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FodderofCannon

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  1. Healing is out of control. It's a fact, even the healer defenders know it. They are just holding on for dear life because they know their God status is in jeopardy next re-balance.
  2. All I hear is: don't nerf my OP healing!!! I like being OP. L2P.
  3. Although I think healing needs to be toned down a tad, if 5-6 dps cant take one healer then the problem has nothing to do with this game. Any dps 1v1 can kill a healer, it takes a long time, but that healer will die 100% of the time if that dps knows what he/she is doing. The problem is scaling, not 1v1.
  4. Yeah your arguments aren't really compelling. The vast majority of people pug, not all of them are brain dead, but cc in particular has to be highly coordinated in order to work against healers right now. Interrupts are a joke in this game, they need to be used only because it's all dps has to mildly slow down the healing of a healer, but perfectly timed stuns are the only way to really kill them. 1 Tank+1 Healer= 3-4 dps 1 Tank+ 2 Healers= 4-6 dps Maybe with voice comms or just really good skills can 2 dps kill the tank/ healer combo, but only then after an extremely long time. Meanwhile the WZ is over. Reinforcements have arrived, ect.. 2 dps vrs 2 dps it's the better skilled ones that win, pug or not. That is balanced. 2 class tank/healer combo beats 4 dps in almost all scenarios. This is the definition of unbalanced.
  5. I think vast majority of the healers here are missing the point. It's not that one healer by him/herself is OP (although Op's healers are more tank than tanks), it's that multiple healers cross-healing SCALE dramatically better than dps do. Add a semi-skilled tank that guards and taunts and we have an almost unkillable combination. Interrupts block one ability. That's sure going to stop that healer from healing!! I love healers that say use interrupts and stuns is the solution. The window of opportunity for cc on a healer is absurd in any Pug WZ because in trying to focus a healer with stuns your team always ends up accidentally filling resolve, thus making said healer a healing bot that cannot be stunned. Switch healers, and the whole thing repeats itself. Once again its not that you cannot crack this with well focused, and well timed dps. However, the point is that in Pug WZ's this level of coordination is just not going to happen 99% of the time.
  6. The reality is a tank and a healer can effectively hold off 4 dps for quite some time, let alone two. The tank and healer combo now with the tank buffs makes this combination far, far more effective than 2 dps, especially in uncoordinated pug environments. Add a third healer, and they can effectively hold off an entire team of dps for long enough to make a win in almost every warzone. This is simply not balanced in this environment. If this were a large scale war then maybe if would be ok, but in timed objective based warzones this is the difference between winning and losing consistently and predictably.
  7. You also conveniently forget to mention that one tank that changes this whole dynamic almost exponentially 2 Healers and a tank can hold off 6-8 dps for a very, very long time. Enough time to hold any point on any map.
  8. Although this may be true, it still results in healers being disproportionately effective in WZ"s than anyone else. One extra healer is the difference between winning and losing. One extra dps or tank means nothing.
  9. It was a under 50 thing, once people got to 50 they arn't really as good. It was like the Sorc was, really god like pre 50, but pretty average once you hit 50.
  10. Come on guys stop with the "insult the other" guy argument. Healing and DPS can both be easy and hard. They are different, not "easier" or "harder" than the other. Skill is required for both to excel at. Granted a healer being guarded by a skilled tank is going to be a lot easier, but good teamwork will always make your job easier, two dps is better than one. So stop with that argument that's not what the thread is about. I actually think healing might not be the main problem, but Tanks are just much more effective at protecting them now, and cross-healing is far too effective and a little out of control. I think there should be a slight debuff to healers healing each other, maybe 20%? That might solve the whole thing.
  11. Yeah so you like a heal centric game. Yesterday my Sorc healer and one tank face tanked an entire team of dps for like 3 mins. I mean the entire team of like 8 dps. It was sick. I will give you that some of them may have been scrubs, but I laughed my *** off. As a sorc I have so much mobility that I could escape/heal and my tank could cc people attacking me and do enough damage to kill them one by one. Eventually he died because I ran out of force and that was mostly because the dpser in me couldn't resist the odd force lightning or affliction, but at that point I realized something was seriously wrong. Throw in one other healer and we could have tanked that whole team forever.
  12. Boring or not, the op is right healing is all that matters. If two of them are together they are virtually unstoppable if guarded. I have seen four or five dps try to kill one operative that was guarded by one jugg and being healed by sorc. You can't kill anyone. If you attack the sorc, jugg switches guard and operative heals sorc. Attack jugg they both heal jugg. This three person combo can hold any point by themselves against a whole team of dps. It rather silly actually. If I see this combo on an enemy team I know it's a loss if my team doesn't have at least two healers to match. Healing needs to be toned down.
  13. 2 good healers cross-healing each other you're basically not going to do anything. I had a battle last night against two healers. I just banged on them, interrupted them, did everything possible. I never died, they never died. It was hilarious.
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