HP Buff Changes and Group Healing Procs Adjustments
HP Buff Changes
With the transition to the last client, all players experienced a significant increase in health and mana due to changes in the formulas used by the client. These formulas are hardcoded, which limits our ability to adjust health and mana calculations server-side without causing synchronization issues. When these values become desynced, it can negatively impact the player experience—for example, your health bar might not fully fill up, causing confusion, or the client might display more health than you actually have, leading to unexpected deaths.
To address these concerns while mitigating the overall HP increase, we’ve reduced the health bonuses provided by casted group HP buffs by 50% across the game. This adjustment will reduce a fully buffed player’s health by approximately 1,000 HP.
Group Healing Procs
We’re also making a significant change by removing group healing procs from weapons and breastplates. This decision is aimed at reducing the amount of free, resource-less healing and reinforcing the primary role of weapons as damage-dealing tools.
Group healing procs have required us to design encounters in specific ways. Developers have had to choose between two options: creating fights that deal such high damage that group heals must be cast frequently, making the procs less impactful, or extending fight durations so that healers expend their mana over time. The first approach led to encounters that could only be managed by clerics, and several fights in the past had to be changed to when this was done. The second approach, which was far more common, resulted in excessively long fights to counterbalance the extra healing gained from weapon procs.
This change primarily affects a small number of items: some have been changed to be DPS-oriented , some have received click abilities, and some of the weaker items were buffed to be generally more usable.
Regarding breastplates, the main concern was the potential for tanks to generate excessive healing when pulling large numbers of enemies. While this issue is less pressing, we are preemptively addressing it to avoid future balance problems.
What’s Not Changing
Group healing procs will remain on bracers, as these require an actual resource cost to activate.