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Transfusion nerf


Szatko.8132

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1 hour ago, Joie.6084 said:

Transfusion: This trait no longer teleports downed allies to the user. This trait no longer increases the cooldown of Garish Pillar in WvW.

As someone who's been playing a lot of heal scourge, especially after the "alacrity rework", I feel like I should share my thoughts about this change. As we all here probably know, Transfusion is a very iconic trait for healing scourge builds. People have a lot of fun with it, especially when carrying a "noob squad" in strikes or raids. I understand the logic behind this change - so many people in instanced PvE content just refuse to do boss mechanics and instead rely on healing scourges to ressurect them every time they fail. The best example would be how people refuse to just move slightly aside when doing Boneskinner, even if it doesn't interfere with their dps rotation. With that being said, I think that PvE heal scourge should receive a compensation buff of some kind to help the build perform, as without transfusion's teleportation it won't be able to compete with other healing builds, like healing chrono, druid or firebrand. Perhaps a source of vigor and/or better swiftness uptime?

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I quote myself.

Quote

 

The barrier is still a strong tool. But this alone doesn't make the Heal Scourge a popular healer. By cutting it in half, it will be an empty shell. No healing weapons, poor healing, no range res. Barrier, that's it. Heal Scourge will suffer the same fate as Heal Specter. For no reason. 

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19 minutes ago, Maria Murtor.7253 said:

I quote myself.

The barrier is still a strong tool. But this alone doesn't make the Heal Scourge a popular healer. By cutting it in half, it will be an empty shell. No healing weapons, poor healing, no range res. Barrier, that's it. Heal Scourge will suffer the same fate as Heal Specter. For no reason. 

I mean, there is a reason and I completely understand devs responsible for balance in their decision. Current transfusion promotes "lazy gameplay" in PvE and is very problematic to balance in WvW. The problem is, like you said in your comment, the fact that there is nothing else that scourge excels at other than barriers without transfusion. The amount of different boons that scourge can provide is the lowest among support-oriented specialisations with some of them being very sloppy to upkeep, like regen or swiftness, reactive healing is fully dependent on well of blood. 

Healing Specter is actually a perfect example that being unpopular =/= bad, since healing Specter has all the tools needed to be a good healer, with all the boons, very good barrier and healing. Support Specter is just not really comfortable to play, so many people just choose Scourge, Druid or Mechanist.

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the transffusion basicliy deleted is a mistake . coming from druid main , take away class uniqeness in the worst decsion ever, druid were never the same after gotl changes althogh its still good its lost alot of the fun aspect, and i think this is the same case. 

suggestion

just nerf it with hugh cooldown for pve and for pvp and wvw you can take away the teleport or add some think like for example loss 10% of your health for each elly you teleport

just dont take away classs unquie have you not learnd from taking away all boon corruptopion ?

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1 hour ago, Medusa.3160 said:

Forget about compensation, transfusion needs to get back. 

This. I could not care less about the powerlevel or compensation. Nothing in this game is challenging anyway. I want fun gameplay. I want unique and interesting mechanics. I want interesting Traits that I can customize my gameplay with to have variety. 

Every Patch GW2 loses another unique, fun, gameplay altering mechanic, in favour of brainless spam everything on cooldown slop. They can give Transfusion 25 stacks of Stability for 60 seconds for all I care, and it's still a terrible change which will leave us spamming Garish Pillar on CD without a thought. 

The rate at which the design of this game is deteriorating every patch is nothing short of tragic.

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1 hour ago, Asum.4960 said:

Every Patch GW2 loses another unique, fun, gameplay altering mechanic, in favour of brainless spam everything on cooldown slop.

QFT.

Be it banners, spirits, spotter, etc. this homogenising just makes the game more bland to play and discourages learning more classes.

