Is this change meant as a way to end stalemates, over healing, and combat the tank meta?
If so I kinda support it... But think giving continuous attack the same treatment would be counterproductive.
Defenders, if they know what they're doing, already have a couple of advantages. Removing continuous attack from the attackers isn't needed, nor is it that difficult to acquire the same buff on defense if proper coordination is being had.
The goal is for more damage and/or less healing right? Let's not lose sight of the goal.
OnGodiDoDis wrote: »Is this change meant as a way to end stalemates, over healing, and combat the tank meta?
If so I kinda support it... But think giving continuous attack the same treatment would be counterproductive.
Defenders, if they know what they're doing, already have a couple of advantages. Removing continuous attack from the attackers isn't needed, nor is it that difficult to acquire the same buff on defense if proper coordination is being had.
The goal is for more damage and/or less healing right? Let's not lose sight of the goal.
The goal is more damage and less healing.
OnGodiDoDis wrote: »Is this change meant as a way to end stalemates, over healing, and combat the tank meta?
If so I kinda support it... But think giving continuous attack the same treatment would be counterproductive.
Defenders, if they know what they're doing, already have a couple of advantages. Removing continuous attack from the attackers isn't needed, nor is it that difficult to acquire the same buff on defense if proper coordination is being had.
The goal is for more damage and/or less healing right? Let's not lose sight of the goal.
The goal is more damage and less healing.
If the group does more damage they are effectively reducing the healing by a percentage of the damage leading to no need for a change. In other words, nothing beats an effective attack or defense more than being effective.
"healing is overpowered in PvP"In other words, nothing beats an effective attack or defense more than being effective.
xylena_lazarow wrote: »
xylena_lazarow wrote: »
The fact that so many are blind to this reality is mind blowing.
[edited to remove quote]
But how am I going to achieve my 17k honor the dead heals with my 7.5k consistant spell damage?!
They should remove continuous and medic passives. Then make the same buffs consistent to the faction with the lowest population only. Or the least keeps.
I also think they should have an alert system similar to planetside 2. Encourage faction stacks at certain keeps at certain times. Also change the healing to only self healing. Makes ball groups have to build their own support into their builds.
Oh and the alerts. They would only happen at keeps that are on the winning faction keeps...fun fun
Everyone near a keep, attackers, defenders, random passers-by, get the passive. Technically it is "balanced".
It is actually a pointless passive. It would have benefits if it applied only the faction who controlled the keep.
OnGodiDoDis wrote: »
I strongly believe that this passive should be scaled down tremendously, or simply removed and changed to something else. Perhaps a 5% bonus to healing will suffice. Conversely, it could be repurposed to increase the damage of defenders. …….This makes it very clear that if anyone wants to take a keep, they better come prepared. If a zerg wants to go straight front door, they will be at a disadvantage for not getting CA. It's a risk/reward mechanism. Do you take a resource and give away your position? Or do you go straight FD and fight at a handicap? Keep in mind that CA also increases healing power, so attackers with the buff will not be completely undergunnned. Most of the time, the attackers outnumber the defenders, so this change seems viable. If you think that 20% damage is too much, why have we not said anything about the 20% healing?
gameswithaspoon wrote: »OnGodiDoDis wrote: »
I strongly believe that this passive should be scaled down tremendously, or simply removed and changed to something else. Perhaps a 5% bonus to healing will suffice. Conversely, it could be repurposed to increase the damage of defenders. …….This makes it very clear that if anyone wants to take a keep, they better come prepared. If a zerg wants to go straight front door, they will be at a disadvantage for not getting CA. It's a risk/reward mechanism. Do you take a resource and give away your position? Or do you go straight FD and fight at a handicap? Keep in mind that CA also increases healing power, so attackers with the buff will not be completely undergunnned. Most of the time, the attackers outnumber the defenders, so this change seems viable. If you think that 20% damage is too much, why have we not said anything about the 20% healing?
Healing is cut by 50% by Battle Spirit. This passive only reduces that nerf.
To be honest, your suggestion would make pvdoor more favorable than riding to a flagged keep to face an unknown situation with an unknown number of attackers. Enemy guards might negate you but they don’t oil.
And for a faction facing an attack by an emperor faction, more healing done rewards cooperation in dire circumstances than more damage. If your keep is under attack by an emperor’s faction, a reduction in your healing is going to kill you much faster than an increase in damage is going to cut through their increased HP and scroll buffs.
OnGodiDoDis wrote: »Everyone near a keep, attackers, defenders, random passers-by, get the passive. Technically it is "balanced".
It is actually a pointless passive. It would have benefits if it applied only the faction who controlled the keep.
It only applies when you're near a friendly keep. Attackers don't get the buff when taking an enemy keep. They get it once it flips.