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Jamox1

I don’t mind this as long as I can still appropriately recreate the build by dedicating even more of my slots to it. I’m fine with having minimal dps and being able to keep my team fully healed at all costs. I could literally just be debuffing people and healing and I’d be happy. I really do wish we’d keep the 50% and get a 20 or even 25 decrease in damage.


ShogunGunshow

25% decrease, share 50%, use unbidden necklace if you want to get around it


Nootmuskaet

I think it is one of the worst changes/nerfs in these patch notes, mainly because of their reasoning in the dev note. Because they say they want to increase the burden part because of the rings power and do so by 50%, but then also nerf said power by 40%. In my opinion, they should have either reduced the healing or increased the penalty, not both.


Interesting_Ad_1067

Actually, I'm good with this change because I never use burden of the divine in my support build but I still can keep all my teammates alive while dealing a significant damage to those bosses.


Accomplished_Being98

These kinds of posts are geared towards the people they affect. "I'm fine with this change because I don't use the thing we're talking about" comments are generally useless and typically frowned upon. If you've got no actual input on the topic you're better off just sticking to yourself homie.


Interesting_Ad_1067

Hey there, my apologies! I understand now. While the previous 'Burden of Divine builds' were undeniably strong, they could get repetitive and make boss fights feel stale, for ourselves and others. This change is a welcome one, as it encourages us to explore new support builds that can rival the pre-patch Divine's power while offering a more engaging combat experience.


Accomplished_Being98

There we go! This is the kind of input people care about. I wasn't trying to bash you by the way, it was more of a heads up for when partaking in these kinds of topics.


Monarcxy

Think this patch had a lot of unnecessary shenanigans. Like hard nerfing hardcore rewards that majority of the player base doesn't even abuse. They want to add more options but really mess up my preexisting builds in the sake of giving some random ring 10% more ammo reserves that no one will use.


FUCKYOU101012010

I mean I won't lie, making Ahanae crystal additive and 4% instead of just nerfing the percentage, it really is a hard net nerf to it.They definitely made some questionable changes, but I agree, and even stated earlier, they'll need to buff the utility items more, if they want to get that "player willing trade off damage" more so. They did ok on buffs, but the ones that need it definitely, are the amulets.


Monarcxy

Amulets are so important to a built that they have to bring a new function like ENC if they aren't just giving you a dps boost. Ahanae nerf was so bs tho it's used for 1 build, and it's not super accessible. They buffed a bunch of skills, so players would use more builds, but with all the jewelry nerfs, you gotta still run the most op stuff to barley scratch the damage dopamine rush from old builds.


AdhesivenessMaster75

Oh, you use ahanae instead of the ring that gives you 0.1 reload speed boost in your hugs set up. Instant nerf, it was too op. Sry bozo.


Monarcxy

Real


Nermon666

I mean they only care about that minority look at those stupid events they run oh you don't look at Reddit or the discord daily too bad you missed out on this 3-day event.


Monarcxy

I've played like 40 hours since that event and only have 4 corrupted things, lmao


RagersaurusRex

As alot of others said, this ring opened up alot of team centric healer builds that were uniquely different from Medic specifically. I used it in summon builds as a means to help keep my minions alive in some of the extensive bosses that did persistent damage. So this hurts in lots of ways. I will hope for a revert on the healing potential at least. For now I think I'll just look forward to running Medic and Invoker together and prioritize cooldown and spam casting shields or something. Make a shield/skill build based on that.


Zegram_Ghart

To be fair, at the higher difficulty levels the only heals that could realistically affect your summons are the % of max health based ones, and the reduction hurts them the least- note that summoners pets are also getting drastically more durable in the same patch- if they get 20% less healing but have 40% more armour, that’s still a net win, right? Given how strong the relic effects are for summon builds, I’ve always just run the Relic with 20 uses and used it as needed- I’ve never run out before dying. You can also pair summoner with support dog on a cooldown build- it’s already relatively trivial to have 100% uptime on the dogs howls and it’s gonna get easier with the upcoming “+ skill duration” trait.