Edited by Sunyavadin.7962
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16 hours ago, Szatko.8132 said:

As someone who's been playing a lot of heal scourge, especially after the "alacrity rework", I feel like I should share my thoughts about this change. As we all here probably know, Transfusion is a very iconic trait for healing scourge builds. People have a lot of fun with it, especially when carrying a "noob squad" in strikes or raids. I understand the logic behind this change - so many people in instanced PvE content just refuse to do boss mechanics and instead rely on healing scourges to ressurect them every time they fail. The best example would be how people refuse to just move slightly aside when doing Boneskinner, even if it doesn't interfere with their dps rotation. With that being said, I think that PvE heal scourge should receive a compensation buff of some kind to help the build perform, as without transfusion's teleportation it won't be able to compete with other healing builds, like healing chrono, druid or firebrand. Perhaps a source of vigor and/or better swiftness uptime?

"fun with it" doesn't justify it being used for players who have no interest in learning a mechanic in a raid or a fight in the game.

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Who cares? Why is it necro's must suffer because some people refuse to get better at the game? Also, Who give a kitten if they don't if the boss gets downed? This isn't a job, this isn't something that it MATTERS if people get carried, this is no freaking prestige in this not really.

Every, single defender of this transfusion nerf seems to come down to a gatekeeper stance of. "Bad players get to kill bosses because of this, and I HATE that they get to have fun when not being good enough at the game. Until they improve, they should die, over, and over again and have no fun and never get a boss kill because they are scrubs and deserve it!" 

Like, wtf, who cares if people get carried through a freaking boneskinner....if you want it harder, make a kitten squad and ban scourge.

Edited by Shade.8037
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Aside from the discussion whether it was OP before the nerf or not, it's just sad to see yet another skill trait fall that defines the whole build. Without the pull, healscourge simply doesn't bring anything anymore that compensates for it's inferiority to other heal specs that are now just simply way better. It takes away the one thing that was fun about playing it, no matter what they'd give it in return in the future. It's a bit the same as they did to heal scrapper with the removal of quickness on applying superspeed -> they made it overcomplicated by putting quickness on leaps/blasts and most people stopped playing it and just play heal mech instead (which could have been the goal altogether, to force people from a PoF build onto an EoD build so they'd buy the expansion). Or how they completely nerfed staff tempest into the ground back in the day because it did 40k dps and they destroyed the one thing that defines an elementalist: staff dps. Now it would barely make the top 40 builds...

Anyhow, it's just sad how they are (and have been for a long time) generalizing everything into the same plain dps/boon/heal role without any diversity that really defines a build or profession. All of that just for the sake of giving everybody access to the same things so they wouldn't feel like they're missing out on anything if they aren't playing any other professions. If they really removed it because it promoted static gameplay and they don't want a failsafe for people who don't want to move, then maybe first they should start by updating their policy to include a rule against multiboxers and systematically afk leeching. Because as it is now, apparently pulling people from a mechanic they failed at or choose to ignore is a crime and needs to be removed from the game, but playing with 5 accounts (or however many you can handle at the same time) and denying 4 real people access to a meta map is perfectly fine. Double standards much, and for what? That little extra money they get from all those multibox accounts? One summerwear or skirt skin easily covers all of those.

They should just really reevaluate their priorities and allow professions to have unique things that other professions have not, that's what used to make every profession fun in their own way and gave them purpose for specific situations. 

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althogh it will probably help scourage in the long ran i still think its a mistake 

what scourage will gain ? 

probably better boon application 

probably better support traites 

finally support wepon - i guesss we will need to wait to the 6 expansion for this but sure / 

what scourage will lose 

most important - class uniqeness i think anet should be aware that with evrey balance patch in the name of balance classeses become much more simmiler rather then quniqe its bad and take the magic of the game. 

suggesion: 

1. insted of removing transsfusion just nerf it or split the skill between pve and pvp/wvw

2. remake it to some what simmiler but uniqe for example when you use this skill to rez people they rez as minions for 1 min than go back to normal so they lose dps in the price of that sweet rez + scourage save his uniqness

i geuss there are more viable and fun ways to play with this around but deleting it its not the solution.

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I'm personally happy with the change. I don't see it as a nerf (and, honestly, people should stop being gullible about whatever the devs write to justify their tweak) but as a QoL, in general (pulling down players can be a double edge sword), and even a buff to the healing potential and breakbar potential of Scourge (since they revert the increased CD).

