Healer Adrenaline Rush should be changed
After playing a number of games in Frontlines Slaughter, I realized that the healer Adrenaline Rush isn't very good. While party-wide ailment removal is useful, it will not prevent any further ailments for the suceeding seconds especially when the opposing team is spamming sleep/freeze. When it comes to the healing part or the spell, it's not useful at all. Due to the casting delay, by the time the spell is finished casting, it's either most of the people in your party already have a full hp or they are dead. In comparison, a tank's AR mitigates some damage for a few seconds, melee's AR is 1 hit kill most of the time, while a caster's is an AoE that deals 50% of your max hp.
My suggestion is either of the following:
1. Change the 50% instant healing to X healing over time - this would make the healing part a lot less of a waste.
2. Change the ailment removal to ailment immunity over a period of time - this would make the spell more useful especially when being spammed by crowd control.
Other suggestions:
Quote:
Originally Posted by
Hyrist
I acknowledge the difficulties but I don't agree with the changes.
The instant healing factor is a critical recovery tool to large AoE Damage currently in Frontlines, take that away and Cometeor spam loses one of its hard counters. Rather, we could reduce the healing effectiveness to 30% instantly and have an additional 20% returned over time.
And instead of flat out removing the Esuna-all effect to the Limit break in turn for immunity, have it provide a heightened resistance to status effects over time. I would say a 30-50% chance to outright resist a debuff while the regen effect is active should be sufficient.