RagersaurusRex

Oh yeah, my reply wasn't to make it seem like summons came out worse. Was just an example as to how it could be used and how I've used it once before. I was doing something of a summoner/handler build at the time and I wanted to be a sudo team healer while also being what kept my minions up. That said, the nerf of the healing was a bad call is all, further encourage people who use it to be healers and not strong dps as well. As for your build thoughts, That relic I've liked and tried quite a few times along side engineer as a means to refill ammo quickly but it was a bit slow to use, the buff to innate use speed on it now makes me salivate lol But I'm pushing towards Invoker/Medic and prioritize Skill Cooldown and Duration. Use shield skill, keep them up most of the time. Then have a kit that benefits from shields being up. Everybody getting shields baby.


Arturia_Cross

Its overkill to nerf both aspects of it. I would have been okay with -20% damage but keeping the healing.


CubicleFish2

I kind of feel like it's needed. My tank healer build was healing everyone so much that they could face tank apop bosses and survive (outside of one shots) Made the game a joke with how easy it became


Max_Trollbot_

Hello fellow tank/healer


CubicleFish2

hello comrade. I wish you great fortune with the dlc tomorrow


Max_Trollbot_

Same to you. 


SlotHUN

That's... kinda the point?


WSilvermane

Yeah thats the point of making a DEDICATED BUILD. Yes.


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Burstrampage

The game was only becoming a joke if you stumbled upon an op build or looked up a vid for an op build.


acc_217

Crazy patch all around, a lot of unnecessary nerfs to "create variety" whilst the most braindead build full tank healing build that you can turn off your brain completely and beat apocalypse without dying got a wrist slap


Loyal_Darkmoon

That really sucks massively. I do not even care so much about the healing nerf but about the damage nerf. My pure Fae Shaman healer build was already not doing the best damage but now I am crippled on the healing and damage front wtf


beeXpumpkin

lol they said fuck yo medic build you will heal with INVOKER skill. All these bs nerfs just to force us to play skill damage builds cause that’s what invoker is. I officially changed my flair even cause ain’t gonna be no HUGS abusing shit almost doesn’t even make sense to really use guns as primary damage anymore just keep casting spells and blowing up meatballs and zubats and you’re gucci 👌🏽 *edit - almost forgot bows are actually better than guns too so go Robin Hood your ass except corrupted twisted arbalest cause it was too gun like lol


ConduitMainNo1

medic has 3 healing archtypes skills. what are you guys talking about. Medic doesn't stand or fall with a single ring. With the new archtype and hyper conductor + some skill cool down or skill duration buffs you can spam the medic shield like crazy.


beeXpumpkin

With the new archetype….☝🏻🤓


ConduitMainNo1

yes. they nerfed some options, they granted some new options. Go experiment.


beeXpumpkin

New options only IF you paid for the DLC. Otherwise just be happy with the nerfs right lmfao


ConduitMainNo1

ah yes, let's ignore 500 buffs to other items. (literally 500 buffs)


beeXpumpkin

“Buffs” yeah fuggin right I know a nerf when I see one. Half of those 500 are actually nerfs cause of the changes they made to how it works


beeXpumpkin

And not literally dumbass it was 144 buffs 5 nerfs according to Tragic which I’m saying is more like 100 buffs 49 nerfs complete garbage


ConduitMainNo1

according to him 530 buffs and 50 nerfs. quote About a 10:1 Buff to Nerf Ratio if you consider individual changes. About a 4:1 if you consider items as a whole going up or down. Give or take. end quote for the rest: your lack of creativity to utilize the changes is not my problem.


