Most high numbers are from aoe dots hitting everyone. Especially if they have a healer
Hasenpfote wrote: »A damage dealer shouldnt be able to do more damage than a healer in 1vs1. Or healer become completly obsolete, if they cant outheal a single damge dealer.
Hasenpfote wrote: »A damage dealer shouldnt be able to do more damage than a healer in 1vs1. Or healer become completly obsolete, if they cant outheal a single damge dealer.
I completely disagree. I think healing should never outpace damage or all fights turn into stalemates. Healing should be for buying time and recovering after a fight has concluded. It shouldn't be a get-out-of-jail-free card in the middle of any fight. It should be a mix of defense, healing, and counter pressure that saves the day. Not simply stacking heals and walking around casually like there isn't even a fight going on.
Hasenpfote wrote: »Hasenpfote wrote: »A damage dealer shouldnt be able to do more damage than a healer in 1vs1. Or healer become completly obsolete, if they cant outheal a single damge dealer.
I completely disagree. I think healing should never outpace damage or all fights turn into stalemates. Healing should be for buying time and recovering after a fight has concluded. It shouldn't be a get-out-of-jail-free card in the middle of any fight. It should be a mix of defense, healing, and counter pressure that saves the day. Not simply stacking heals and walking around casually like there isn't even a fight going on.
Maybe it shouldnt be 1:1, but actually it feels like damage is 4x stronger than healing.
4 or 5 "witness" - still no CMX or at least a death recap to see which skill(s) are involved...Enemy-of-Coldharbour wrote: »Screenshot?
Eternalscourge1 wrote: »Hasenpfote wrote: »Hasenpfote wrote: »A damage dealer shouldnt be able to do more damage than a healer in 1vs1. Or healer become completly obsolete, if they cant outheal a single damge dealer.
I completely disagree. I think healing should never outpace damage or all fights turn into stalemates. Healing should be for buying time and recovering after a fight has concluded. It shouldn't be a get-out-of-jail-free card in the middle of any fight. It should be a mix of defense, healing, and counter pressure that saves the day. Not simply stacking heals and walking around casually like there isn't even a fight going on.
Maybe it shouldnt be 1:1, but actually it feels like damage is 4x stronger than healing.
Damage now outpaces even the strongest tank. The only exception is possibly an amazong DK, but I have taken my arcanist as far as he can go, and yeah.....i have everything unlocked on my arcanist but im seriously considering switching to my DK even though I dont like DK
Those folks you mentioned, do they run DK?Eternalscourge1 wrote: »Hasenpfote wrote: »Hasenpfote wrote: »A damage dealer shouldnt be able to do more damage than a healer in 1vs1. Or healer become completly obsolete, if they cant outheal a single damge dealer.
I completely disagree. I think healing should never outpace damage or all fights turn into stalemates. Healing should be for buying time and recovering after a fight has concluded. It shouldn't be a get-out-of-jail-free card in the middle of any fight. It should be a mix of defense, healing, and counter pressure that saves the day. Not simply stacking heals and walking around casually like there isn't even a fight going on.
Maybe it shouldnt be 1:1, but actually it feels like damage is 4x stronger than healing.
Damage now outpaces even the strongest tank. The only exception is possibly an amazong DK, but I have taken my arcanist as far as he can go, and yeah.....i have everything unlocked on my arcanist but im seriously considering switching to my DK even though I dont like DK
Are you... playing the same game as me? I'm still seeing Mitch out there standing in the middle of 20-30 people wailing on him. Even Fengrush was having a go at the ol' 57k hp, half-health-bar-damage-shield mega tank.
EDIT: So I just realized that part of the disparity is probably due to the fact that you're playing in Battlegrounds whereas my experience comes from Cyrodiil and IC. I can't speak for Bgs honestly. I haven't touched them in years. They've always been something of an antitheses to how PvP is designed in this game and its only gotten worse. But in your case perhaps you are right.
Eternalscourge1 wrote: »Those folks you mentioned, do they run DK?Eternalscourge1 wrote: »Hasenpfote wrote: »Hasenpfote wrote: »A damage dealer shouldnt be able to do more damage than a healer in 1vs1. Or healer become completly obsolete, if they cant outheal a single damge dealer.
