This I would agree with.Caduceus wrote: ↑Fri Aug 27, 2021 6:41 am Like others have mentioned, I think the issues that people are referring to happen in the high end of play: 6v6, organized warbands.
The safety net tanks and healers are able to put up in those situations is so massive that it requires a very elaborate and specific effort to take down. This is why much of high end play becomes a slog of waiting for this perfect storm to take place.
This isn't really a problem, unless you are like me and believe it is simply rather boring. There is little room for experimentation or individual skill.
Healers, in my opinion, are the main culprits, because:
- Their itemization allows them to all but ignore their primary statistic: willpower, giving them tons of room to stack survivability.
- Their healing by default greatly overshadows damage that DPS classes can put out - in my opinion the main cause for the current situation.
- Most (All?) healer classes do these things without AP ever being an issue.
- Skewed risk-reward balance, where healers are some of the most impactful classes in the game, while also having the highest range on their abilities and high survivability. Not to mention their extremely powerful group heal abilities are castable without line of sight, taking away further elements of positioning and risk.
Opinions on these matters may differ, but I see a clear issue.
Healers mechanism not noticeable affected by willpower
Healers output a bit too high
Aoe heals and m2 siphon too good specifically
This would be where I would start looking initially to reduce time to kill