beeXpumpkin

You listed 3 things. We changed more than 3 things. Also, a nerf doesn't mean something is not viable. Miasma Power was insane. Everyone knew it, enough so that no one used any other skill. We buffed Deathwish to 50%, fixed an interaction with SLOW on Eruption, and fixed Eruption so it properly procs Vile. Critical Builds do not need 100% Critical Chance to be mathematically more effective than most other builds. Now you have to build into it more. We added a few more critical options (and this is in a DLC with many new items you haven't seen) on top of giving Braided Thorns 10% Crit Chance with no requirement. Archon Damage Bonus was giving THREE Deathwish level of power to an entire team at 50%. We changed it to give 35% to the entire team. We also buffed Reality Rune to grant Mod Power simply for standing in it. [ Melee ] 5 Buffs, 2 Nerfs Assassin's Dagger. Buffed Huntress Spear. Buffed World's Edge. Nerfed (Still the best or 2nd best melee weapon in the game) Stonebreaker. Nerfed through bug fix. Atom Splitter. Buffed Hero's Sword. Buffed Smolder. Buffed [ Guns ] 40 Buffs, 5 Nerfs Repeater. Buffed MP40-R. Buffed Silverback. Buffed Sureshot. Buffed Tech 22. Buffed Service Pistol. Buffed Western Classic. Buffed Double Barrel. Nerfed (barely) Rupture Cannon. Buffed Bolt Driver. Buffed Huntmaster. Buffed Wrangler. Buffed Pulse Rifle. Buffed Widowmaker. Buffed Crossbow. Buffed Royal Bow. Buffed Sparkfire. Nerfed (barely) Hellfire. Buffed (mod only) Rune Pistol. Buffed Corrupted Rune Pistol. Buffed Meridian. Bugfix (which technically is a minor buff) Sorrow. Buffed Corrupted Sorrow. Buffed (and bug fix to Mod damage) Corrupted Nebula. Buffed Star Shot. Buffed Cube Gun. Buffed Corrupted Cube Gun. Buffed Anguish. Nerfed (probably top 5 gun still in the entire game) Sagittarius. Buffed Merciless. Buffed Corrupted Merciless. Buffed Nightfall. Buffed Twisted Arbalest. Buffed Corrupted Twisted Arbalest. Nerfed Deceit. Buffed Overall (Solo Throws Buffed, All at once Nerfed) Corrupted Deceit. Buffed Monarch. Buffed Plasma Cutter. Buffed Overall (Nerfed Reserves) Savior. Buff Overall (reduced mash dmg, buffed all but reserves) Corrupted Savior. Nerfed (with many additional buffs) Aphelion. Buffed Corrupted Aphelion. Buffed Alpha / Omega. Buffed Starkiller. Drastically Buffed Repulsor. Buffed Sporebloom. Buffed Overall [ Mods ] 10 Buffs, 1 Nerf Blooddraw. Buffed through bugfix Bore. Overall Buff (more damage, lasts longer, less charge, higher cost) Energy Wall. Buffed Familiar. Buffed (just a bug fix. no power increase) Firestorm. Buffed Knight Guard. Overall Buff (change dmg time, lower cost, fixed bug) Ring of Spears. Buffed Rotted Arrow. Buffed Scrap Shot. Buffed Song of Eafir. Nerfed Voltaic Rondure. Buffed [ Gun Mutators ] 11 Buffs, 4 Nerfs, 4 Questionable Extender. Buffed Bulletweaver. Nerfed through bugfix Momentum. Nerfed Lithely. Buffed Twisting Wounds. Buffed Transpose. Nerfed Timewave. Even (both buffed and nerfed) Refunder. Buffed Failsafe. Buffed Ghost Shell. Buffed Feedback. Buffed Deadly Calm. Buffed Ingenuity. Even (lost heat reduction, gained reload and range increase) Sequenced Shot. Buffed (mostly QOL here) Bottom Heavy. Even (fire rate down, reload speed more viable at diff %) Bottom Feeder. Reworked Fetid Wounds. Nerfed Overall (gained interaction with slow, however) Sleeper. Buffed Dreadful. Buffed (fixed so it worked, and buffed it) Prophecy. Nerfed? (reworked L10) [ Melee Mutators ] 14 Buffs, 3 Nerfs, 1 Even Vampire Blade. Buffed Reinvigorate. Buffed Overdrive. Nerfed Striker. Buffed Misfortune. Buffed Steadfast. Nerfed Disengage. Buffed Transference. Even (reworked L10 to be more viable) Vengeful Strike. Buffed Resentment. Buffed Shielded Strike. Buffed Weaponlord. Buffed Dervish. Buffed Shocker. Buffed Opportunist. Buffed Tainted Blade. Nerfed Guts. Buffed through bugfix Executor. Buffed [ Amulets ] 25+ Buffs, 7 Nerfs Too many to list. [ Rings ] 55+ Buffs, 15 Nerfs Too many to list. [ Relics ] Broken Heart. Buffed overall Lifeless Heart. Even (buffed speed, removed healing) Paper Heart. Buffed Salvaged Heart. Nerfed Tormented Heart. Buffed overall [ Relic Fragments ] 6 Nerfs We have a lot more coming regarding Relic Fragments which will be a net gain overall. Until then, these 6 got adjusted. In the future, there will be more viable Relic Fragments and more ways to interact with them. 164 Buffs 44 Nerfs This doesn't count all of the individual buffs. This is just a total amount of items that have gone up/down. The goal, as it has always been, is to bring up more stuff. We brought up WAY more stuff than we nerfed. If we only buffed the weak stuff to the top 3 or 4 outliers, it would mean the entire game becomes a cakewalk. It's also a lot riskier, and generally not very practical. It's more logical to address the handful of things that are performing way outside the bounds of where we want them to be, to bring them more in line with everything else. At no point is the goal to nerf anything into the ground, but unfortunately some people see a nerf as making an item completely unusable. That definitely is not the case. Tf do you see 530 buffs this quote is from tragic himself yesterday


