Cross heals are cancer. No arguing that. But.
My opinion - healing overall is overtuned. Two bruisers can fight each other infinitely. Healing should not fully outheal damage.
Solution: reduce healing at battle spirit and slightly reduce damage done at battle spirit.
MEBengalsFan2001 wrote: »I think roles should matter. I have a few thoughts on how to fix this so roles matter.
1) Hard Caps based on roles. Tanks and Healers get a hard cap on there damage values. Healers and DPS get hard caps on their resistance values. Tanks and DPS get a reduction in healing out.
2) Similar to #1 but instead of hard caps it is a reduction in values. For tanks and healers they get 50% less damage, healers and DPS get 50% less resistance; and Tanks and DPS get 50% less for healing out.
Either way you slice it the role selection we make would impact our character in PVP and roles would than have some value in PVP making Tanks, Healer and PVP in groups more useful.
The other thing is now ball groups cross healing would be gimp because all their tank and dps healing is now gimp making heals from healers a top priority in groups.
I wonder how much of this "feedback" comes from fights between equally skilled and equipped groups vs outsized or otherwise unbalanced groups.
MEBengalsFan2001 wrote: »I think roles should matter. I have a few thoughts on how to fix this so roles matter.
1) Hard Caps based on roles. Tanks and Healers get a hard cap on there damage values. Healers and DPS get hard caps on their resistance values. Tanks and DPS get a reduction in healing out.
2) Similar to #1 but instead of hard caps it is a reduction in values. For tanks and healers they get 50% less damage, healers and DPS get 50% less resistance; and Tanks and DPS get 50% less for healing out.
Either way you slice it the role selection we make would impact our character in PVP and roles would than have some value in PVP making Tanks, Healer and PVP in groups more useful.
The other thing is now ball groups cross healing would be gimp because all their tank and dps healing is now gimp making heals from healers a top priority in groups.
Dem_kitkats1 wrote: »Healing in general is overtuned. Yes, the ability to stack infinite h.o.ts is the biggest culprit, but it's further exacerbated by by very strong self healing and various sources of damage mitigation. The fact that full damage/glass cannon builds have the ability to 1vx or 2vx 10+ players, simply from having free strong healing is a problem. I agree with others on here that healing should be separated from SD/WD. Having a prevalent presence of unkillable groups and players is how the population dies.I wonder how much of this "feedback" comes from fights between equally skilled and equipped groups vs outsized or otherwise unbalanced groups.
From my experience fights from equal groups have a ridiculous TTK or end in stalemate because they outheal and out mitigate eachother. It becomes a game of who can time their ulti dumps the best or be consistent through the lagfest because thats all you can viably do. That's not very engaging combat IMO.
Groups should have to be conscious of their composition and their positions. They should have choose between having more damage at the sacrifice of their healing, or vice versa. That's how fights become more diverse, and more tactical.
I have never seen an MMORPG, at least one that is worthy, cap how much damage or healing, a player could do.
They should give healing overall in PVP a Pale Order style debuff.
The more players in your group, the less effective healing is on you from all sources.
etchedpixels wrote: »They should give healing overall in PVP a Pale Order style debuff.
The more players in your group, the less effective healing is on you from all sources.
So the ballgroups all ungroup and communicate entirely on discord instead to gain even more advantage ? Heals are not group constrained, and it wouldn't really work to make them so (it was tried - people hated it).
The nice thing about making the aoe/hot stuff a buff with limited stacking is that it could be made not to affect PvE much and it would make healing in PvP more skilled as there will be far more use for combat prayer and other buffs. Healing stays important but you can't stack insane heals on someone.
There are a lot of benefits to running as a group that go beyond set usage. Like being able to visually see who is who on screen for your team, following crown, using group only oriented buffs, etc. Nothing that an ungrouped voice only team is going to accomplish.
Cross heals are cancer. No arguing that. But.
My opinion - healing overall is overtuned. Two bruisers can fight each other infinitely. Healing should not fully outheal damage.
Solution: reduce healing at battle spirit and slightly reduce damage done at battle spirit.
Klingenlied wrote: »Cross heals are cancer. No arguing that. But.
My opinion - healing overall is overtuned. Two bruisers can fight each other infinitely. Healing should not fully outheal damage.
Solution: reduce healing at battle spirit and slightly reduce damage done at battle spirit.
That is not correct in general. That is the result of specific item sets that even don't work the same for every class.
Same type of HOTS should not stack. That's the main issue. Brawlers being able to fight for eternity is item set and class balancing issues combined.
I think we should wait how stuff turns out after the patch. I get the feeling PvP might actually be improved by a lot.