Yea, the current influence of power is a bit flawed, since healers do have a lot of control, good dps vs an excellent healer can survive with bad dps and tanks, while it's possible they could still lose with the excellent healer if said healer runs out of MP, the objective of said healer is to keep their MP in check better than the other healer.
So in a way, the healers going up against one another are the main competing force in a fight in which burst damage can't go through. If the better healer keeps their MP up, all their team has to do is strike the moment the opponent's healer runs low on MP.
Each role should have more influence over the control of combat. What comes to mind are 3 concepts. Tank(Intercept), DPS(Bleed) and Healers(Survival).
Basically all Tanks should have some form of "covering", no longer a Paladin only PVP ability but all tanks are capable of it. On top of covering they could also have risky moves which take "Bleed" effects from allies but said bleed effects could be used as a cost to certain Tank abilities.
So say the whole gimmick behind Tank is grabbing bleed effects off allies while using them to perform certain abilities to turn the tide of fight.
Basically "Bleed" is a unique debuff from DPS roles that reduce ones Max HP til death. So each stack could be 5% of Max HP, meaning that the longer DPS are allowed to get these stacks off on an opponent, the lower their HP is and thus the harder it is for the healer to heal them.
Both Healer and Tanks would have a way to remove bleed, Tanks would be immune to bleed but they would be able to grab Bleed off other allies to use other abilities to help turn the tide of fight but the abilities in question would reduce their max HP temporarily by the amount of bleed used.
So say they have 4 Bleed stacks, that's 20% max HP loss, and they use an ability that needs 4 Bleed stacks to activate, causing them to lose those 4 Bleed stacks but replaced with 2 Fatigue which reduces their Max HP by 5% each. So while the effect of Bleed and Fatigue would be the same, the Fatigue would be a time based limitation on the tank which would disable them from using any other "Bleed cost" abilities til wears off. So a tank wouldn't be able to use 2 bleed abilities in a row unless they had an ability which removed the fatigue effect.
Overall though, my general idea is that each role would have a stronger influence in combat, the healer would no longer be about being a "heal bot" spamming cures til they other team runs out of juice but rather managing the heals with the removal of bleed stacks and holding off on removing bleed stacks in favor of the tank taking them from the DPS to use for their own PVP abilities.
So in a fight Tanks would always have their Max HP, but their true strength comes from taking the risk of reducing their own Max HP by willingly taking bleed from other allies so that they can use their own support abilities to help their team. In my mind what makes this interesting is for the opponent to properly balance who they hit with bleed, cause while they could hit a DPS with 50% Bleed loss aka 10 stacks, that also means a tank could take all that bleed and use their strongest move which would cost 10 bleed to use. With that in mind, a Tank can't take the bleed effect of anyone while they still have bleed on themselves so they would also have to keep in mind the stacks on their allies while asking to have said bleed removed if they can't use whatever they have leftover.
Maybe another gimmick with bleed that could be interesting, is the moment you have bleed on you, every 30 seconds another stack of bleed is added up to 10 stacks. So hitting an opponent with 5 stacks means in the next 2 and a half minutes they would be at 10 stacks. Allies could use this as an advantage to allow the Tank to claim the 10 stacks for themselves or the opponents anticipating that and using it to strike the tank/disabling them the moment they grab the 10 stacks.
But this is all just off the top of my head, but I do believe if a system like this were implemented into PVP Feast it would provide a balanced system of responsibility towards each role since now the healer isn't in full control over surviving and tanks have more influence over assisting in taking hits for their allies.


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