I was already aware of the Rusted Iron Leggings which appeared in Mod 18, but now I've started encountering them being worn by players in random dungeons.
For the unaware, they give the player wearing them a 5% damage bonus, however the penalty is -25% incoming healing.
At first, I thought there was something off with my powers, post-Mod 18, as it was often taking two heals to restore players' health rather than just 1, but then when I inspected players, I spotted they were all wearing these boots.
This is a really bad design choice by the developers. Healers often get blamed when DPS die to avoidable damage, for allegedly not healing enough, and now you've introduced an item which reduces incoming healing by 25%. This simply introduces more strife to random groups...
You've given DPS players (and I don't know if tanks will wear them too) the ability to stifle the output of the healer in the group... I'm looking forward to the item that gives healers the following, "
Your heals will be 5% stronger, but all DPS players will do 25% less damage"
I can outheal the 25% penalty in most of the content. But what exactly is a lower geared healer supposed to do to overcome this 25% handicap? And why should I have to work harder than I needed to two weeks ago?
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Comments
There is the option to balance the -25 with some incoming healing, or not depending (too heavily) on a healer.
If there is somebody dying because of this, just let them die.
If you accidentally run with a dps (I hope...) wearing this and a full -25% and you know you would've otherwise healed that content just fine, don't worry. Seriously. Let them die.
If you run into dps you know that are wearing them, you can ask them to change it out, or just shrug it off.
I expected these things, cause as soon as you see those boots, you wanna wear them. I got them too, of course I don't run them with -25%, but it depends on the content, the healer, how much the healer overheals the dps normally, and how much the dps are able (willing...) to listen to their healers.
I am sure there will be people coming in to talk about how good of a design choice they originally were with -50, so let's just wait.
To be honest... i keep a portal handy and have revive sickness boon. I die about once every 5 dungeons, and almost never in trials. It's usually my fault when i die... rushed in unprepared or warped into a chasm, etc.
In LoMM, CR, & ToMM... the heals matter more... but there is a team element, and i see your point. If they made boots that were -5% damage, +50% to incoming heals... would you demand that dps puts them on?
You want a DPS boost - there is a price to pay. If healers are getting blamed by noob DPS dying because of this, its not the Dev's fault.
I like how there are some quirky bits and pieces in the game.
instead of increased hp defense or crit avoidance
a player might have the boon as a option and not even know it ..even you reading this right now... lol yes you : D
I figure they may realize why they are dying all the time at some point if they chose those boots but do nothing to up their inc heals. Until then their complaints about the heals just roll right off me and my guild gets a chuckle as they have no issues with my heals
Could it be that you are just looking for something to channel all your frustration and jealousy into?
Soulweaver: The Lovely Red
Minstrel: The Rose Troubadour
I like how the boots add a bit more diversity to the game and make you have to actually think and decide, Do i want to really use this? Is this a dungeon where this will benefit my party or am i going to die in the cocoon during the arcturia fight because of this?
TBH i feel like alot of people are wearing the new gear because the IL is higher and they think that means they are better.
I think it hurts the low IQs only.
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Not every item is for every character, if you cant compensate the 25% better not to use it. Is like players stacking power and % dmg item and they dont have armor pen capped... the item is a choice, is not mandatory.
Some players couldnt use Demogorgon set and cap all the stats, so better if they use other set. Was demogorgon set bad for poor players?
Or the ebonized armor, giving % of power... is bad for poor players isnt? because they get less power than using a 1200 IL armor.
you can use this argument with lots of items in the game.
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That will be the definition of cognitive deficiency.
The fact that the boots are easy to get doesn't mean that what allows their usage, like other incoming healing items and basic skill to stand out of red, and basic choice making capability of "Should I put those boots with this group", is not needed.
Yes? I still see the darks BiS recommendations, so where is the noise? About the poor healers and the deaths?
Or where you all kicking healers that do not have 50% outgoing healing? I'm just wondering. Or tiamat set and lionheart. Because suddenly you need such high healing and healers do not over-heal twice the regular pleb DPS HP.
It's like since the boots appeared all the healers became idiots, and all the players even more idiots.
If a player is not capable of understanding the tradeoffs or communicate with the healer, it's on them, I didn't encounter such, but I hear this is what the kick button is for. Or better yet, taking a single polite PM and ask to swap.
What happened? Easier to write HAMSTER on the forums than actually communicate in game? Yes I know, look at my post count, but still, it doesn't absolve from minimal attempt.
Player B, that can't for some reason, for example if they can't move from the red, they shouldn't wear the boots.
If my friend is a great healer, and can't overheal the boots, I can wear the boots, If I go pug, I don't put the boots by default.
Really not a rocket science, I don't have to have positive incoming healing. I do need to stay alive, without overburdening the healer.
Repeating that something is bad, doesn't make it so. If a DM makes items that require decision making, risk, and choice, then I applaud them for at least making something beyond dull and boring.
20 years ago I would loved to play a god on paper ( i think ) and smite everything, now team work, and interesting choices have more appeal (within reason).
If someone can't wear the boots without dying or the healer crapping out on them, obviously they didn't put the work that allows them to wear the boots.
Side note:
Why everyone try to calculate "compensation to 0"? Like 0 is some magic number? Some will die with +24% others will live with -25%.
This is a perfect analogy that will go right over everyone's head. if i wore this as a healer i would then have to argue with dps players "don't worry about it, you can overcome this by increasing your outgoing damage to compensate"