Thanks for the tips. Look forward to getting some practice in later.
Yes, party trade in first 2 mins, or for the duty finder to at least attempt to evenly distribute whatever classes queued would be good.
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Thanks for the tips. Look forward to getting some practice in later.
Yes, party trade in first 2 mins, or for the duty finder to at least attempt to evenly distribute whatever classes queued would be good.
Granted, SE themselves sort of killed the drive for healers to enter PvP when they took away the ability for WHMs to go into Cleric Stance. Or was it that they could no longer use Holy? I can't remember, but I do remember their restriction making me switch classes immediately.
But yes, there really should be an incentive for healers to go into PvP. Trouble is, other roles would demand the same incentive. Perhaps they could just add a bonus, similar to the roulettes, depending on what's in need?
Personally, I don't really care that much about cleric. Holy's fun, but I can live without it in pvp. What kills it for me is melee having a one-shot-kill-a-healer button (yeah I know, fending accessories help) and just that generally... tanks are useless (except as high-survivability DPS). Only PLDs can protect you a little bit, and only for a few seconds every 3 minutes.
Meanwhile healers are everyone's #1 target. The sort of players that like healing probably don't like this sudden popularity and everyone doing their best to gank you. And generally succeeding unless you get the rare party that stays organized.
I don't think it would be a problem to offer incentives for other classes to enter PvP. Honestly, one of the biggest issues with pvp is that, after a few months of the new content, people simply stop playing it. SE needs to do something to give pvp some stopping power, so people will actually stick around. Incentives all around would be great.
As it is now, DF just sorts people in the first available match, which is great for que times, but doesn't always make for balanced teams. I'm not sure how they could fix that without hurting que times. I'm thinking the best option would probably be additional incentives for healers. The simplest thing to do would be to offer in match rewards for playing well. That way it would be fair.
The problem is that people tend to misunderstand the tank's role in pvp. Tanks serve as the bait or distraction. They can either stall the enemy by doing a sac run, or they can dip in and dip out, stun whatever dps is dumb enough to try and chase them for the kill, and punish that player with a gank spank.
Defending the healers is tough, though. Only pally and war have two efficient means of keeping healers safe. For pally, stun locks and cover. For war, holmgang. Between the two, PLD's should have no trouble, assuming the dps aren't blind and do their jobs.
Probably because people complained about healers being "OP" to the point where they took away the healers ability to defend themselves if they get into a 1 vs 1. That and really..I didn't know OP was being able to easily have your abilities interrupted. Not only that, but sometimes it's a huge pain, you have your partying scattering all over the map leaving you with little to no protection.
Sorry, what I meant by that was that offering fair incentives to everyone (and not just healers) wouldn't actually help get healers into PvP. They might just queue as something else, especially if they prefer the incentive for a tank or DPS. Unless it's just a bonus similar to the "role in need" in roulettes, anyway.
I couldn't agree more. This might be a bit off-topic, but better gear designs (no offense to whoever created them) might help some. I originally leveled up in The Wolves' Den and the like because I liked the gear and wanted to glamour it. I really don't like that MCH shares gear with BRD -- they're just recolors of the same pieces.
Agreed. That's actually why I started using Cleric Stance, at least back in Borderlands Secure and Slaughter. I found that very few people (at least, when I played) were interested in protecting their healers, so I was often just fending for myself. Party members would run around like ants and end up far outside of my healing range, and I couldn't get that close to the enemy team without being slaughtered on the spot. More often than not, I found myself standing there attempting to heal people, but knowing that I could not do so without somebody defending me.
EDIT: Has anyone told SE that their 1000 character limit sucks? Because it really, really does.
Oh, I know what you meant. I was just unclear. I think pvp should offer in match exp bonuses for playing well, say, for example, fighting within range of the nodes (within the big circles that appear on the map) or scaling exp to your final score, would provably work for an "everyone" incentive.
For healers, though, there should be specific achievements. Maybe a mount for rezing X number of times or healing X number of points. Something healer specific to get them in the game.
I'm on the same page as you, but I'm also concerned with keeping the lobbies active.
I also think that the wolfs mark system needs to be overhauled. I've said it before somewhere else, but I really think the wolfs marks should have greater utility. 1. They should consider including PvE sets that can be purchased with wolfs marks, for the sake of variety. Those of us who play pvp have to split our time in PvE, and I don't think we should be punished for that. 2. Add PvP specific housing items, minions, or mounts, to the wolfs mark vendors, because... why not!? Honestly,once you cap your PvP rank and get all your gear, your marks just kind of sit there. Give us something to use them on, and, thereby, a reason to keep playing to get more. Lastly, why is there no armour set between 110-180? There should be. Right now, majority of PvP'ers are not optimizing their stats and just using PvE equipment, because, until lvl 50, there is no other options that are better for PvP.Quote:
I couldn't agree more. This might be a bit off-topic, but better gear designs (no offense to whoever created them) might help some. I originally leveled up in The Wolves' Den and the like because I liked the gear and wanted to glamour it. I really don't like that MCH shares gear with BRD -- they're just recolors of the same pieces.
It doesn't matter what incentives you offer if the healers can't get in to the game. The big problem is that there's no Jon requirements in DF. If it was like every other 8 man team then things would be great, but it's not.
You can be sitting in game after game berating a lack of a healer while me, a SCH, is hissing venom at the DF over the never ending queues. I could be there helping but the system doesn't prioritise "in need" jobs for PVP.
Wait, what? No.
Healers are like the tankiest thing to fight in 1 vs 1 scenarios. There are so many options for any of the 3 healers to stay alive against 1 opponent. Sounds like you are mistaking "ability to defend themselves" with "ability to kill someone" which is not the point of coming as a healer. Heck, provided that you are retreating into your teammates, SCH and AST have the ability to defend themselves from several enemies.