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  1. #1
    Player
    Gor's Avatar
    Join Date
    Oct 2013
    Posts
    402
    Character
    Pink Logic
    World
    Behemoth
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by Impure View Post
    snip
    Byooki you're my homie and everything but I disagree. Healers can survive in Frontlines in general not because we are an "insane" class, but because scrub noob tanks and melee don't know how to play pvp. I've been able to kite 5 or more people not because of anything special i am doing, i'm just casting Adloquium every few steps, but because noob players overwrite each others stuns, Full Swings, silences, and every other CC under the sun, thus diminishing returning all their cc's out (with the exception of heavy which stays up seemingly infinitely). i can count the times i've had two tanks on me, and both of them put their full swings on me at the same time, and i just purify it off and keep it moving like they aren't even there. then Super Goon comes flying through the air like a speeding bullet to stun me not once, but twice, thus also nullifying stuns. and other times i just juke them to use whatever cc's they may have just so i can get my Equanimity off. there is nothing op about SCH healing, we don't even heal for that much, nor does Eos. so to say that its 100% the class is the reason why we have high survivibility is giving SCHs too much credit. as someone said earlier, it gives the "illusion" that SCHs are indestructible when in reality there are other factors going into it, that nay-sayers are neglecting to recognize, that has nothing to do with what the SCH is doing, and everything to do with fail enemy players just raking their faces across the keyboard, hitting random buttons and expecting something good to happen.
    (6)
    Last edited by Gor; 08-06-2014 at 03:36 PM.

  2. #2
    Player
    Impure's Avatar
    Join Date
    Nov 2013
    Posts
    30
    Character
    Byooki Braus
    World
    Ultros
    Main Class
    Miner Lv 50
    Quote Originally Posted by Gor View Post
    snap
    I totally get what you're saying, SCH antics aren't as strong as what is being seen, but the thing is to the new (PvP) player it's one of those walls that they cannot climb over. I've been doing pvp since the SCH/SMN nerfs (which were totally justified IMO) I know how to deal with SCHs/WHMs as a melee, newer players, however, don't have a clue what to do against SCHs/WHMs which make teams stacking healers just even more stronger than intended. One SCH with six lustrates was enough but four-five of them? It makes it nearly impossible to make a dent into someone. I feel that solo SCH/WHM isn't a big deal but there has to be something done about stacking healers.
    (0)

  3. #3
    Player
    Gor's Avatar
    Join Date
    Oct 2013
    Posts
    402
    Character
    Pink Logic
    World
    Behemoth
    Main Class
    Arcanist Lv 80
    I don't know if anything can be done about it really. its not like SE can put up a barrier that says "you have reached your healer limit for this flag, please go away" and turns away any other healers that are approaching the base. I play battlegrounds in WoW and it's the same thing with flags stacked with 4+ healers deep with shamans, priests, paladins, monks and druids healing everywhere and nothing brings them down because all their heals complement each other. monk heals are so powerful in that game that i've seen a single monk heal keep up an entire team at one flag and no one could kill neither his team or the monk. the only thing that eventually takes them down is just bringing a death squad of all the team's dps and focusing them down one at a time or players just ignore the base and go take something else. and for a long time in WoW there was no diminishing returns in PvP although I don't believe that is the case anymore.

    so just based on that i know people are frustrated but stacked healers really isn't a problem. its just that teams do it wrong by constantly smashing their faces into the same wall of 4+ healers the entire game just because their team is assigned to it, thus wasting time and before they know it the game is nearly over and they STILL haven't taken that base. i mean just because an alliance is in group A, doesn't mean players should just keep running back to Manor feeding kills but I see players doing it when they can go take enemy Outposts or Markets. players just need to not be so programmed in doing the same tactics over and over again and get used to going to another base if there are too many at one, because if there are 4+ healers at that base, then they have other bases that is short 4 healers. i tell my team if we can't take it the first attempt, don't run back and just go take something else and come back to it later. those same healers won't be there forever.
    (2)