Recent Topics

Ads

How to actually make hybrid healer a must for each group.

Share your ideas and feedback to help improve the game.
Forum rules
Before posting in this forum, please read the Terms of Use.

This section is for providing feedback and sharing your opinions on what could be improved or changed for the Return of Reckoning project.

To ensure your feedback is as helpful as possible, please review the Rules and Posting Guidelines before posting.
Kopfmotorrad
Posts: 35

Re: How to actually make hybrid healer a must for each group

Post#21 » Sat Oct 15, 2016 4:50 pm

Why would anyone want to make a hybrid healer a must?

Before you divulge in suggestions... - which you then say arent any ?! in the suggestion forum ?! - ... maybe you can answer why you want all people to play hybrid healers?

Ads
Dabbart
Posts: 2251

Re: How to actually make hybrid healer a must for each group

Post#22 » Sat Oct 15, 2016 5:01 pm

I dunno if Hybrids will ever be a "must" but we run DPS AM/WP all the time(if Fisky is on, we'll grab his DPSRP). We just run 3-2-1 groups with them or drop a DPS and focus on Morales. Relying on a hybrid to be your 2nd healer is never a meta that I believe will take off. The health returned is too dependant upon variable factors for sustained healing. Be it gap closing, Punts/CCs(far more-so than a standard backline healer), lack of targets, Kiting LoS breakers, just not able to maintain enough career mechanic, zerg rolling, have to stand in harms-way to provide any healing, the near auto-targetting that every enemy will have upon seeing you, etc.

Basically, all of the issues that spring up from playing a hybrid healer to begin with. I am with you however, I would love to see more Hybrid play supportive play changes and idea's. I love to have Rp/WP/AM in a group with 1 of them on DPS or hybrid. But you still need 2 people who's main priority is healing Imo. Even more-so when you go out into the lakes, and have to be able to grp-heal w/o LoS. No hybrid can heal anywhere effectively in the middle of a mass combat. Imo.

To your initial specific Points however:

1, That's something that a Competitive Event can make a rule on. That'd never be a "Rule" for RoR in general... Obvious reasons are obvious.

2, "Second things that needs to be done is dissabling the following Mastery paths and all healing abillities within these paths for the following classes. Shaman, Archmage, Warrior Priest, Deciple of Khaine. " I have no idea wtf that means since you don't list any Mastery Paths... So.... Do you want to remove ALL healing abilities from all healers? Quantify that statement please.

3, A, RP/Zs are already damned tough(if built for it). 50% inc damage debuff, detaunt, CW(if you don't have it you deserve to die), great flash healing/absorp potential, Extra HPs is overkill imo, B, Amazing change! Doubtful however. C, HoTs are fine, Flash heal is based on the Health of the casted, so if taken with B would work. Together, seem like one hell of a Buff. D, OH DEAR GOD YES! Break up the freaking Wp/DoK requirement for cleansing.

4, Same as 2, you didn't list any mastery paths so I can't discuss it. Also, read Aza's post on my WP change thread. Mass mastery changes will wait until the have better control of the client. He also posted in the Proposal rules somewhere about how they don't want tons and tons of changes to Abilities until they can change the Text, so that players aren't constantly confused by a dozen abilities that work different than the tooltip says they should.
Azarael wrote: It's only a nerf if you're bad.

(see, I can shitpost too!)
Secrets wrote: Kindly adjust your attitude to actually help the community and do not impose your will on it. You aren't as powerful as you think.

User avatar
roadkillrobin
Posts: 2773

Re: How to actually make hybrid healer a must for each group

Post#23 » Sat Oct 15, 2016 5:22 pm

@Kopfmotorrad.
I did explained that id rather have Shamans and AM's brought more in line with DoK and WP like RP Zealots were back in 1.3 build on live rather then make Hybrid a thing. Im just trying to help the devs here if they want to make Hybrid healing an archetype thats wanted and demanded by groups and a way that could actually make that work. Since this change would have a big effect on both realms EVERYONE would need to adapt their playstyle. No more suicidal mdps pushing hard to the backline for example.

@Dabbart
What I meant was dissabling all abillities associated with their healing Masteries. They get to keep ressurect and the core HoT basicly.
Image

User avatar
NSKaneda
Posts: 987

Re: How to actually make hybrid healer a must for each group

Post#24 » Sat Oct 15, 2016 5:27 pm

Why would you disable ANY skills you have? Game has 5 skill bars available after all...


