However they should have adjusted healing at the same time because there is an imbalance now.
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Old 02-27-2007, 12:29 PM   #4
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I think the reasons they did not change healing is because it is alot more code intensive.

It is easier to code damage based upon two different factors:
  • Target is NPC/MOB - Use Damage Table A.
  • Target is Player - Use Damage Table B.

However, you cant use the same form for healing, because the Target is always a player.

Also, think about it.

What healing table do you use when a player is engaged in PvE, taking damage from a Mob, and then suddenly is jumped by another player and now taking damage from that player?
  • Mob hits you for 100 points.
  • Player hits you for 50 points.
  • You lose 150 Health.
  • Cleric heals you. === how is the PvE Damage and PVP differenciated?

It looks like it is going to be a while before it can be properly fixed.

While increasing damage might make fights a little shorter, would it be better than the healing imbalance that currently exists?
 
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Old 02-27-2007, 01:13 PM   #5
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There is an easy fix.

Adjust some classes with a heal mitigation debuff.... good classes for this would be

Dread Knight, Rogue, Monk, Necro

Dread Knight it could be a spell baed thing or melee attack that last maybe 30 seconds.

Rogues could get a poisen that does this

Monks get some form of melee attack.

Necros get some kind of dot that does that.

Easy fix makes your PVP target lose 50% of the heal value... so at 30 instead of getting a 2200 focused heal they get 1100 hp back. they could still win but healers would have to give it their all instead of running around meleeing tanks to death P

Oh.. believe it or not.... bear shamans allready have a debuff like this.. SHAMANS! go figure.
 
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Old 02-27-2007, 06:13 PM   #6
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What they need to do is make it easier to interrupt spellcasting, heals included.
 
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Old 02-28-2007, 12:01 AM   #7
Loekii
 
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Quote:
Originally Posted by uberowo View Post
What they need to do is make it easier to interrupt spellcasting, heals included.
That could be an easy fix.

If target is Player, +X% chance to interupt healing spells.

The problem of course is if all spells are calculated as the same, in which case you just nerfed all other spell casters to death.


Perhaps it would be better if they just reduced ALL healing if the healer is in combat (or better yet the defensive target).
  • If DTarget = PVP combat; Reduce healing by 50%.

Last edited by Loekii : 02-28-2007 at 12:03 AM.
 
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Old 02-28-2007, 08:56 AM   #8
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Originally Posted by uberowo View Post
What they need to do is make it easier to interrupt spellcasting, heals included.
Dunno about other classes but I have at least 3 ways to interrupt casting. I know other classes have stuns. Counterspell also works in PvP last I heard.
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Old 02-28-2007, 03:04 PM   #9
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Quote:
Originally Posted by Loekii View Post
That could be an easy fix.

If target is Player, +X% chance to interupt healing spells.

The problem of course is if all spells are calculated as the same, in which case you just nerfed all other spell casters to death.


Perhaps it would be better if they just reduced ALL healing if the healer is in combat (or better yet the defensive target).
  • If DTarget = PVP combat; Reduce healing by 50%.
The only issue with that is if you are legitimately fighting some mobs and say a level 7 ranger decides to plink an arrow at your tank.

Well, you better start healing a lot faster
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Old 02-28-2007, 03:57 PM   #10
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Quote:
Originally Posted by Meritt View Post
The only issue with that is if you are legitimately fighting some mobs and say a level 7 ranger decides to plink an arrow at your tank.

Well, you better start healing a lot faster
They dont really think that far ahead about the nerfs they want. They just want them so that at lvl 10 they can be a Solo-Super Hero PvPer and own anyone they come across.
 
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Old 03-01-2007, 10:09 PM   #11
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Yes, damage should go back to normal. As far as reducing pvp heals -- that sounds ridiculous to me.
 
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Old 03-02-2007, 10:17 AM   #12
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Quote:
Originally Posted by uberowo View Post
What they need to do is make it easier to interrupt spellcasting, heals included.
Wrong. Totally BAD idea. Casters already have to deal with stuns, strafing and being the 1st target of any attacking force. You wanna make it easier to interrupt, then I want root to not break when dmg is applied, fear to apply to pvp, and full dmg on spells in pvp. That's the equilavent of what you're asking.

You think it's unfair that we can heal, yet your melee dmg wasn't decreased like our spell dmg was. The only classes that are super hard to take down is cleric and shammy. And they SHOULD be super hard to take down, as they are defensive healers. Disc is a little easier, but still tough. BMGs? LOL, our armor is paper.

You want to whine? Try playing a blood mage where OUR #1 heal has already been nerfed in pvp (lifetap is based on dmg and that's been cut in half). Ya, I can cast another sort of heal, but then I don't do bubkus dmg. Ya know what? I do fine even after that nerf.

Once people start hitting end game, they need to totally remove the dmg split anyways. Everyone will have 300 spell resists, dmg absorb and whatnot. Not a spellcaster out there will have a shot when they have to dump their entire mana pool to do 50% health to a warrior in raid gear.

People, it's not perfect. I play one of the most heavily nerfed classes and I get along fine. I win more than I lose, and that's what counts. I'm sure that at end game I won't win much at all since there are very few resist debuffs in game, and spellcasters in general won't be able to kill much in pvp.

But that's life, and that's pvp. It's never balanced, it's never fair, and it's always fun!
 
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Old 03-02-2007, 10:17 AM   #13
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Quote:
Originally Posted by Wimbold View Post
Yes, damage should go back to normal. As far as reducing pvp heals -- that sounds ridiculous to me.
I agree with this 100%.
 
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Old 03-04-2007, 12:31 PM   #14
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Quote:
Originally Posted by kraznor View Post
I agree with this 100%.
/signed

I cant believe that sigil thought it was a GOOD idea to nerf damage we do by 50% and leave heals alone. I makes healers almost impossible.
 
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