Now, I know that the Devs tried to lessen the impact of this by applying a ICD to the HR Profound set, however, the addition of Wild Medicine has basically negated this. Can we please make HRs have the same healing ability as the other classes? Having this is making them OP in PvP because they can survive much longer than a ranged class should be able to.
My suggestion? Make the healing work off of a timer and not off of Deflect. I am tired of HRs having 40-45% deflect and healing for more than I can DPS.
Its fine as it is, only OP thing I notice is CW since I been back.
Also the healing is needed in pve, don't nerf the majority of the population who just does PVE for the sake of minority pvp population.
I have tried saying this but it gets ignored because the majority of the HRs are not top end PvPers and they have no idea what you are talking about.
But yeah, HR at top level needs a big scale down in healing.
So then, how do you propose to do that without messing over non top end, lower GS HR's? The thing is, HR is much more gear dependent than a CW is in pvp. So it's a tough call to make when you call for a nerf. There are a few HR's out there owning, but most do not, whereas a CW is much easier to play, easier rotation, and less gear dependent.
So maybe you're not being ignored, rather the less knee jerk among us are giving it time and though in hopes of a reasonable solution, however unlikely that may be.
But at any rate, the HR problem is a small one compared to CW, and moreso, TR's and DC's having not much to do in pvp. I say make TR's interesting to play again and give DC's a role of any kind for pvp before we go nerfing and adjusting anything else.
Wild Medicine never even reaches max stacks cause it got so nerfed.
Life Steal healing needs HR doing damage. Maybe stop getting hit so much?
HR is extremely vulnerable to burst and CC as well. Put it in an Icy Ray and they will usually die in less than 5 seconds.
First fix piercing damage and storm spell craziness, then we can see about self healing. HR is NOT a ranged class, it is hybrid, and the developers made it so that HR needs to play Combat for PvP or it dies faster than a CW.
Overall, HRs are way squishier now than they once were. Their damage is quite over the top though. But they can most certainly be killed quite fast.
It's because deflection chance doesn't have a cap... Some HRs can push their deflection chance to up to 60%, which means they are deflecting EVERY OTHER HIT, thats a big problem because everything else has a cap that can be reached (excluding power) so deflection should too. There should be a max of 40% or even less, concidering just how important it is in tanking, deflected hits are basically hits that are above the 80% cap because it deflects 75% of the damage, and then also takes into account your damage resistance...
First thing that should be toned down is HR damage, then you can see about the healing, because the healing will be reduced with less damage. HR is in a rather precarious position - you cannot take away all the self-healing without compensating or the class will be left with no survivability. However, these are the suggestions I have for now:
* Change piercing damage to normal damage so that it can be resisted and deflected (and henceforth dodged).
* Combat T1 Bloodletting feat (5% lifesteal) should be increased to 10, and no longer adds directly to lifesteal raw % as it does, but is multiplicative with your current stat, which is how the devs originally stated it should be.
Those two changes should tone down HR healing and damage as it is. If it's still too much, then:
* Battle Crazed should only give 2% lifesteal per stack instead of 3%. Therefore, at max stacks, HRs will only have 10% lifesteal instead of 15%.
* Reduce piercing/normal damage to 25-30% instead of 40%. I still think 40% would be already if it was normal instead of piercing damage, but as there is no concrete testing available, I can't say for sure.
Furthermore, as a third phase if the above two are still too much:
* Wild's Medicine now heals 7.5% of a HR's HP over 10-15 seconds, but this healing is halved in PvP (before Healing Depression, so 3.75% of HP, after HD would be 1.825% or something, cbf to do the maths on that).
I'd say leave it at around 12.5 seconds, as that's a rather large reduction (current is 2.5% over 15 seconds vs the proposed 1.825%).