I completely disagree. I think healing should never outpace damage or all fights turn into stalemates. Healing should be for buying time and recovering after a fight has concluded. It shouldn't be a get-out-of-jail-free card in the middle of any fight. It should be a mix of defense, healing, and counter pressure that saves the day. Not simply stacking heals and walking around casually like there isn't even a fight going on.
Maybe it shouldnt be 1:1, but actually it feels like damage is 4x stronger than healing.
Damage now outpaces even the strongest tank. The only exception is possibly an amazong DK, but I have taken my arcanist as far as he can go, and yeah.....i have everything unlocked on my arcanist but im seriously considering switching to my DK even though I dont like DK
Are you... playing the same game as me? I'm still seeing Mitch out there standing in the middle of 20-30 people wailing on him. Even Fengrush was having a go at the ol' 57k hp, half-health-bar-damage-shield mega tank.
EDIT: So I just realized that part of the disparity is probably due to the fact that you're playing in Battlegrounds whereas my experience comes from Cyrodiil and IC. I can't speak for Bgs honestly. I haven't touched them in years. They've always been something of an antitheses to how PvP is designed in this game and its only gotten worse. But in your case perhaps you are right.
Ive tried a similiar setup (highest ive pushed HP is around 66,000) and its funny how quick BG damage comes in (I tried a 58k HP build with eternal warrior and HP scaling shields, and with a few groups-keep in mind in bgs, ill be constantly solo against 3-4, used to not be a problem) but anyway, I ran eternal warrior and got burst down so quick they ate through 75% of my bar, then through the 31-32k HP proc, before I could get my ultimate off (arcanist shield that blocks 60% of damage grts eaten through also). I got on my dk today, and Im realizing thats the issue probably. DK is just the best damage mitigation tank by far
Hasenpfote wrote: »15k hits are pretty common in BG, even with 20k resis. Most time a act as healer and if i see my 600 heal per tick hots compares the their 15k hits, its just out of balance. I even tried all possible hots + direct heal. In addition, the match making seems not to work.
The match making also works very well, in deathmatch you usually see 500 vs 0 vs 0, because 1 team steamroles everthing and the other team is packed with noobs. That lets me guess that premade teams and random teams are in same brackets.
A damage dealer shouldnt be able to do more damage than a healer in 1vs1. Or healer become completly obsolete, if they cant outheal a single damge dealer.
WaywardArgonian wrote: »Hasenpfote wrote: »15k hits are pretty common in BG, even with 20k resis. Most time a act as healer and if i see my 600 heal per tick hots compares the their 15k hits, its just out of balance. I even tried all possible hots + direct heal. In addition, the match making seems not to work.
The match making also works very well, in deathmatch you usually see 500 vs 0 vs 0, because 1 team steamroles everthing and the other team is packed with noobs. That lets me guess that premade teams and random teams are in same brackets.
A damage dealer shouldnt be able to do more damage than a healer in 1vs1. Or healer become completly obsolete, if they cant outheal a single damge dealer.
If your HoTs only tick for 600 the problem is on your end. Something like Echoing Vigor can easily tick over 2k and that is just one HoT out of several.
You are also comparing burst damage to a heal-over-time. HoTs are just there to provide a constant buffer of healing, while you should use burst heals to outheal big incoming damage. Healing is very strong in this game overall.
20K resist is nothing btw. If someone is wearing Balorgh, you are already fighting them practically with no resistance.
Personofsecrets wrote: »Damage is way up and I don't think that this all is limited to BGS, but it's very noticeable in BGS and IC.
So here's the thing. A year ago people were complaining that TTK was too long and I disagreed. I argued it was way too short. And guess what. I still think that. But, I also said that mitigation and healing were also skyhigh. That hasn't changed. But, currently the only way to defeat someone is to absolutely blow them to smithereens within one or two seconds because anything less will result in a full reset of the fight.
I've said it in the past and I'll say it again. The game needs fight-entropy. There needs to be a sense of inevitable end to every confrontation. Tuning down the damage and the mitigation (and probably sustain as well) and then tuning healing further still would allow for 1v1 fights at a more reasonable pace - say, within 15-30 seconds between two well-balanced builds, while still allowing them to actually conclude.