ToukaGontier.2198 Posted September 14 Share Posted September 14 With the recent patch preview removing transfusions pulling of downed allies, it seems too heavy of a nerf. It is basically the main feature (and fun aspect for alot of players) of Heal Scourge being completely removed. However it is understandable that it can be somewhat overpowered on quite alot of encounters. So: Rather than removing it why not simply just try it being nerfed first? My suggestion would be to follow in the footsteps of the function gyro on heal scrapper. It caps at reviving 3 people and each additional person being revived adds a 50% cooldown recharge. Keep the pull effect but cap it at 3 allies, and add a recharge penalty for each ally that was pulled. That way we aren't totally losing the ability to pull allies, the low cooldown will be less of a problem, and it gives numbers to work around to (have the people cap lower or increase the penalty, etc.) I believe alacrity is still able to be upkept even if this skill was on a longer CD after a revive. This would provide some kind of middle ground solution so heal scourge enjoyers aren't completely losing this ability, and anet still gets a decent nerf hammered onto the skill. 1 Link to comment Share on other sites More sharing options...
Jobber.6348 Posted September 14 Share Posted September 14 (edited) If they remove Transfusion teleport then I'll only settle for few things: - Signet revive now revives up to 3 people, costs 10% HP per player revived up to 30% (30% is current live version to revive ONE person) - Signet of Suffering reworked to grant boons to allies upon Signet activation. Signet of Vamp: Grants Regeneration. This also affects Lesser Signet from Blood Bond Signet of Spite: Grants Might and Fury Plague Signet: Grants Resistance Signet of Undeath: Grants Protection Signet of Locust: Grants Swiftness This will allow Scourges to better support their team if they are no longer going to be "revive specialists" Heal Scourges currently use Serpent Siphon and Dessicate to maintain Fury, Might, Regen and Pocket Aegis. Being able to use Undeath for group Protection can help players not be immediately downed again after revival and being able to flex out your Dessicate for Plague or Locust depending on your needs would be hugely beneficial for the group if Swiftness for mobility or Resolution to counter heavy condition spam, which may not be an issue for Scourge's cleansing power but is overall useful to have. I know there may not be any build space to facilitate Spite instead of Soul Reaping for the purpose of Heal Scourge but I'm thinking more about Signet Quick/Alac DPS builds. But hey, if Signet trait is moved to Blood Magic or Soul Reaping, I'll be all for it too. The baseline buff to Undeath however, is much needed. Edited September 14 by Jobber.6348 2 Link to comment Share on other sites More sharing options...
borisslav.9026 Posted September 14 Share Posted September 14 Hard no. It was "overpowered" on exactly two encounters and a half, and was a great tool to use during some of the laggy, bug ridden metas they've been releasing recently. This didn't warrant removing. It doesn't warrant a nerf in PVE. I'm not even sure it's that big of an issue in WvW but competitive players crying about every skill they can't find counterplay for is as old as time so I'd accept a competitive nerf. But nerf in PVE? kitten TO THE NO. Even though some people who have clearly never touched a scourge in their life seem to think, it's not like you can spam pull resses. You actually have to time them and make sure you don't fail them, just like other healers have to time their stab and/or aegis applications. (except for chrono where we measure stab not in stacks but in uptime and can LITERALLY get to 100% stab uptime without significant loss of healing and utility...) If heal scourge's one trick was making it overpowered, then every healer that can provide more than one stack of stab every 10 minutes and 3 seconds of aegis once every second Tuesday is overpowered. Nerf them all while you're at it? It's clear that we're only supposed to play chrono now. (kitten I already am because even pre-nerf scourge just isn't as good on any fight other than these two and a half...) Also. It was already nerfed several times to make "room" for alac. (then alac was nerfed out of it in competitive because sure, why not). Literally no other healer had to give that much up to get one of the priority boons that every healer now provides. If it makes pve scourge too powerful (which it doesn't) then... Is scourge more powerful of the healers that have actual healing skills they don't have to hold on to in case they'd need to res? Is it more powerful than the healers that have actual burst healing? Is it more powerful than the healers that can provide permanent 17 stacks of stab? Hell, is it more powerful than the healers that don't have to run around like headless chicken if they want to try and give their group some semblance of stab with a high chance of failure? Is it more powerful than the healers that have more than zero (0) support/healing weapons? Is it more powerful than the healers that can do three time as much CC as their entire squad combined? Is it more powerful than the healers that have all that and more, all at once? Scourge already had more trade-offs than it needed to be able to get its alac out and res-pull every once in a while. What it needed was buffs to make it even try to compete with chrono outside of its niche uses. That's why people are pissed off. The spec needed buffs, not a nerf that renders it obsolete. 1 Link to comment Share on other sites More sharing options...
Jax.7235 Posted September 14 Share Posted September 14 I can understand this being nerfed in WvW/PvP, but in PvE? Really? This has to by a typo???? Number of times I've been in a group of randoms and pretty much carried them to success makes this incredibly useful for such instances. Please reconsider. 1 Link to comment Share on other sites More sharing options...
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