HR healing and damage is a problem - the damage component however is mainly due to piercing damage. Once that is turned into normal damage, I think HR damage will be a lot more moderated and perhaps on par with other classes. But I reinstate, you cannot nerf HR healing too much if you don't compensate for it. HRs no longer have any CC - boar rush prone barely lasts a second or two and has a rather long cooldown (approx halved with RG set). The class does need a nerf, but said nerf needs to be moderated least you destroy the class.
it can be a problem, but its not OP. without it they would just go splat, and the uber geared ones may hurt. but compared to others they are relatively low hitters.
OP: Can we see a screenshot of your chracter gear window, feats and boons? I want to see what you're working with before I can take any of your suggestions seriously.
HR as a ranger, which should be semi-squishy, being so tanky is questionable.
Yes but it's okay for a class built on being great at DPS but crumbling quickly to have a shield that negates the whole purpose. We're still as squishy as ever if we're not being dealt with with PFs which everyone seems to be running with atm. Use vorpal on your CW and see how squishy we really are
[IMO] Any kind of "piercing damage" is wrong on these kind of games due, usually, it stacks with "ArP", "ArI" (armor ignored) and "ArR" (armor reduction) which make it a really powerful tool. IF you make this kind of damage, first at all, all classes must have it on one way or other AND never left be hight than 10%.
EDIT due this seems a bit out of context:
The problem with "Piercing damage" is its interaction with "life-steal" stat: it makes the "stealed life" a "steady and fixed supply". If they fix this, maybe, the "life-steal" from this class could be more "balance" than it is right now. (watching a HR refilling his/her HP bar 1k per hit is a bit frustrating...)
Don't bring DOTs to kill a class weak against burst, win the game. Even in PvE, it is a pain to get Medicine up to more than 5 stacks these days.
Another interesting thing is, all those 'Nerf HR' threads were not around before module 3. But then, the Pathfinder appeared, and suddenly, the 'Elite PvPers' are whining and howling louder than a wing of Dive Bombers descending on a convoy. So I rather would think 'Nerf Pathfinders', not 'Nerf HR'.
By the way, technically, BOTH Paragon Paths are Melee Paragons, if you go by DnD. Both require the choice of 'Two Weapon Combat Style', as Class specific thing.
HR as a ranger, which should be semi-squishy, being so tanky is questionable.
Note, I do not know 4e well so this is based on mostly 3.5 which I know the best.
Rangers could always get pretty decent AC from dex modifiers if they wanted to go the way of weapon finesse. Then they can cast cure spells, and things like freedom of movement. Combine that with medium hp (a d8 iirc) and you have a fairly tanky combatant. Yes you could make tankier fighters in pnp but to say rangers should be squishy is very wrong.
I'd give away all my deflect for that old aspect of the lone wolf any day. With my 45% base deflect I still receive huge undeflected hits. My Wild Medicine barely ever reaches even 7 stacks, most of the time it's 4 to 6. The only thing that needs to be fixed - deflection should not reduce CC duration.
M6 almost drains your soul given how boring it is. (c) joocycuzzzzzz
Note, I do not know 4e well so this is based on mostly 3.5 which I know the best.
Rangers could always get pretty decent AC from dex modifiers if they wanted to go the way of weapon finesse. Then they can cast cure spells, and things like freedom of movement. Combine that with medium hp (a d8 iirc) and you have a fairly tanky combatant. Yes you could make tankier fighters in pnp but to say rangers should be squishy is very wrong.
I actually mean the rate they regenerate HP and their endless dodge is insane. I saw a fight between GWF and HR, and the HR was able to maintain his HP at 90%+ all the time.
I actually mean the rate they regenerate HP and their endless dodge is insane. I saw a fight between GWF and HR, and the HR was able to maintain his HP at 90%+ all the time.
But there's a few unanswered questions in this statement. How long did the fight last? Were they same GS? How many times did the GWF pop unstoppable? How often were the HRs "endless(aka 6 IF they have no latency/lag) dodges actually were dodged?