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6 hours ago, BadSanta.6527 said:

 

1. insted of removing transsfusion just nerf it or split the skill between pve and pvp/wvw

It is problematic in both modes.

6 hours ago, BadSanta.6527 said:

2. remake it to some what simmiler but uniqe for example when you use this skill to rez people they rez as minions for 1 min than go back to normal so they lose dps in the price of that sweet rez + scourage save his uniqness

i geuss there are more viable and fun ways to play with this around but deleting it its not the solution.

It limits encounter design too much. Mass revive doesn't exist in other much more successful games for a reason.

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Maybe a little sidetrack. I play healscrouge. But with most gameplay in raids and fractals i never use the pull that often. The way i played it was just stack allot of barrier and use the regen boon to heal the team up. (staff 2 and Serpent Siphon and well of blood and the dodge for another mark of blood) And apply alac for the team. Does the nerf mean that the healing and amount of barrier is less effective? I thought vitality was the substat for barrier? Again if the pull is the only thing i cant be bothered if the heals and barrier are still the same.

Edited by nassaya.7109
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18 hours ago, Dadnir.5038 said:

I'm personally happy with the change. I don't see it as a nerf (and, honestly, people should stop being gullible about whatever the devs write to justify their tweak) but as a QoL, in general (pulling down players can be a double edge sword), and even a buff to the healing potential and breakbar potential of Scourge (since they revert the increased CD).

The CD increase was only for WvW.

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On 9/15/2024 at 4:08 AM, evlover.6270 said:

It's just sad how they are (and have been for a long time) generalizing everything into the same plain dps/boon/heal role without any diversity that really defines a build or profession. All of that just for the sake of giving everybody access to the same things so they wouldn't feel like they're missing out on anything if they aren't playing any other professions.  

And here the big misunderstanding on Anet's part lies I believe.

I used to have fun playing 2-4 interesting Professions at a time in the past, exploring and capitalising on their uniqueness, making builds for them, learning where each of them shined. 

Now I'm not really having all that much fun anymore playing 1 bland Profession, and there isn't really a point to explore anything else anymore because differences are becoming increasingly superficial and there isn't anything unique drawing me to anything else. I'm not getting new tools which I can learn to apply in different situations. I'm just doing the same thing, at the same time, on everything, everywhere. And I'm bored. 

The game, by far, doesn't get enough content for this, and I've solved every Raid, Fractal and Strike boss, etc., years ago. Tracking abilities like Transfusion, providing real time decision making on if healing is required or whether a mechanic is upcoming which the people I play with are commonly struggling with, making me hold my down port in  case, are the few things left that make this game's combat and encounters somewhat engaging. It's the same reason, even more so, why Aegis on Mantra of Solace was so kitten fun - not because it was overtuned, but because it made the timing of every time you used it matter - learning, timing and blocking all those little knockbacks, dazes on co. for your team, esp. in Fractals, was awesome. The difference between a bad support spamming buttons off-cd, and a skilled support using their tools intelligently was palpable, and you could tell, via actual gameplay and game feedback - not third party boon tables and co., seconds into an encounter.

Now we don't have unique mechanics as supports anymore, we spam heals and boons off-CD. As DPS, Mobility and CC skills are increasingly also just DPS skills to be spammed off-CD. And Cooldowns are getting shorter and shorter on everything, so don't worry, it's will be fine, it'll come back up in time anyway, just spam. Everything is becoming a skill spamming slop without any thought, finesse or tactical consideration. 

And while ideally Anet would hire actual competent devs who understand and care about the game and can somewhat balance unique mechanics in overall efficacy among each other, failing that I say balance be damned if the game is kitten. No one cares if a bad game is balanced well. I want to have a good time playing a fun game - and GW2 used to be that.

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6 hours ago, MercurialKuroSludge.8974 said:

The CD increase was only for WvW.

Are you telling me that nothing have a breakbar in WvW? That nothing need to be healed in WvW? That hard CC like fear are useless in WvW?

Do you think PvE instanced content can't be done without the down ally pull? Do you think the down ally pull can't be a bother in PvE instanced content or even open PvE?