-
-

Build I'm running is in Green Battery Build thread.
RoR: Burszui SH, Ropopuch SHM<|[]|>Ginnar IB, Zuriael AM, Runatyr RP ++ REV guild ++
Live: Karak Izor -> Karak Norn - Yarpaen IB, Ginnarr SL, Volundr ENG +Ithilmar's Chosen+
* * * playing every class in game * * *

User avatar
roadkillrobin
Posts: 2773

Re: How to actually make hybrid healer a must for each group

Post#25 » Sat Oct 15, 2016 5:37 pm

NSKaneda wrote:Why would you disable ANY skills you have? Game has 5 skill bars available after all...


-
-

Build I'm running is in Green Battery Build thread.
Coz if they still have their their conventional healing builds people would just play that one as it's always gonna be more effective then hybrid healing. And my sugestion was to rework the disabled Mastries to be about damage mitigration on a later date when they can modify the client.
Image

Dabbart
Posts: 2251

Re: How to actually make hybrid healer a must for each group

Post#26 » Sat Oct 15, 2016 6:58 pm

Oic! Well, that's an interesting thought... I have to admit, the ability to swap to an optional rule set for abilities does open up a Metric ass tonne of possibilities. Even more so to establish some seriously altered rule sets or ability functionalities for various classes. Could be awesome, but pipe dream stuff tbh.

If you want to theory craft, I can think of a few similar systems for other classes as well. Yet, this would be light years behind every other conceivable gameplay alteration. Unless, it's stupidly easy to do, in which case who knows?

Definitely something that makes you go, "Hmmmm..."
Azarael wrote: It's only a nerf if you're bad.

(see, I can shitpost too!)
Secrets wrote: Kindly adjust your attitude to actually help the community and do not impose your will on it. You aren't as powerful as you think.

User avatar
NSKaneda
Posts: 987

Re: How to actually make hybrid healer a must for each group

Post#27 » Sun Oct 16, 2016 12:58 pm

roadkillrobin wrote:And my sugestion was to rework the disabled Mastries to be about damage mitigration on a later date when they can modify the client.

We don't even know what kind of armour or builds the class will be facing and you want to rework it based on... Assumptions? :(
RoR: Burszui SH, Ropopuch SHM<|[]|>Ginnar IB, Zuriael AM, Runatyr RP ++ REV guild ++
Live: Karak Izor -> Karak Norn - Yarpaen IB, Ginnarr SL, Volundr ENG +Ithilmar's Chosen+
* * * playing every class in game * * *

User avatar
roadkillrobin
Posts: 2773

Re: How to actually make hybrid healer a must for each group

Post#28 » Sun Oct 16, 2016 1:11 pm

NSKaneda wrote:
roadkillrobin wrote:And my sugestion was to rework the disabled Mastries to be about damage mitigration on a later date when they can modify the client.

We don't even know what kind of armour or builds the class will be facing and you want to rework it based on... Assumptions? :(
No I don't want to, it's a sugestion to the Devs on how to make a hybrid healer a part of the game.
And dmg mitigration can be done tons different ways, And since "hybrid healers" have less heal output and less dps output of a pure class it just makes sence they have tools to help staying longer in combat. Fits with the hybrid healer theme.
And since like you said don't know how the future looks like gear wise I didn't make any sugestion of how those damage mitigration skills would look.
Image

Ads
User avatar
NSKaneda
Posts: 987

Re: How to actually make hybrid healer a must for each group

Post#29 » Sun Oct 16, 2016 1:27 pm

But hybrid healer already is a part of the game. The whole point of 1.4.ballance changes was to change AM/SHA mechanic to this gameplay and to bring RP/Z up to par with shammie hybrid mechanic (aka "dps zealot conundrum").

Dmg mitigation? Offensive debuff. Defensive buff. Absorb shield(s). How much more mitigation you need?


Edit: and I don't find my 1.5 - 1.9k crit heals to be gimped or not enough to heal anyone. Spammable heals.
RoR: Burszui SH, Ropopuch SHM<|[]|>Ginnar IB, Zuriael AM, Runatyr RP ++ REV guild ++
Live: Karak Izor -> Karak Norn - Yarpaen IB, Ginnarr SL, Volundr ENG +Ithilmar's Chosen+
* * * playing every class in game * * *

User avatar
roadkillrobin
Posts: 2773

Re: How to actually make hybrid healer a must for each group

Post#30 » Mon Oct 17, 2016 7:46 am

No hybrid healers are not a part of this game. The option to play one is there but the effectiveness of those builds gets completly destroyed when you compare em to a pure healer or dps class in a group setting. The hybrid healers performs maybe 25-40% of those classes when both are in the hands of competative players.
Image

Who is online

Users browsing this forum: Fey and 7 guests