There's a lot of complaints about their insane regen rate when specced perfectly. No doubt abou that. But when CWs have superior cc, GWFs have superior burst, TRs can go stealth, DCs(albeit not nearly as much as they used to) give great support(GFs too), SWs can support and burst as well, what role do you want to give them? IMO, I would personally want them to be a ranged striker class, but that's my playstyle. I'm not going to criticize HRs because they went the OP path. But isn't every class capable of that right now?(although SWs soul puppet problems are fixed(yes!)).
I hear "learn to play" all the time, but it seems to me that it should be defined as "my class is balanced, except when others beat it, then THAT class is OP"...
I only wish any class died when targeted by two representatives of any other class. I hated how GWF from previous modes could withstand 3 or sometimes 4 players solo. Now, there should be no CW, no GF and no HR that can survive being aimed by two players. CW once targeted by two goes down fast. GF, take a bit longer, but also can be brought down by two pretty easily. I've not yet met HR that could survive similar thing, though I'm not pvping as often as I used to, so maybe there are some that can. If so, this cannot be. They are pretty skilled at escaping, which is fine though.
Bids he then the spruces to singer him an anthems!
And the Woodsie Lord binders them fleshes to stone!
But there's a few unanswered questions in this statement. How long did the fight last? Were they same GS? How many times did the GWF pop unstoppable? How often were the HRs "endless(aka 6 IF they have no latency/lag) dodges actually were dodged?
There's a lot of complaints about their insane regen rate when specced perfectly. No doubt abou that. But when CWs have superior cc, GWFs have superior burst, TRs can go stealth, DCs(albeit not nearly as much as they used to) give great support(GFs too), SWs can support and burst as well, what role do you want to give them? IMO, I would personally want them to be a ranged striker class, but that's my playstyle. I'm not going to criticize HRs because they went the OP path. But isn't every class capable of that right now?(although SWs soul puppet problems are fixed(yes!)).
I saw in a video that they fought on preview server. And the HR won without too much effort. Anyway, "god mode HR" are more or less the same. It has been a consensus that they are nearly unkillable.
I saw in a video that they fought on preview server. And the HR won without too much effort. Anyway, "god mode HR" are more or less the same. It has been a consensus that they are nearly unkillable.
And I've also seen a video of a non tenacity geared 9K GEARED CW wrecking in pvp. I've also seen players 4v1 a "god mode" GWF. And honestly, if the HR won with little effort, their gear was probably not even close. I think a little closer inspection of data is in order.
I hear "learn to play" all the time, but it seems to me that it should be defined as "my class is balanced, except when others beat it, then THAT class is OP"...
No HR can survive two equal geared and coordinated opponents. If so, then theres a gap between skill and/or gear/specc.
Insane amount of dodges? First, HR dodges are unreliable with its short immunity frame. Second, if the HR has many dodges, its his daily power and a specific build.
And again a thread where inexpierinced players complain about things they dont understand.
For example I am a purly specced pvp HR with 19k gs (pvp). I have played well over 2000 matches with my HR and tested countless hours my abilities. I also have played every class in pvp since beta. So yes, I will kill two players on my own, who have maybe 15k gs, hybrid pve/pvp specc and much less expirience than I do.
Thats not a balance problem. Its natural.
If u want to talk about the current balance issues of HR stop posting <font color="orange">HAMSTER</font> like "Hr has endless dodges", "HR has to much deflection" , "HR can tank threee people" and so on. No decent pvp player will take u seriously and so shouldnt the devs.
Play the class your complaining about and give indeepth insight and an analysis. Then I will even agree with you whiners.
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l3g10nna1reMember, NW M9 PlaytestPosts: 372Arc User
No HR can survive two equal geared and coordinated opponents. If so, then theres a gap between skill and/or gear/specc.
Insane amount of dodges? First, HR dodges are unreliable with its short immunity frame. Second, if the HR has many dodges, its his daily power and a specific build.
