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  1. #1
    Player
    Zojha's Avatar
    Join Date
    Aug 2015
    Posts
    3,565
    Character
    Lodestone Bait
    World
    Pandaemonium
    Main Class
    Gladiator Lv 1
    Quote Originally Posted by Squigley View Post
    I'd say give the healers back their cleric stance and hit the healy spells with a fairly heavy nerfbat to up the bodycount.
    I'd rather just remove dedicated healing as a whole from PvP and instead leave that mostly to health packs, spawn recovery zones and the like.

    The issue with healers is partially a power issue - primarily, it's a design issue. Healers aren't working towards the Win condition of battle in this game, which is to reduce an enemy health bar to 0. They are only trying to prevent the enemy from doing just that and as such, serve no purpose other than to create stalemates. That's simply their design. A "healer" in chess would be a player that doesn't move their own pieces but instead puts the enemy piece back to where it was before when its their turn. As seen from the example (and potential all healer matches you had in feast) it's a potentially gamebreaking design and needs to be kept in check.

    So I'd just replace the rotational heal spells in PvP entirely and only leave those with a considerable cooldown. Those then get a slight reduction in potency to be in line with burst abilities of DPS and finally we take off the heal penalty from cleric stance in PvP (Which implies enabling it again). Lastly, we make a global durability buff to prevent the pace from becoming "too" fast, number being adjusted in an iterative process.

    But that's just me and I'm quite known for having unpopular opinions. /huh
    (3)

  2. #2
    Player
    Khalithar's Avatar
    Join Date
    May 2015
    Posts
    2,555
    Character
    Khalith Mateo
    World
    Mateus
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Zojha View Post
    Snip
    I think your ideas are fantastic and I want to subscribe to your newsletter.
    (1)