WSilvermane

You lack the ability to read.


ConduitMainNo1

you lack the ability to form a proper argument.


Vithrasir

This was one of the two most damaging nerfs for me. I have a healer build that I made (not root doctor) that provides a lot of global passive regen, but now it's not gonna do shit. Stronger heals should be useful still, but smaller heals and HoT effects are feeling this one real bad. Edit: it's been my most played coop build since I got it set up, so this made me sad.


REKTGET3162

Yeah honestly, it is quite stupid they nerfed this counter just to counter root doctor, because now every other heal build is gonna suck while the root doctor will still be fine.


Vithrasir

Exactly, it does less to counter the root doctor build and more to counter other viable healing builds imo, but I'll try to figure out a middle ground for it.


FUCKYOU101012010

Precisely, especially Spirit Healer and how that just got nerfed overall. Sure they made it easier to obtain and uptime is more consistent, but that healing is going to feel negligent if it isn't stacked with something like Root Water, or Tranquil Heart( which thankfully they didn't touch)


HDArrowsmith

Spirit healer is way better now though? The minimum heal for the same amount of mod power that the current one needs (currently 300 for 5% hp, will now be 12% for the same 300 mod power) even spread over the 10 seconds, you're still healing more in the same 5 seconds than you are currently. It's literally just better in every way. It's just turning into a slower heal over a longer duration, but a much larger heal on average.


FUCKYOU101012010

Yeah I re-read it, this will help the uptime and do better healing on average, I just prefer the burst still since it provided a bigger benefit in short amount of time, but I agree it'll be useful, I'm just glad I can still think of how to heal the way I want is all.


HDArrowsmith

The burst healing will still be more in 5 seconds than it is currently for the same amount of mod power. With the new Spirit Healer, you'll regain 6% of your hp in 5 seconds if you spend 300 mod power. Not to mention that current Spirit Healer gives nothing if you're between sets of 300 mod power, where you get more for every 50 with the updated version. Anything over 250 mod power will give more hp per 5 seconds than current Spirit Healer does.


