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1) I have no idea what you're talking about. We get specifically asked for. People would sooner run without a tank than without a healer and we're essential on every boss fight because of lazy gamers who can't be bothered to time a block. We get the same rewards as everyone else and I've never had someone complain about the healing, though they'll throw the tank under the bus every time. The ineffective mass healing is intentional because past games allowed it and it was too broken. You want healing to be limited or fights never end and the side with the most healers wins. Just be thankful they didn't also limit DPS AOE targets like they do in World of Warcraft.
2) Everyone is vulnerable to CC. Everyone lacks survivability. This is a universal problem. This isn't WoW, battles are very brutal. Had a guildmate get one shot by Flash Arrow today from full health because it was a 2x heavy hit and did 10k damage. Healers at least get access to shields and a defense buff that mitigates some of this, along with the almighty sleep bomb combo. If it was easy for us to stay alive and keeps others alive too, we'd be too strong. Already people refuse to duel us because we outheal their attacks unless they can manage to one shot us in a stun combo (PVP trinket says no). On top of which, I can still do 90% of the DPS of another player while supporting with heals, and regularly do so when dungeon running because full support isn't needed for some content.
3) Mega guilds and pay to win have zero to do with healers and are just you sneaking in a general complaint about the game itself. Likewise, the upcoming healer nerf isn't even a healer nerf, it's one specifically targeted at Bow/Wand healers to split off their double stacking of single target heals. Healing isn't supposed to be a fix all like PVE-focused games, and we can't keep someone healed through a concentrated assassination attempt. This is a PVP game -- it's lethal by design. I'm having no issue being a healer while understanding that my job isn't to keep someone up under focus fire. It's purely to get people back into the fight when they've survived a big attack that didn't one shot them or create a shield buffer to mitigate an attack that would.
-Low healing range
-Laggy servers make time based mechanics hard as it is, but 2x worse for the healers who also need to time heals while doing dungeon mechanics.
-No previous/next party member selection/keybind (i'd love to just mouse scroll through the party)
-Can't heal non-party members(best thing about being a healer in mmo's is helping that random guy out that is on his last legs.
They're pretty much my main issues
Some argue that zerg tactics and whales aren’t a major issue, but they are. As a 3600 gear score healer focused on endurance, I can say that having a high gear score does not necessarily make you a whale. However, a DPS player with the same gear score but optimized for damage, especially those equipped with powerful world boss items, can easily one-shot healers after landing a crowd control effect. If one DPS can do this, imagine the devastation caused by a coordinated attack from a squad of 2-6 players. In large-scale PvP, P2W zerg guilds often deploy just a few crossbow squads, and their damage output is overwhelming, even against players with high endurance.
The upcoming patch will further exacerbate this issue, as DPS weapons are getting buffed, making ranged and melee combinations more viable, while healer builds that rely on wands and bows are being nerfed. True healer support builds that focus on high mana, regeneration, efficiency, and cooldown reduction are essential for sustaining healing output in both PvE and PvP. Yet, these builds still struggle. Managing mana and keeping a party alive is difficult, especially when dealing with multiple players who get crowd controlled or have low health. Area-of-effect heals are often ineffective because of the high mobility of PvP players, and long cooldowns make it even harder to respond.
In mass PvP scenarios, all this effort feels pointless when crossbow squads can decimate teams regardless of your build. Even with a high-end computer, frame rates drop significantly, and server lag compounds the challenge.
I miss the healing mechanics and targeting systems of ArcheAge, Aion, and Lineage 2, where tab-targeting made support roles more effective and rewarding. In Throne and Liberty, a full support healer deals minimal damage and often has their attacks evaded by players with high evasion builds. This means healers rarely earn rewards from events that prioritize DPS output. If NCSOFT does not address these critical issues, it might be better to remove the healer role altogether.
The struggle intensifies in 3v3 or mass PvP. Even with a full cooldown reduction build, healing a tank with 20k+ HP is extremely difficult. Skills enter long cooldowns, and if the enemy team focuses on the healer, there is little chance of survival. Opponents often coordinate to lower the health of your teammates, bait out your heals, and then switch focus to eliminate the healer. When targeted, I constantly receive messages indicating that I am under focused attack, which highlights how vulnerable healers are in PvP.
Every event, including 'Gate of Infinity' and 3v3, is designed to favor DPS roles. This raises the question: What is the point of playing as a healer if the game continues to neglect and undermine this vital role?"
Because people have stacked up on good gear and are more used to bosses' mechanics, dungeons are now mostly run with 5dps/1heal or 6dps with one wand.
If you're a tank, using the party board is a waste of time, you'll be rejected outright by most groups because you're a version of a dps.
Shaikal's mechanic can be completely ignored if one guy with a staff or a dagger stays in melee range and uses a blink.
Anyone can soak Rex Chimaerus's fireballs and not get one shot, even if you have less than 8k hp.