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6 hours ago, Dadnir.5038 said:

Are you telling me that nothing have a breakbar in WvW? That nothing need to be healed in WvW? That hard CC like fear are useless in WvW?

Do you think PvE instanced content can't be done without the down ally pull? Do you think the down ally pull can't be a bother in PvE instanced content or even open PvE?

What are you even talking about?
Im merely pointing out a technicality.

Do YOU think I've never been griefed in WvW by bad Scrooge pulls? As I desperately defend my team's objectives?
Do YOU think I've never wanted F4 back but becuz Anet decided we have 60 seconds CD now for some stupid reason, I cant even use it?
Do YOU think I wanted Anet to nerf so much random stuff on Scrooge, give it Alac, then randomly take Alac away AGAIN?


You think I dropped a dislike on your badly worded comment?
I just might do it now, whereas I haven't done it before.

Edited by MercurialKuroSludge.8974
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  • 4 weeks later...
On 9/16/2024 at 8:15 AM, Asum.4960 said:

And here the big misunderstanding on Anet's part lies I believe.

I used to have fun playing 2-4 interesting Professions at a time in the past, exploring and capitalising on their uniqueness, making builds for them, learning where each of them shined. 

Now I'm not really having all that much fun anymore playing 1 bland Profession, and there isn't really a point to explore anything else anymore because differences are becoming increasingly superficial and there isn't anything unique drawing me to anything else. I'm not getting new tools which I can learn to apply in different situations. I'm just doing the same thing, at the same time, on everything, everywhere. And I'm bored. 

The game, by far, doesn't get enough content for this, and I've solved every Raid, Fractal and Strike boss, etc., years ago. Tracking abilities like Transfusion, providing real time decision making on if healing is required or whether a mechanic is upcoming which the people I play with are commonly struggling with, making me hold my down port in  case, are the few things left that make this game's combat and encounters somewhat engaging. It's the same reason, even more so, why Aegis on Mantra of Solace was so kitten fun - not because it was overtuned, but because it made the timing of every time you used it matter - learning, timing and blocking all those little knockbacks, dazes on co. for your team, esp. in Fractals, was awesome. The difference between a bad support spamming buttons off-cd, and a skilled support using their tools intelligently was palpable, and you could tell, via actual gameplay and game feedback - not third party boon tables and co., seconds into an encounter.

Now we don't have unique mechanics as supports anymore, we spam heals and boons off-CD. As DPS, Mobility and CC skills are increasingly also just DPS skills to be spammed off-CD. And Cooldowns are getting shorter and shorter on everything, so don't worry, it's will be fine, it'll come back up in time anyway, just spam. Everything is becoming a skill spamming slop without any thought, finesse or tactical consideration. 

And while ideally Anet would hire actual competent devs who understand and care about the game and can somewhat balance unique mechanics in overall efficacy among each other, failing that I say balance be damned if the game is kitten. No one cares if a bad game is balanced well. I want to have a good time playing a fun game - and GW2 used to be that.

This.

 

A year ago I was spending money on the game, getting costumes and random stuff, cause I was having FUN.
HScourge WAS FUN.

All the content had already been beaten. Most farm groups didn't even want a HScourge since they were firmly done with Progging.
But I HAD FUN. And in turn, I was investing money into the game.

 

It was UNIQUE to shield people, rescue them and revive them in large events, and some weird dungeons/raids. It was FUN.
I've never clicked with any other class in GW2 as I did with HScourge. IT brought me back to the game, and made me a spender.

Then the Anet Nation attacked, and killed the one thing HScourge was unique for. All in favour of a fooking boon no one asked for, and making you another boon slave while removing the uniqueness.

IF I wanted to be a boonslave, I would've picked any other class for it. HScourge was comfy and enjoyable for solo. 

These people saying " people dont learn because of Hscourge" are just ridiculous at this point

So yeah, I havent bought the last two expansions, I havent even logged in. I lurk in the forums around once a month to see if HScourge ever makes a comeback - and instead, I see it getting kicked in the teeth. Again.

Bah

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