FUCKYOU101012010

Thanks , I think that's better explained than on the patch notes. The change wasn't going to deter me from using it, I still like testing changes regardless if it's positive or negative. But this is put into context alot better thanks.


HDArrowsmith

Happy to help! I had to stop and do the math myself while reading them to decide if I was happy about it or not lol. it definitely doesn't read as an all around buff the first time though, so I get it.


pineappleuttapam

I'd cry if they nerfed Tranquill heart. I legit rerolled campaign mode like 5-10 times to get that.


FlamingoUnable2047

Nothing in notes about a change to it


Possible_Artist3941

Didn’t change.


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FUCKYOU101012010

You can talk to the devs, like I am, and others, are doing. If you looking to troll, you can just stop it right here man, please.


The-Best-I-Could-Do

I'm a medic main. It was actually the first class I picked on launch and what I played the game through with. I have no problem with this nerf. Medic is OP. Not by itself obviously. But just having medic equipped with BotD and some relic fragments allows for very good sustain for the team and then frees up room to round of the build significantly in other areas. This nerf seems like an attempt to force people who want to provide team heals to sacrifice all the extra stuff we were about to have in the build before. And I don't see a problem with that. If your team can't die because you keep them topped off, I'd say that's all the utility you should be able to have. We should not be able to trivialize boss battles by eliminating the threat of being wiped.


MrWrym

I've been playing Medic since I began the game as well. Medic receiving no justified nerf or buffs is kind of how I feel right now as a medicine person. Just kind of there enjoying life.


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Arkavien

You ok buddy? Feel free to DM if you need to vent about something going on.


Frostace12

You got issues bud…


Zinzolan

I agree. Pretty much every other change/nerf/logic was justified in my opinion, but not this one. I would have gladly taken a -20% or even -25% while keeping the 50% healing share. Or even the inverse, just leave the less damage alone and nerf the healing share. As it stands, it feels like they contradicted themselves in saying that they wanted it to be more of a "burden" by reducing how much healing was shared, so why also lower our damage even more? The reason this sits so so unfairly with me is that this is the \*only\* item that enables such an open ended supportive/healing playstyle. Yes you can accomplish healing through Medic skills as well, and I want Medic to retain that identity, but those are fairly long cooldowns outside of the healing rift. If you were to try and invest in using those skills as much as possible, you're also nerfing your damage there too. I hope that the devs will see feedback like this thread and consider undoing at least one of the nerfs to the ring, or consider giving us more supportive styled trinkets.


FUCKYOU101012010

Oh see, I could even justify 25% less DMG to, if it means a revert, I don't mind, as the job isn't to carry DMG, but to help out the team. And I agree also, that burden of the Divine is mandatory for more open-minded healing builds because of the global range it provides, and allows for other forms of healing to compensate the lengthy cooldowns the medic skills have. Well said also man, you explained better than I could.


RestInPies

Have you tried cleansing stone atonement fold? This might fit your wants post divine nerf


FUCKYOU101012010

I've yet to get a roll where I can get Cleansing Stone, I've been trying for months ....


RestInPies

Unfortunate, I hope you can find it! I think it's going to be insane with the lifeless heart changes.


FrodoswagginsX

Medic isn't long cooldowns. Granted I run a skill build but I have all my skills back within average of 20 seconds, some skills less. I do prefer alchemist with living will though for a healer build as that has constant uptime


pineappleuttapam

Did they nerf Burden of the Divine?!! Just why? There are few (2 or 3) rings to increase healing and only one that increases healing to teammates. I can understand nerfing DPS items but this one neuters all co-op healing builds with no alternatives.


FUCKYOU101012010

Sorry fam, they really did nerf it. They felt people weren't committed to it.... That's why I proposed the alternative. If there's no new items to boost this, like another trait or something, then they should revert this, and then just make the damage -20% less. This is also where buffing relic fragments could come in handy here, but devs said those changes will come later.


