Post#47 » Wed Jan 20, 2016 2:03 pm
I played an am for the first 3 years of the game, and id love to make it my main again if it was worth playing (its not atm if you want to actually heal a full group, and wont be in t4 without changes), but I have to say I disagree with the OP here. Ams dont need a healing buff, nor a survivability one. A mechanic change so it actually does something, awesome, been waiting years for that (dont mind waiting a few more though). A few bad tactics reworked? Ok. But for healing - imo they are EXACTLY where healers should be. High risk, high reward. Cant keep your group up by spamming group heal. Cant survive by standing in one spot and aoe detaunting. If anything they are even too good, as resource management on them is so easy (ie wild healing) and kiting is too easy (MoM being a 60% snare on 20s cd is ridiculously OP). I know I said ams are op, crazy!
But it doesnt matter that they are, and thats because wps and doks. And imo healer balance should begin with them being toned down, not others being buffed up to their level. Because then dps would demand buffs to compensate. And wps/doks would want buffs again. And so on. Or at least thats the argument I always made on the old forums. Its likely that wouldnt happen here as balancing isnt done like at a major mmo company and mindless complaints have less weight. But Id still say its easier to go the other way - nerf wps/doks, then nerf slayer/mara, and so on and so forth, all the way down until a am/rp group can heal as well as a 2 wp group can - or better even, since in an ideal game an optimal group would never contain double of any class. Either way I love how the devs are taking it slow, already got more faith in them to fix ams than I ever had in the original ones.
Aenea - SW / Aeneaa - AM
Sizer - Shaman / Artsupplies - Sorc