And again a thread where inexpierinced players complain about things they dont understand.
For example I am a purly specced pvp HR with 19k gs (pvp). I have played well over 2000 matches with my HR and tested countless hours my abilities. I also have played every class in pvp since beta. So yes, I will kill two players on my own, who have maybe 15k gs, hybrid pve/pvp specc and much less expirience than I do.
Thats not a balance problem. Its natural.
If u want to talk about the current balance issues of HR stop posting <font color="orange">HAMSTER</font> like "Hr has endless dodges", "HR has to much deflection" , "HR can tank threee people" and so on. No decent pvp player will take u seriously and so shouldnt the devs.
Play the class your complaining about and give indeepth insight and an analysis. Then I will even agree with you whiners.
WELL SAID !
But even so stop using PVP as a basis for that which also Changes PVE 70% and the 30% PVP
The fact the devs are Stupid enough to listen to people say this skill is to Over powered in PVP and drastically affects the PVE part of the game is beyond common sense,
Comments
It does. Stack limit, too. Mostly because of whining CWs.
Combat HR isn't a range class, it's a melee class. If you want to get rid of the healing, then give us a CC-break like other melee classes have.
But yeah, HR at top level needs a big scale down in healing.
Also the healing is needed in pve, don't nerf the majority of the population who just does PVE for the sake of minority pvp population.
So then, how do you propose to do that without messing over non top end, lower GS HR's? The thing is, HR is much more gear dependent than a CW is in pvp. So it's a tough call to make when you call for a nerf. There are a few HR's out there owning, but most do not, whereas a CW is much easier to play, easier rotation, and less gear dependent.
So maybe you're not being ignored, rather the less knee jerk among us are giving it time and though in hopes of a reasonable solution, however unlikely that may be.
But at any rate, the HR problem is a small one compared to CW, and moreso, TR's and DC's having not much to do in pvp. I say make TR's interesting to play again and give DC's a role of any kind for pvp before we go nerfing and adjusting anything else.
Wild Medicine never even reaches max stacks cause it got so nerfed.
Life Steal healing needs HR doing damage. Maybe stop getting hit so much?
HR is extremely vulnerable to burst and CC as well. Put it in an Icy Ray and they will usually die in less than 5 seconds.
First fix piercing damage and storm spell craziness, then we can see about self healing. HR is NOT a ranged class, it is hybrid, and the developers made it so that HR needs to play Combat for PvP or it dies faster than a CW.
Overall, HRs are way squishier now than they once were. Their damage is quite over the top though. But they can most certainly be killed quite fast.
CRAZY MIKE - 14.6k PvE CW
Backbone - 16.7k PvP HR
[SIGPIC]http://i59.tinypic.com/s3hts7.png[/SIGPIC]
* Change piercing damage to normal damage so that it can be resisted and deflected (and henceforth dodged).
* Combat T1 Bloodletting feat (5% lifesteal) should be increased to 10, and no longer adds directly to lifesteal raw % as it does, but is multiplicative with your current stat, which is how the devs originally stated it should be.
Those two changes should tone down HR healing and damage as it is. If it's still too much, then:
* Battle Crazed should only give 2% lifesteal per stack instead of 3%. Therefore, at max stacks, HRs will only have 10% lifesteal instead of 15%.
* Reduce piercing/normal damage to 25-30% instead of 40%. I still think 40% would be already if it was normal instead of piercing damage, but as there is no concrete testing available, I can't say for sure.
Furthermore, as a third phase if the above two are still too much:
* Wild's Medicine now heals 7.5% of a HR's HP over 10-15 seconds, but this healing is halved in PvP (before Healing Depression, so 3.75% of HP, after HD would be 1.825% or something, cbf to do the maths on that).
I'd say leave it at around 12.5 seconds, as that's a rather large reduction (current is 2.5% over 15 seconds vs the proposed 1.825%).