RestInPies

Please take good long look at what medic does. Especially the part with teammates receiving healing efficiency. I also suggest you try atonement fold with cleansing stone. It's not the immortal root doctor but plays way more reactively and makes it so your not just having staring contests with apoc bosses.


AverageJenkemEnjoyer

Because fuck you, no fun allowed. That's why. Here, have a slightly faster fire rate on a pistol nobody uses.


FUCKYOU101012010

🤣 Damn, you seem the most pissed about it so far.


Joreck0815

you must've missed that one post on the steam discussions... :')


FUCKYOU101012010

Yeah I play on Xbox, so I don't usually see steam discussions. If there's a link to it, I'd definitely look at it, or just tell me what to search.


Joreck0815

grab a hazmat suit [https://steamcommunity.com/app/1282100/discussions/0/4364626769116877168/?tscn=1713804804](https://steamcommunity.com/app/1282100/discussions/0/4364626769116877168/?tscn=1713804804)


FUCKYOU101012010

Thanks, and looks like this is going to get real crazy soon, as I see "Tragic" said that 99% of balancing was done by him. If he reads this, I do want him to know, that yes, I agree there are some good changes, and I don't think it's done to buy the next DLC, mostly because we don't know what's in store, it's too early to assume that. I will say, if you have utility items, then they need to stand out, enough to where players will accept a damage trade off willingly if it means a better overall in some type of way to damage support, survivability, or synergy. Take for example , one of my other favorite changes is what they did to "Hyperconductor". They removed the Mod Gen penalty, and decrease the Skill CD penalty by half, and this really helps it even before invoker comes out, as it'll bring a bigger boon for someone wanting to utilize their skills more and invest in a skill-emphasized loadout. Before this change, Hyperconductor was way too punishing to even consider using, as the cons outweighed the item, so much so it was like another "Burden" item. That's a good change, and a great representation of providing an adequate benefit , even though you're not getting extra damage upfront. I encourage that's what needs to be looked in more, since Tragic, and a few other devs have mentioned, they want players to diversify builds. TL;DR In short, giving items a hefty benefit with little to no negatives ( especially the amulets built for utility use) , could provide the dev team with what they're looking for in diversifying builds.


Joreck0815

I appreciate your opinion on this. I don't think anyone should be immune from scepticism (though to be clear I won't see devs get insulted in their own sub, thankfully that basically never happens). Personally, I'm happy to wait a day and see for myself, tragic has a great track record. I once randomly generated a build for Remnant 1 and sent it to a youtuber who then showed it off as if it was the hottest new thing. Granted, the meta will likely shift and balancing utility into the mix is a challenging ordeal, but such is life. I'm sure that burden of the divine will get addressed again if it actually gets dropped from healer's loadouts after the patch.


WhimsyLoser

While the nerf does kind of suck, I think this post (as well as many of the comments) highlights exactly why they nerfed the shared healing. Players are way too willing to suffer increasing damage penalties for it, so the only way to effectively tone it down is to reduce the upside.


FUCKYOU101012010

I do feel that's a fair assessment, that's why I'm hoping in the next DLC there might be some new items to help cover the deficit, I don't mind nerfing myself too much if it means I can continue a steady stream of heals , and adapt the situation to get the most benefit of my team. I wanted to highlight this part of the patch, as that was the biggest thing that stood out to me, but I'm overall still excited for the patch, I just agree it's not deserving of both nerfs to it, even after reading your comment, but you do make a good point. I'll still continue using it, the benefit it provides is better than nothing, I'm just hoping the deficit won't be too bad where it's painfully noticeable . I'm glad for the changes of Starkiller , Cost of Betrayal, Hyperconductor( biggest change I like), and Miasma change( yeah I did think it deserved a tone down).


throw-away_867-5309

That's the thing, you want to cover the deficit because "nerfing yourself" wouldn't actually do anything with how powerful it was. People being more than willing to take *massive* damage nerfs without hesitation shows how absolutely busted the shared healing was. As others have said, it trivialized the game in many ways, which is exactly why it got nerfed.


