Quote Originally Posted by Geologo View Post
Unfortunately it isn't enough :/
if there are 4 or 5 healers in a party it is almost impossible to take down that party, you will just continue to fight a lot and Caster LB1 won't do anything in that case, LB2 will oneshot them, but man, you know that it need a lot of time to be charged and a huge cohordination to odn't waste it.
It isn't balanced if you can only kill them with a perfect LB2.

Remove the Regene stacking up to me was another lazy attempt to fix it, as Cidel said a progressive Mind reduction depending on the healer amount in the party woulded be perfect up tp me, and maybe lower the Regene stacking, making them unstackable :/
Running into a team with that many healers is less common than running into a premade (though most groups attempting this are in fact premade, just saying even premades were unlikely to do it). Correct that it does take a good LB2 to take them down, but it doesn't take a coordinated premade to deadlock the team. All you need are 4 players on a flag to keep it from changing any and a team with enough sense to survive (reason #47 that three healers in Secure was a magic number). Healer stacking relies on snatching the flag first and turtling it. Deprive them of taking the flag (even if you keep it neutral) and you effectively render their time wasteful to their GC. Even better if you do get the flag and turtle it on them.

The solution in Secure wasn't always killing.