There's no mechanic that requires tanking on Toublek and Karnix.
Lequirus has a healer check, but if you dps her down before a second phase it's not a danger.
Tanks will be needed again once new dungeons come out with Tier 2, but the same cycle will repeat again.
Tanks will be needed in the beginning, then once people realize that dpsing a boss before it can do its mechanics is more efficient, then tanks will lose all of their value again.
Today, I have watched a video and its little like this "Throne & Liberty DEV NEWS: Bow Buff, New Repeatable Dungeons, Penalties, Economy Crash, Halloween!", these players even don't know what thy talk about and thy don't care how other builds are ruined, such as wand + bow healing builds where it suffers the most, and thy nerf healing so hard too. The players have achieved their goal now by ruining others, already this game is all about DPS... However, thy need to know that this:
In the current PvP environment, bow and crossbow builds exhibit overwhelming damage output, especially when part of full DPS setups. For example, in mass PvP, coordinated crossbow squads can decimate opponents almost instantly, often rendering them unable to react due to continuous CC (crowd control) locks. This issue isn’t limited to mass PvP scenarios; in smaller skirmishes like 3v3 or even 1v1, these builds frequently create situations where opponents are effectively eliminated in just a couple of seconds.
This brings us to the bow's defensive passive that allows bow and healer players to survive a few extra seconds when under intense focus. While some players are advocating to remove this shield passive, it’s crucial to consider its role in providing essential survivability for specific builds, especially for healers who already struggle significantly in PvP. Without this, healers become the easiest targets with no mobility, no significant damage output, and limited survivability—making them highly vulnerable and unrewarding to play in high-stakes PvP settings.
It’s also important to compare cooldowns and burst availability between these DPS weapons and defensive passives. For example, the bow’s shield passive activates every 60 seconds and only at 30% HP, providing a singular defensive moment that’s highly conditional. On the other hand, DPS skills, like crossbow abilities, have shorter cooldowns, allowing them to be used multiple times within that 60-second window. This disparity highlights the significant advantage DPS builds possess, particularly in fast-paced PvP environments like T&L, where intense zerg dynamics are common. While it may seem balanced in isolated 1v1 scenarios, the reality of T&L’s larger PvP meta demands consideration for broader balance.
Balancing PvP in this manner requires carefully weighing the survivability tools available to support roles, especially when DPS builds already excel in damage output and crowd control.
At the end, healers are suffered again !!!
Currently, healers are severely under-rewarded, and many issues unique to healing have been overlooked. There’s a misconception that the game needs balancing for 1v1 or 3v3 PvP. However, even in 3v3, healing doesn’t have the intended impact; crowd-control (CC) locks from DPS builds can easily neutralize healers, making healing contributions negligible. In larger PvP battles, such as mass PvP, healers are quickly eliminated by crossbow squads and other ranged DPS without a chance to sustain or support teammates effectively.
Moreover, healing gear is designed with melee and magic-related evasion or endurance, but this leaves healers extremely vulnerable to ranged attacks. For healers to function effectively, they require maximum mana, strong mana regeneration, cooldown reduction on healing skills, and a balance of high HP—all challenging to achieve with current gear limitations. Sacrificing one of these is inevitable, meaning healers are forced to compromise on essential attributes, unlike tanks or DPS classes that are fully optimized for their roles.
The upcoming patch exacerbates these issues by removing the synergy of using a bow as a secondary weapon for healers, further limiting versatility. True healer builds are rare because of the sacrifices involved; healers give up survivability, damage output, mobility, and reliable CC. Meanwhile, DPS classes enjoy buffs, shorter cooldowns, and extensive CC options, creating unbalanced gameplay where adapting isn’t a viable solution.
For instance, powerful DPS weapons like crossbows, bows, greatswords, and staves have rapid combos and CC abilities, while healers are left with lengthy cooldowns for single-use abilities that barely last a second against these combos. A 60-second cooldown shield is ineffective when DPS weapons, with short cooldowns, can break through it in moments.
These imbalances discourage players from playing healers. At level 50, it’s costly and difficult to change an entire build, and the expense of traits and gear upgrades pushes players to spend real money. It feels as though the developers and publishers do not truly understand the healer experience or the current pain points for those who choose this role. A solution is needed that recognizes the unique demands and sacrifices of healers and balances the game so that healers can continue to play effectively without being forced out.
Oh and somehow I didn't even mention the fact that Sniping is an attack skill, which means if someone has 2500 armor, they are taking half damage in the first place, then there's skill damage reduction lowering it by like another 20%, add endurance users, meanwhile healing is unaffected by armor, unaffected by skill damage reduction, but affected by skill damage boost, and ignores endurance for it's crits, and can't be evaded.
DPS/tanks don't realise that you have to be quite close to the healer to be in range.
I can't count how many time i try to heal someone at 10% health and he just sit there on the other side of the boss arena.
2nd frustrating part is the long cool-down on every healing tools :(