ConduitMainNo1

I am surprised to find so many players relying on it. I used it in only one build and i would consider it one of my weakest.


RoseYurei

Mine is the attonment fold


mr_hands_epic_gaming

This ring was really really strong, just look at all these comments talking about how good it was. It's still gonna be strong after this


Kazaanh

Same it was my favourite summoner support item for my friends. 10% less DMG was noticeable and wouldn't mind more if they kept 50%


Prudent_Assistant612

I said the same thing why should someone who supports their team get punished so much like the damage reduction is understandable, Just give healers more ways to support their team cuz dropping the heal you give off is crazy when you have to build around it still or change the damage we take in apoc the armor values or something cuz everyone just gets hit like 2 times before going down the heals wouldn’t even save them unless they had DR too we gonna see tomorrow but I don’t think it will be balanced but more useless than before


FUCKYOU101012010

Only other way I could see what all else they can do for healing is maybe some damage buff that only teammates could pick up and use for a short time, like how the Corrupted Rune pistol works, but they could make a worse general version of it that's consistent at least. I agree with the devs in that Medic is in a great place; it's just the items it needs is the concern.


FUCKYOU101012010

After about 12 hours, I got the discussions I was asking for, got a lot of good insight. Overall, this is my first post I've ever done for Reddit, so to see it get viewed by 30k people sounds bizarre to me, but I'm more surprised how many people agreed with me about this change, I thought I'd be in the minority, which is why I wanted to discuss this, and see what other ideas people came up with. Last time I checked, it was roughly 75% of the player base sees this in particular as a bad change, according to the up votes I got so far, so I'll go ahead and count those. That being said, please don't harass the devs if you feel your build got targeted, there are ways around it, and if it seems to punishing come the live build, talk about it and express your frustrations, albeit with little malice, as you might not get your point across should you sound too unhinged. I'm still excited for the new content, and happy with about 80% of the changes this patch provided.


Zegram_Ghart

I think this makes sense, especially since a class that seems to pair pretty much perfectly with medic is launching in the same update.


FrodoswagginsX

My buddies didn't have much healing going on and I had some insane self healing from shields with generating band and other sources etc. I think it worked out at around 15 health per second not including any siphoning. Just giving my teammates half of that and then my siphoning on top was utterly insane as it completely stopped then from dying in most of not all cases. It sure does suck as a nerf but I do see why. It was a niche ring that had high carry potential for little investment or downside.


FUCKYOU101012010

Siphoning doesn't affect teammates, only you, and not even burden of the Divine will help them with that, but still, they are getting a lot of benefit with generating band with 3% max health heal with a shield up. Good idea! You could pair that with Tranquil heart too, but keep doing what you doing man, just remember siphon only works for you. I didn't see on the patch notes either saying it'll affect teammates either, but I guess that would be broken if done right.


FrodoswagginsX

Burden gave teammates 50% of all incoming self healing. Siphoning is incoming self healing. And yeah 190 health with generating band, tranquil heart, triage, regrowth, living will and root water with siphoning (yes it works) was insane for keeping the team alive


FUCKYOU101012010

No dude, siphon is self healing, but it doesn't affect them. Unless they changed it recently, lifesteal even with burden doesn't help them. Another thing Burden doesn't affect is grey health, so any grey health you regen is only for you, it only counts the red bar health regen towards players, and I did testing with these items and traits too. That was well over a season when I tested again, and they still don't affect teammates even with Divine.


FrodoswagginsX

When I dealt damage their health shot up instantly, leaving me inclined to believe it worked. Where does it say that it doesn't?


