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  1. #21
    Player

    Join Date
    Jul 2011
    Posts
    644
    Humm the problem is the healer stacked, not the healer potency i guess,
    if you have few healers and less potency, i would make them not strong enough.
    the thing is there no limit at number of healer.
    normaly you should kill a healer easily with 2 or 3 dps. When there too many healer you can't kill them.
    Lets think Healers is nerf. The problem would remain the same. less healer from an alliance in mid and you are loosing the game.
    The solution would be to limit the amount of healers, but the queue will be longer.
    (1)
    Last edited by kensatsu; 11-26-2017 at 06:31 AM.

  2. #22
    Player
    rxnin's Avatar
    Join Date
    Jul 2015
    Location
    Konoha
    Posts
    135
    Character
    Kandy Kayn
    World
    Zalera
    Main Class
    Ninja Lv 80
    Either nerf healers or reduce Global Cooldown times for DPS/Tanks, because right now actions feel too clunky. Takes a good 3 seconds to get 1 action of a combo off.
    (3)

  3. #23
    Player
    Reol's Avatar
    Join Date
    Jan 2016
    Location
    ULDAH
    Posts
    5
    Character
    Kiss-shot Underblade
    World
    Tonberry
    Main Class
    Ninja Lv 70
    maybe give healed target a healing resist debuff which reduce the heal potency on it for the number of times it have been healed.
    (2)

  4. #24
    Player
    Brill_'s Avatar
    Join Date
    Jun 2014
    Posts
    531
    Character
    Squires Ailith
    World
    Siren
    Main Class
    Pugilist Lv 90
    Saw 3 healers take out a tower yesterday by fighting off mammets. No mechs near them on the map, so they fly under the radar.
    (1)

  5. #25
    Player
    BubblyBoar's Avatar
    Join Date
    Aug 2013
    Posts
    605
    Character
    Xyno Edajos
    World
    Cactuar
    Main Class
    Thaumaturge Lv 90
    Quote Originally Posted by Brill_ View Post
    Saw 3 healers take out a tower yesterday by fighting off mammets. No mechs near them on the map, so they fly under the radar.
    I've solo'd towers with mammets as WHM. It's silly.
    (0)

  6. #26
    Player
    Risvertasashi's Avatar
    Join Date
    Apr 2014
    Posts
    4,706
    Character
    Makani Risvertasashi
    World
    Ultros
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Sunako View Post
    I dont think healers are that op. If you can follow little waymarks and coordinate little your burst, opponents die pretty easily. You just need to do lot fast swaps so healers can not follow what are you attacking. They have weakness as well, they can not kill opressors or other vehicles that easily as dps can and can not heal vehicles either. Ofc you can not kill healers 1v1, but they can not kill you either. They can not do damage while moving so you can freely run away from them.
    My personal preference is BLM + BRD. Focus healers first, then everyone else. Haven't found anything that can withstand focus fire from this duo. Waymarks is how we mark targets too.
    (1)

  7. #27
    Player
    Airget's Avatar
    Join Date
    Mar 2011
    Posts
    2,612
    Character
    Airget Lamh
    World
    Hyperion
    Main Class
    Botanist Lv 100
    If I were to make a change to healing in general, I would add something like "Bleeding/Injury".

    Basically every time you recover max HP worth of HP you lose 1k HP up to 5 times for either 15-30 seconds.

    This would allow healers to continue to do what they do but the fatigue would kick in to those they are healing where they would either end up dying of being forced to pull back for 15-30 seconds to recover. One other thing to add to that, the debuff refreshes if you continue to heal or take dmg so at some point if you want to recover you would need to stay out of combat to fully recover.
    (1)

  8. #28
    Player
    kuma_aus's Avatar
    Join Date
    Aug 2014
    Posts
    460
    Character
    Paca Kuma
    World
    Chocobo
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Divinemights View Post
    Quiet obviously, this is from someone who never fought an army of unkillable healers at center. You know? The part where it is crucial at early stage of game to call out mechs? Oh lord
    Quote Originally Posted by Divinemights View Post
    Teach me, our lord and Savior, how are we suppose to coornidate our actions against 10 healers with CCs at centre? I am all ears
    First of all, mid is useless with getting mechs out early. 1 CE every 3 seconds is nothing compared to 10 CE every 3-10 seconds. Mid only helps in the long run if you can keep it under control for a long time. But it certainly doesn't help enough to justify having 10 people just sit there to protect it.

    Second of all. If 10 players from your opponents are in the middle protecting the generator, just ignore it. That's 41% of the enemy force all in 1 location away from anything else. Almost half of the opponents. This means you have so much space collecting CE tanks and pushing lanes. If there are only 59% of the enemy player base doing something productive and not just sitting down, you can easily destroy the enemy towers with Mammets alone. And not to mention all those CE tanks you can easily pick up means you can also have mechs out in no time to help with the pushes.

    Quote Originally Posted by BubblyBoar View Post
    I've solo'd towers with mammets as WHM. It's silly.
    That's not WHM's being silly strong. That's your opponents being silly stupid.
    (3)

  9. #29
    Player RiyahArp's Avatar
    Join Date
    Oct 2017
    Posts
    1,471
    Character
    Riyah Arpeggio
    World
    Exodus
    Main Class
    Scholar Lv 90
    It's not upper mid that's the problem, it's lower mid. And lower mid is where you can send three healers and a pld and more or less control it. The tanks there are close together, cruise chasers can't enter it, and once it's held, it's pretty strong generation. If you roam and try for tanks, they are much farther apart, and mammet killing is too slow. If the team plays smart, it's a strong advantage; a lot of you are saying its not op based on the team being really dumb.
    (0)

  10. #30
    Player
    kuma_aus's Avatar
    Join Date
    Aug 2014
    Posts
    460
    Character
    Paca Kuma
    World
    Chocobo
    Main Class
    White Mage Lv 100
    Quote Originally Posted by RiyahArp View Post
    It's not upper mid that's the problem, it's lower mid. And lower mid is where you can send three healers and a pld and more or less control it. The tanks there are close together, cruise chasers can't enter it, and once it's held, it's pretty strong generation. If you roam and try for tanks, they are much farther apart, and mammet killing is too slow. If the team plays smart, it's a strong advantage; a lot of you are saying its not op based on the team being really dumb.
    And what's stopping your team from sending 3 healers and a PLD to stop the opponents from collecting tanks? Finding 3 healers and a PLD, or something similar out of a group of 24 is not much to ask if it means your opponents will be at the same disadvantage as you. And Mammet kill is fast if you have a good pushing group to support them. I've seen towers fall before an Oppressor can launch a second missile at a tower thanks to the damage from Mammets and players. So maybe 70% of a tower down in the first 3-5 minutes from players and mammets alone. My last match had an oppressor walk all the way north and send a missle to a tower that had 5% health. And it was one of the first mechs to come out. It did walk a bit south, but then it went straight north.
    (0)

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