Quote (NR1 @ Jun 9 2022 02:09am)
Actually HM is really strong, as it also gives u higher recovered amount from other ppl healing you.
It has double functions these days ( Increases the heal charm by the amount said, up to the heal charms lvl cap ofc so no more than 300ee combined EE + Prof + HM) + What I just said "If you as a person have HM on you" if someone else heals you, that person will also heal you for alot more than just his charm can do.
As for a imaginary item; yeah i'd have to go with a
MQ Ice (EE, INT, CRIT. MN, AP, LIFE, ML + HM) for the remaining 4 stats either bunch of masteries or ofc some melee stuff such as str/dex/quick/life steal
Look, okay, Heal Mastery go changed and benefits THOSE that have PRIME gear with the addition of Heal Mastery and they are getting Healed in a Group Run with other people.
Shit, I have a level 45 Axe with 50% Heal Mastery... how is that going to benefit myself or a full group in a Run to Master Quest??? Come on, at least in the past Heal Mastery had an impact for the Healing Capacity of the Healer... now it is a fucking joke and the higher Monsters you encounter nullifies the Heal Capacity with the Damage they Deal... especially their abilities of MULTIPLE attacks VERSUS ONE person... WHETHER it be a solo character or a single targeted person in a full group run.
SHIT... double strike etc ONLY works if there are two(2) monsters on screen for a player, and YET a MONSTER ability can work on ONE(1) player... not balanced at all... nerfing a characters ability and not that ability of a monster is supposedly balanced... how about focusing on other matters to balance the game.
Look, there are a ton of shit that needs fixing in this game, and to be honest... this game can (is) be the best game for 25+ years... it just takes the game designer to read the changes, test them, make adjustments before release and stop thinking that the game is ONLY for Group runs, think on behalf of the player(s) style... blahaha...
