Righteousness: This power has been reworked to now provide a healing bonus of 70% to allies. Cleric Feats and Powers now heal by about 40% less than they previously did but overall still heal allies about 10% more than they previously did.
this mechanic tooltip says that it now heals allies for 70% more.
so my question is, let say you can heal yourself with bastion of health for 3,000 HP, does that mean you will heal allies for 10,000 HP?
or do you only heal allies for 70% more of the value you get, say if you can heal yourself with bastion of health for 3,000 HP, this means you can heal your allies for 3,000 + 70% more of that value? so in this case you can heal your allies for 5,1000 HP?
thanks for any response I get, if im missing anything here please explain.
Yeah, multiply heal values by 1.7 if you're healing others.
Previously it was "your own heals are 40% less effective on yourself", so a 1000 point heal would heal you for 600, everyone else for 1000.
Now that 1000 point heal is a 600 point heal by default but you don't have any self-penalty, so you're still only healing yourself for 600, but everyone else for 600 * 1.7, or 1020. So actually not that much more than they originally did anyway.
It's essentially exactly the same idiotic mechanic, but worded to sound like a buff rather than a penalty.
We are losing the Astral Shield's & FF's self-healing power (which wasnt affected by rightouesness before).
But I read somewhere that Astral Seal's healing will deal full (not that we do much DPS anyway)..
Also, on the upside.. boons heal the full amount and not affected by righteousness anymore.
Overall another nerf (altho it's an improvement to our healing mechanic, which was complicated with the previous formula.. So, if they ever to decide to modify a specific healing power, it will be much more manageable)
Ohhhhh... Came back after a few months and forgot why I'd stopped playing. I have yet to hear a good reason for Righteousness existing. Basically the damage-dealing classes want us to heal them all day long, but not be able to do the same for ourselves. It's why I just load up on damage dealing spells and tell people I'm a cleric, not a healer... tuff! The worst is in PVP where you are already stun-locked to no end. It just makes for a poor play experience because you feel like a fool. I'd like to just see it eliminated. If I don't need the healing power, the others don't need it either. Of course as an alternative, we could introduce similar forms for other classes... Guardian attacks heal the target for 70% of attack damage done. DPS classes deal 70% of attack damage to self. It's a similar situation believe it or not. How are you supposed to compete in a 1v1 faceoff against someone hitting you for say 3400 with specials when you are healing for 2000 with your specials? And the truth of the matter is you are usually getting hit by 2-4 other players. Just gives me heartburn every time I see this.
Welcome to the single most ridiculous mechanic that has ever been put on a healing class - a penalty for self healing. Yes, I know it was reworded, and this actually made it worse.
...............vote for your favourite expansion.......... "Mod 6. Oh my f****** god. It gutted the game pure and simple. And what wasn't gutted was messed up by the poorly thought out new level cap and equip. The game never recovered from that atrocity". ..............not this one then.............
Welcome to the single most ridiculous mechanic that has ever been put on a healing class - a penalty for self healing. Yes, I know it was reworded, and this actually made it worse.
I agree.
Looking forward to the rework and hope that my main will be blessed!
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ghoulz66Member, NW M9 PlaytestPosts: 3,748Arc User
edited October 2014
Honestly it's a pile of unfair bullcrap. Other classes already benefit heavily from life steal. Many don't even need a DC's heals, but then the DC can't even heal themselves worth the HAMSTER, minus the life steal part of the equation.
Then in pvp.... WHY!? Why can a HR outheal your own healing word/astral shield combo?
Comments
Previously it was "your own heals are 40% less effective on yourself", so a 1000 point heal would heal you for 600, everyone else for 1000.
Now that 1000 point heal is a 600 point heal by default but you don't have any self-penalty, so you're still only healing yourself for 600, but everyone else for 600 * 1.7, or 1020. So actually not that much more than they originally did anyway.
It's essentially exactly the same idiotic mechanic, but worded to sound like a buff rather than a penalty.
We are losing the Astral Shield's & FF's self-healing power (which wasnt affected by rightouesness before).
But I read somewhere that Astral Seal's healing will deal full (not that we do much DPS anyway)..
Also, on the upside.. boons heal the full amount and not affected by righteousness anymore.
Overall another nerf (altho it's an improvement to our healing mechanic, which was complicated with the previous formula.. So, if they ever to decide to modify a specific healing power, it will be much more manageable)
"Mod 6. Oh my f****** god. It gutted the game pure and simple. And what wasn't gutted was messed up by the poorly thought out new level cap and equip. The game never recovered from that atrocity".
..............not this one then.............
I agree.
Looking forward to the rework and hope that my main will be blessed!
Then in pvp.... WHY!? Why can a HR outheal your own healing word/astral shield combo?