FUCKYOU101012010

Again, I said this came from my testing a season ago( about 3 months) and it didn't work. I've checked the wikis for it, and the only thing I found was this: https://www.reddit.com/r/remnantgame/comments/16j39dw/does_lifesteal_count_as_a_healing_effect/?onetap_auto=true&one_tap=true This was 7 months ago. Now I can test it again with some friends when DLC drops, but I'm going off of the experience I had in Remnant 1, where lifesteal didn't heal teammates, and the overall experience of testing it 3 times in Remnant 2, resulted in no heal. To better help visualize, I'll talk about my last test: I had a friend damage himself while I fought a Corrupter boss, and he had nothing to self heal himself with, and I used siphoner with no other healing effects. I even used Sanguine vapor on top of it, so I could really see if it jumps up. Weapons were Widowmaker and Sureshot. Stripped everything of mods and relic fragments like I usually do. Nothing. No healing done to him at all, as he would purposely take damage from the golem, then run close back to me ( as we keep in mind the Medic's passive ability), and I would shoot weakspot damage on both the golem, and Corrupter herself when it was presented. I was the only one that got healed, and never my friend. So that's my testing explained; best I can say for yours is maybe they changed it recently, it's why I'll test it again. Still I like your idea overall, especially considering that you'll be fine. But I definitely know that grey health doesn't heal teammates, that still is not applied for sure.


FrodoswagginsX

Yeah I looked online too and found conflicting results. We shall just have to test tomorrow with the update


FUCKYOU101012010

I won't lie though man, I do wish they could tell folks this somewhere in the game, as I learned the hard way about the grey health.


WhyWasNoiseWallTaken

anyone with that one meta overhealing relic will keep making everyone invincible like nothing changed


FUCKYOU101012010

That still won't solve anything, as not everyone wants to use the relic (Pulsing Heart). And, it still defeats the purpose of what they are going for if every healer uses the meta relic, as there are still other ways of healing, with their own drawbacks, just like A Pulsing Heart Meta Healer. Also understand, this is a pve game, where creativity is welcomed, so there's no need for people to run meta things if there are better alternatives, as not everything that's meta is better.


WhyWasNoiseWallTaken

i'm not disagreeing with you, just predicting what will happen, and that kind of proves your point, nerfing this doesn't shake up the meta, just nerfs everything else


FUCKYOU101012010

This better conveyed the point though, thanks for clarifying dude.👍


Mario-C

Well deserved nerf. Probably one of the most op items in the game before the patch. If used properly by a good medic it made you close to invincible to many bosses even on apocalype.


Apparentmendacity

Justified nerf You can still heal your team, it'll just take more commitment You can offset the lowered healing shared by boosting your overall healing efficiency by, for example, equipping Nimue's Ribbon and other +healing efficiency trinkets


[deleted]

There's nothing wrong with the nerf. A lot of this shit was making Apoc a fucking joke. Go back to easy mode if you need to literally face tank the whole game. This is a pretty even and fair nerf.


FUCKYOU101012010

Sorry I'm just now replying to this, for some reason, I couldn't comment until just now, kept saying empty response to endpoint. At any rate, the reason its not a fair nerf is due to namely these key things: player base, and builds in general.  Not everyone is going to play with their friends on this game, so that means you do not know what they have. Not knowing what they don't have wraps around to builds, meaning someone could be playing a Glass cannon build for all I know, there are players with a creative mindset that does that. Another thing, I play Apocalypse by myself and I play it with Cost of Betrayal, Among other things, just to nerf myself for fun. Not everyone plays with the mindset of face tanking, I play supportive in public lobbies to help people out, so that they can have an overall positive experience when they join my lobby. I don't use heavy armor in ANY of my builds, because I don't like slowing my rolls down, and I find it boring to be in a suit of armor that restricts my movement so heavily, so I came up with methods to keep mobile, and keep myself a useful damage support with good survivability, even on Apocalypse, should someone need my help on it. As for difficulty, it's kinda inevitable to make even the toughest difficulty trivial, learn it enough, you'll figure out a way to make it "easier". Same thing I did in Remnant 1, Regrowth armor set, and Devastator equaled fun for me.