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NysekZePope

Speeding up PVP in group fights.

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A reoccurring theme happens in every single fight, healing, which is not surprising considering it's a staple of any MMORPG. Which truth be told has been an issue for awhile, well that and weapon DPS not being adjusted to a healthy level to keep it competitive.

Staunch Wounds currently is the only large direct heal which by itself is a fun little ability, but I believe this is our problem.

  • Cannot be punished like Benevolence nor Vital Osmosis as it is completely mobile.
  • Doesn't follow it's 5 meter range it is given (if a target runs out of the 5m range, it will still apply unlike any other heal listed)
  • Uses stamina which makes it the most readily available resource in most situations (as unless you're spamming armor cuts, charge shots, etc it generally quite full)
    • Only real "downside" is if you forget to pack yourself with bandages. 😁

 

Now I purpose the following

 

  • Make self-cast only : Makes very little sense that we can "bandage" an ally on the move anyways.
  • Increase health regeneration effect by 50% (for the following change below)
    • This means Staunch 6 would provide a 15 HPr (150 health a minute from 100) and Staunch Wounds 7 18 (180 health a minute from 120 health a minute)
      • This will slightly offset the loss of "Patch" below.

 

Patch changes

  • Increase cast time to 2 seconds
  • Reduce cooldown to 6 seconds
  • Only allow the ability to be casted on others
  • Reduce range to 5 meters like Staunch
  • Change resource cost from Gamma to Stamina
    • Does not require bandages (before anyone asks)
  • Adjust healing to roughly 50% of what Staunch Wounds currently heals (Patch 4 compared to Staunch 7 would be 128)
    • Cost to cast should reflect 50% of what Staunch Wounds currently scales at (Patch 4 costing 39 stamina)

 

This should effectively drop HPS by 16 per ally on the field. In most cases 128 HPS (1 full group). If Patch stays the same tho this would offset 32 HPS per ally or 256 HPS in a group of 8. Which makes a huge difference in overall fight time. Meaning the above would stop a group from deleting a shotgun's DPS or a light pistol DPS.

 

More peeling, less healing.

 

To explain the above statement, the act of peeling is forcing the enemy to either retreat off their target via means of CC/Damage/Body-blocking/healing/etc.

Still strongly recommend my other thread paired with this one to resolve fight times in 1v1, small scale, and large scale fighting.

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