uh I don't think it can be exploited since it was put there for that reason so people don't get murdered as soon as they get rezzed up, It's suppose to help us to recover.
uh I don't think it can be exploited since it was put there for that reason so people don't get murdered as soon as they get rezzed up, It's suppose to help us to recover.
Last edited by Hailie; 08-13-2014 at 01:08 PM.
Just to help clarify here's my bad attempt to define the OTHER way exploit is used within the context of a dictionary entry which I'm sure is where the mixup was:
noun (used with action)
2.
The other definition referring to a way to take advantage of a loophole in coding: Example- I used an Exploit in another MP game to get a 6/6/6/6/6 loadout instead of 6/6/6/4/2 which was the maximum allowed.
(I bet someone here knows what I'm talking about)
Remember you are playing with PUGs, where there is no voice communications, differing levels of skill and competencies. I would also like to add that as I healer, I definitely die very quickly when focused, or someone slaps a stun or silence at the right time (read skill).
And as a healer I've been in more situations where it was our 2-3 healers vs 4-5 healers, and it is possible to win, just takes some time. Or call over Alliance B, to assist, they come, it really drops the fight time down to less than a minute.
Probably the only post here that matters (not sarcastic).Remember you are playing with PUGs, where there is no voice communications, differing levels of skill and competencies. I would also like to add that as I healer, I definitely die very quickly when focused, or someone slaps a stun or silence at the right time (read skill).
And as a healer I've been in more situations where it was our 2-3 healers vs 4-5 healers, and it is possible to win, just takes some time. Or call over Alliance B, to assist, they come, it really drops the fight time down to less than a minute.
Even with Pugs it is not that difficult to talk to each other and say "healers first", which is the usual take on a coming battle.
Some even mark it, i do that too and sometimes people know what that means lol.
First i thought that the heals were a bit too strong too.
I played a DD, a scholar and now i usually play as Paladin cause its the most fun to play.
But as Paladin im well aware now how not so immortal any Healer is, doesnt matter how many healer friends he has, if you stunlock them correctly and you have 1 to 3 dds on that heal hes dead meat in seconds.
Since i play Paladin with as many DD accessoires and armor as possible, even i as Paladin can bring their Hp quite low, im thinking on getting the ilvl 90 crafted Gear as it only has parry on the head and feet, the rest is Determination and skill speed.
Or is it worth wearing the ilvl 100 stuff?
exactly. and then no one will want to play a healer because it would mean you're just going to spend most of the match dead. ya'll think ya'll have healer problems now? just wait til you won't have any healers at all or just 1 or 2 on your entire team. no one wants to play a class that can't pull its own weight when under fire.Even if SE make it so healers cant Rezz in pvp people will find something else to cry about healers, next they will be Telling SE to make it so we cant swiftcast or Bene or even Tell SE that Lustrates, Adlo and Divine Seal needs to be nerfed.. there will always be someone complaining. I guess we should stand there and not be able to help our comrades and be helpless and easy to kill.
Whether it's an organizational problem or not, let's be serious here: a mediocre healer can cause more disruption and more problems than a mediocre DPS ever will. The difference in the skill floor between the two roles is just way too friggin' massive.
Two or three good healers is enough to cause a deadlock even against twice as many DPS, and that gets really tiresome really fast. Of course, the solution would be for every DPS to finally learn how to play their class properly instead of just banging on keys all day, but, uh, yeah, good luck with that.
It would just be nice if a single good DPS held at least as much weight in a fight as a single good healer, you know? Maybe that would ruin the delicate balance and throw healers out of Frontlines entirely, perhaps, possibly, I don't know. All I know is that spending the entire match wailing on a team with a mere three healers and not making any headway is not much in the way of fun:
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would gladly welcome that, would rather have a fight to be 2mins instead of 10mins of pointless deadlock. death actually matters and people would be more careful if there are no healers backing them up.exactly. and then no one will want to play a healer because it would mean you're just going to spend most of the match dead. ya'll think ya'll have healer problems now? just wait til you won't have any healers at all or just 1 or 2 on your entire team. no one wants to play a class that can't pull its own weight when under fire.
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