With dps and healers having on average 400k+ hp at endgame and tank now having well over 1 million hitpoints, with the best crafted potions barely healing over 100k with guild boon and campaign boons, can we start changing the potions to hp% healed?
Even when making a new character, the healing potions provided to us don't heal even a 10th of our hp as we leave the tutorial.
While leveling a new character I'm usually hit for more in a single swipe from an enemy in Blackdagger.
I'd suggest not being able to use potions lower than our char's level (so that future improved crafted potions become valuable and avoid people making the cheapest potions to use) and potions healing a base of 50%, 55% at +1. With guild boon bringing it up to 70% (which would require changing its current %) and remove potion boons from the campaign boon list. This would still make health stones the best option, not require the potion boon, but gives people on a budget something realistic to work with.
Would love to hear other suggestions as always.
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Dps that get spanked in dungeons really have no reason to complain when hey don't let the tank do his job.
I don't see this as much of a problem in overland solo zones.
When talking about bosses, well, rarely is there a battle in which there isn't an aggro reset, or an AOE, etc. So you will take some damage.
Ultimately, NW has always had a problem with healing in general. As is stated above, health goes up and down at such a rapid pace, traditional "watching health bars and healing those who need it" is basically impossible, because the person's dead. Healers need to use skills that trigger on things, or heal over times that keep going.
I don't see them making potions percentage based, as that would make healers less useful again. Health stones are already super common and easy to get. They removed lifesteal to force healers up the priority chain, but I think the better idea would be to give everyone equal-ish healing abilities that result from using skills, and be done with it. Each class would get a couple abilities that allow them to heal allies, and the dedicated healer goes away.
I think what most people want potions for is when dealing with content designed for solo play when you aren't over-geared. Having potions that can actually heal 25% of your health bar, instead of the paltry amount they do now would greatly help players who are still trying to gear themselves.
While it can be difficult to keep aggro on all mobs, tank still should be the one in charge of aggroing stuff:
* There is a spike of damage at start of fights since all mobs got their encounters ready at that time
* When you get aggro, anyone else must overaggro by 10% before a mob will switch target
* By letting tank handle pulls, tank can focus on the big ones in the pack
* Tanks also usually have the best understanding of how much damage they can handle, so as to avoid overaggro and wipes
* Tanks also tends to have a better tactical understanding of the zones - not *all* encounters do necessarily have to be killed
Some small ones in a pack breaking away from tank towards the end of the fight usually is not a problem.
In addition comes the psychological aspect - running ahead of tank shows disrespect of the tank and his role. We *really* need more tanks in game, so if more people showed respect for the tank role *also in the lesser dungeons*, maybe we would get more people playing tanks?
For the first 4 seconds in combat, tanks deal 10% more damage, receive 10% less damage, generate 10% more threat, and move 10% faster.
This will help tanks get to enemies faster, help them hold aggro, and give them yet another way to survive spikes better than other classes. This change would not stop DPS from rushing ahead and it is not supposed to. Instead, it gives tanks a stronger role capability which can be utilized by teams for their benefit, which gives tanks more value overall.