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Thread: Suggestion: Diminishing returns on healing

  1. #1
    Telaran Talamira's Avatar
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    Default Suggestion: Diminishing returns on healing

    I think the healing issue in PvP could be solved by recipiant based diminishing returns on healing. Make it so that, every time a player receives direct healing, the healing gets reduced by say, 2-5% per heal received, and a smaller percentage for AoE heals so that classes like Chloros and Bards dont screw specific targeted heals for everyone nearby (or at least not quickly), and falls off after 5-7 seconds of not receiving heals. (specific numbers would need to be tested to find the right balance).

    This would allow them to be healed through smaller scale, fast fights, such as a rogue gank attempt or a 1 on 1 fight which normally is over quite fast with the current TTK in pvp, but makes it so that a pocket healed or self healing target who is under a concerted attack by multiple players will still actually die in less time then it takes to drink a coffee in the morning.

    The end result of this would be 1. no more healers tanking groups of 4-6 players in pvp for 1-2 minutes at a time, and 2. raises the skill cap above just spamming heals on a target as fast as you can, because if you are overhealing, you are not only wasting mana/energy, you are cutting they heals they can receive for when they may need them.

    This could also server as an excuse to remove the Valor based healing reduction, as healing will be reduced on its own anyways.
    Last edited by Talamira; 01-31-2013 at 02:43 PM.
    Former Philanthropy RIFT Senior officer, current Philanthropy FFXIV senior officer

    Quote Originally Posted by Gruntled View Post
    if you do not have the required hit you do not have enough of any other stat to meet the dps/heal/tank requirements of the content. Hit is a very effective way of ensuring that players meet the minimum requirements for defeating the content they are attempting.

  2. #2
    Shield of Telara
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    so you want entire teams to wait for rez timers for the majority of the game? sounds fun....
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  3. #3
    Telaran Talamira's Avatar
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    Not the whole match, just at least once or twice a match.
    Former Philanthropy RIFT Senior officer, current Philanthropy FFXIV senior officer

    Quote Originally Posted by Gruntled View Post
    if you do not have the required hit you do not have enough of any other stat to meet the dps/heal/tank requirements of the content. Hit is a very effective way of ensuring that players meet the minimum requirements for defeating the content they are attempting.

  4. #4
    Telaran Kedoss's Avatar
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    Quote Originally Posted by Talamira View Post
    I think the healing issue in PvP could be solved by recipiant based diminishing returns on healing. Make it so that, every time a player receives direct healing, the healing gets reduced by say, 2-5% per heal received, and a smaller percentage for AoE heals so that classes like Chloros and Bards dont screw specific targeted heals for everyone nearby (or at least not quickly), and falls off after 5-7 seconds of not receiving heals. (specific numbers would need to be tested to find the right balance).

    This would allow them to be healed through smaller scale, fast fights, such as a rogue gank attempt or a 1 on 1 fight which normally is over quite fast with the current TTK in pvp, but makes it so that a pocket healed or self healing target who is under a concerted attack by multiple players will still actually die in less time then it takes to drink a coffee in the morning.

    The end result of this would be 1. no more healers tanking groups of 4-6 players in pvp for 1-2 minutes at a time, and 2. raises the skill cap above just spamming heals on a target as fast as you can, because if you are overhealing, you are not only wasting mana/energy, you are cutting they heals they can receive for when they may need them.

    This could also server as an excuse to remove the Valor based healing reduction, as healing will be reduced on its own anyways.
    Absolutely not.
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  5. #5
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    Quote Originally Posted by Talamira View Post
    The end result of this would be 1. no more healers tanking groups of 4-6 players in pvp for 1-2 minutes at a time
    When you say healer, what are you talking about? Bard, chloro, cleric?

    So you're in a group of 4-6 players hitting 1 healer standing still that's been silenced, interrupted, and not receiving healing from anyone else for 1-2 minutes?


    Quote Originally Posted by Talamira View Post
    2. raises the skill cap above just spamming heals on a target as fast as you can
    I think you have the need to raise the skill cap in a different area.

  6. #6
    Ascendant Xenoheart's Avatar
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    I think the best way to achieve diminishing returns is to properly coordinate your team and kill the healer.
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  7. #7
    Ascendant Misun's Avatar
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    Awful idea. Just terrible.
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  8. #8
    Ascendant
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    Healers are getting their bugs fixed on PTS.

    No reason to change anything else.

  9. #9
    Telaran Talamira's Avatar
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    Quote Originally Posted by Ahov View Post
    Healers are getting their bugs fixed on PTS.

    No reason to change anything else.
    Ah ok, wasn't aware of this.
    Former Philanthropy RIFT Senior officer, current Philanthropy FFXIV senior officer

    Quote Originally Posted by Gruntled View Post
    if you do not have the required hit you do not have enough of any other stat to meet the dps/heal/tank requirements of the content. Hit is a very effective way of ensuring that players meet the minimum requirements for defeating the content they are attempting.

  10. #10
    Champion of Telara Mire's Avatar
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    can we also have a dr on stupid ideas, everyone a stupid idea surfaces that person gets a 3-5 days vacation from the forum

  11. #11
    Ascendant Lords0fpain's Avatar
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    Quote Originally Posted by Talamira View Post
    I think the healing issue in PvP could be solved by recipiant based diminishing returns on healing. Make it so that, every time a player receives direct healing, the healing gets reduced by say, 2-5% per heal received, and a smaller percentage for AoE heals so that classes like Chloros and Bards dont screw specific targeted heals for everyone nearby (or at least not quickly), and falls off after 5-7 seconds of not receiving heals. (specific numbers would need to be tested to find the right balance).

    This would allow them to be healed through smaller scale, fast fights, such as a rogue gank attempt or a 1 on 1 fight which normally is over quite fast with the current TTK in pvp, but makes it so that a pocket healed or self healing target who is under a concerted attack by multiple players will still actually die in less time then it takes to drink a coffee in the morning.

    The end result of this would be 1. no more healers tanking groups of 4-6 players in pvp for 1-2 minutes at a time, and 2. raises the skill cap above just spamming heals on a target as fast as you can, because if you are overhealing, you are not only wasting mana/energy, you are cutting they heals they can receive for when they may need them.

    This could also server as an excuse to remove the Valor based healing reduction, as healing will be reduced on its own anyways.
    As long as we include dr on dps, in your scheme...

  12. #12
    Ascendant Misun's Avatar
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    Here's my idea:

    rogues and warriors are banned from even mentioning healing.

    Ever.
    Pridy Bebe of Mobile Death Squad @Faeblight

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  13. #13
    Ascendant Kronos v's Avatar
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    Quote Originally Posted by Misun View Post
    Here's my idea:

    rogues and warriors are banned from even mentioning healing.

    Ever.
    fine with me, but only so long as warriors are the only ones allowed to complain about NB/RS

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    Or to put it more simply, it doesn't matter if you're topping the charts if you're killing the wrong people.

  14. #14
    Ascendant Misun's Avatar
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    Quote Originally Posted by Kronos v View Post
    fine with me, but only so long as warriors are the only ones allowed to complain about NB/RS
    You betcha!
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  15. #15
    Ascendant BishopX's Avatar
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    why is it ok that you spam a macro to kill a target but me presing 3 buttons to keep someone alive and heal is called SPAMMING? and wrong?
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