Dark_Lord_Kuro wrote: »Absolutely should. A change like that would hurt pve healing therefore shoulnt go trough. Pvper in this game with their nertf this and nerf that keep hurting pve for the last 9 year. If they make any chage to hot, it should be one that affect only pvp. Maybe a mythic that purge heal from opponent but also yours as a cost?
Billium813 wrote: »I'd be interested in hearing the explanation for this design from the development team. Or if anyone can dig up quotes on this discussion from the past. There must be some reason the dev team has elected to implement it this way... right?
gariondavey wrote: »Dark_Lord_Kuro wrote: »Absolutely should. A change like that would hurt pve healing therefore shoulnt go trough. Pvper in this game with their nertf this and nerf that keep hurting pve for the last 9 year. If they make any chage to hot, it should be one that affect only pvp. Maybe a mythic that purge heal from opponent but also yours as a cost?
A limit of 2 would not hurt pve healing. You have 2 healers in pve. Don't spread misinformation.
Dark_Lord_Kuro wrote: »Absolutely should. A change like that would hurt pve healing therefore shoulnt go trough. Pvper in this game with their nertf this and nerf that keep hurting pve for the last 9 year. If they make any chage to hot, it should be one that affect only pvp. Maybe a mythic that purge heal from opponent but also yours as a cost?
Dark_Lord_Kuro wrote: »gariondavey wrote: »Dark_Lord_Kuro wrote: »Absolutely should. A change like that would hurt pve healing therefore shoulnt go trough. Pvper in this game with their nertf this and nerf that keep hurting pve for the last 9 year. If they make any chage to hot, it should be one that affect only pvp. Maybe a mythic that purge heal from opponent but also yours as a cost?
A limit of 2 would not hurt pve healing. You have 2 healers in pve. Don't spread misinformation.
Oh sure.... it never ever happened that a dps or tank also slot a hot to help out the group or even a group deciding to bring a 3rd healer especialy in progression.
This isnt misinformation but the actual reality.
I diminishing return would be a better option than outright locking those pve group of their solution to progression for problem that isnt event their.
DrNukenstein wrote: »Limit group size to 4, remove out of group healing (except for ground hots, to add value to them and reduce potential confusion) and buffing, let 4 man groups organize into raids that can work together towards objectives/kills but cannot share buffs or heals.
replace ball group and zerg play with squad based play. It would be cool and fun, probably good for performance, and solve the hot stacking debate for good.
I bet every ball group commander would have just as much fun managing 3-4 specialized squads as they do piloting the videogame equivalent of a blackhole.
edward_frigidhands wrote: »They should always act the way DoTs do.
That is the most balanced approach to this.