HR healing and damage is a problem - the damage component however is mainly due to piercing damage. Once that is turned into normal damage, I think HR damage will be a lot more moderated and perhaps on par with other classes. But I reinstate, you cannot nerf HR healing too much if you don't compensate for it. HRs no longer have any CC - boar rush prone barely lasts a second or two and has a rather long cooldown (approx halved with RG set). The class does need a nerf, but said nerf needs to be moderated least you destroy the class.
KC Bull Charge and Flourish usually drops them to 1/4 HP if I land a crit on Flourish. At which point they run.
and also the featured satirical comedic adventure "A Call for Heroes".
Basically there's like 7 HRs in the entire game that are super duper hard to kill so people like the OP have to make threads about them.
Yes but it's okay for a class built on being great at DPS but crumbling quickly to have a shield that negates the whole purpose. We're still as squishy as ever if we're not being dealt with with PFs which everyone seems to be running with atm. Use vorpal on your CW and see how squishy we really are
Don't bring DOTs to kill a class weak against burst, win the game. Even in PvE, it is a pain to get Medicine up to more than 5 stacks these days.
Another interesting thing is, all those 'Nerf HR' threads were not around before module 3. But then, the Pathfinder appeared, and suddenly, the 'Elite PvPers' are whining and howling louder than a wing of Dive Bombers descending on a convoy. So I rather would think 'Nerf Pathfinders', not 'Nerf HR'.
By the way, technically, BOTH Paragon Paths are Melee Paragons, if you go by DnD. Both require the choice of 'Two Weapon Combat Style', as Class specific thing.
Rangers could always get pretty decent AC from dex modifiers if they wanted to go the way of weapon finesse. Then they can cast cure spells, and things like freedom of movement. Combine that with medium hp (a d8 iirc) and you have a fairly tanky combatant. Yes you could make tankier fighters in pnp but to say rangers should be squishy is very wrong.
But there's a few unanswered questions in this statement. How long did the fight last? Were they same GS? How many times did the GWF pop unstoppable? How often were the HRs "endless(aka 6 IF they have no latency/lag) dodges actually were dodged?
There's a lot of complaints about their insane regen rate when specced perfectly. No doubt abou that. But when CWs have superior cc, GWFs have superior burst, TRs can go stealth, DCs(albeit not nearly as much as they used to) give great support(GFs too), SWs can support and burst as well, what role do you want to give them? IMO, I would personally want them to be a ranged striker class, but that's my playstyle. I'm not going to criticize HRs because they went the OP path. But isn't every class capable of that right now?(although SWs soul puppet problems are fixed(yes!)).
And I've also seen a video of a non tenacity geared 9K GEARED CW wrecking in pvp. I've also seen players 4v1 a "god mode" GWF. And honestly, if the HR won with little effort, their gear was probably not even close. I think a little closer inspection of data is in order.
Insane amount of dodges? First, HR dodges are unreliable with its short immunity frame. Second, if the HR has many dodges, its his daily power and a specific build.
And again a thread where inexpierinced players complain about things they dont understand.
For example I am a purly specced pvp HR with 19k gs (pvp). I have played well over 2000 matches with my HR and tested countless hours my abilities. I also have played every class in pvp since beta. So yes, I will kill two players on my own, who have maybe 15k gs, hybrid pve/pvp specc and much less expirience than I do.
Thats not a balance problem. Its natural.
If u want to talk about the current balance issues of HR stop posting <font color="orange">HAMSTER</font> like "Hr has endless dodges", "HR has to much deflection" , "HR can tank threee people" and so on. No decent pvp player will take u seriously and so shouldnt the devs.
Play the class your complaining about and give indeepth insight and an analysis. Then I will even agree with you whiners.
WELL SAID !
But even so stop using PVP as a basis for that which also Changes PVE 70% and the 30% PVP
The fact the devs are Stupid enough to listen to people say this skill is to Over powered in PVP and drastically affects the PVE part of the game is beyond common sense,