Tbh I think they should let players deal less dmg, but also let them do less selfheals. The dynamic with high potential dmg output in 0,5s, while you have lots of selfheals will just get you into the "latency server tick - no time to react before death - issue" area, where you get annoyed that you got totally obliberated before using recuperate or even die while using all charges. It is not skill to press the same button at the same time as your teammates and get a meme instant kill. PvP should be more about tactic and denying bursts and mitigating at the right moment, if you are unsure to use the abilities because you have to predict the impossible happening the next 0,5s, then it becomes a very random thing if you perform well or bad.
I started playing Paladin a few matches, I think cover is a suicide button. Even if I keep my max distance to not get hit by aoe twice, which is annoying to itself because cover is a gapcloser, you still die very quickly by aoe that are larger than 10y and just still hit you both. Feels like it doesn't really matter if you play tank, healer or dps, you just die the same way and the only thing you can do about it, is not something your class has, it is something everyone has, Guard.
PvP needs a bit more role identity, as caster you maybe shouldn't have better crowd control and support than a tank. As a melee you maybe should have more personal defensive tools than a healer. As a healer you maybe should have more healing skills and less damage skills, not 100% healing just also not just 2 charges of Cure II only every 15s, which only heals as much as like 1 GCD of 1 other player.
In a way the system is fun, because "funny things" happen suddenly, though you can't generate really good players if it is 40% luck/rng, 30% teammates, 20% lag latency and 10% you. But ofc it is a good system for the casual players, because it makes everyone win more, even if they play bad. Just disastrous for competetive people.


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