DPS AM can play a valuable role in a 3-2-1 kiting RvR party. That's about it as far as I can see.
As you stated, in most instances min/max classes will win the day, I can't see that changing. Generally, ensuring that hybrid gets a place in a group is fraught with issues as quite often it makes the class very imbalanced on a 1v1 basis. Now, I know the Devs don't want to balance around 1v1, but likewise we don't want to have a 1v1 monster.
How to actually make hybrid healer a must for each group.
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.
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.
Re: How to actually make hybrid healer a must for each group
Karak-Norn /// Asildur - RR100 WL /// Marsares - RR95 AM /// Nirnaeth - RR64 SW
Ads
Re: How to actually make hybrid healer a must for each group
roadkillrobin wrote: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.
This game doesn't have dungeons yet for single heals to be viable. And even if, shaman and AM were always secondary healers to WP/DoK. It's a question of what you want to achieve - why try and make SHA something it's not when you can play DoK and have the gameplay you desire? Or RP/Z, they were always splendid 1target off-healers.
Hybrid healer is an orvr 100-60% healer, green and pressure generator. Had I wanted it to heal 4-6K in a dungeon I'd switch builds. For controlled, enclosed, repeatable, safe PVE where healer **** and AP cost can be picked up by WP/DoK

Basic unit of Warhammer is 6, not 1

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 * * *
Live: Karak Izor -> Karak Norn - Yarpaen IB, Ginnarr SL, Volundr ENG +Ithilmar's Chosen+
* * * playing every class in game * * *
- roadkillrobin
- Posts: 2773
Re: How to actually make hybrid healer a must for each group
I'm not talking about 1's
I'm talking about 6's all the way, and in a group of 6 were you always have the option to bring a better heale,r a class designed as a hybrid healer is always gonna be pushed aside due to effectiveness.
The dmg increase of the group vs unrelliabillity of the heals isn't worth it. It's never gonna change in a PVP setting unless dpsheals is pushed to the effectiveness of a pure healer, and that will just put pure healers in the same situation. Why bring a pure healer when you can bring a hybrid healer with the same heal output but also brings dps utillity. And this will go on and on until you realize that the group options are the problem. Not the classes themself.
So you either make all pure healer specs equally ballanced or you only have 1 pure class healer availible for each realm and limits it to 1 per group. These are the only 2 options thats ever gonna be viable and functional tbh.
There's a couple of other ways to do it aswell but would require massive changes to the game and max hitcaps and reballancing the dps output etz. But it would probobly be easier to just make a new game if you wanna do such drastic changes.
I'm talking about 6's all the way, and in a group of 6 were you always have the option to bring a better heale,r a class designed as a hybrid healer is always gonna be pushed aside due to effectiveness.
The dmg increase of the group vs unrelliabillity of the heals isn't worth it. It's never gonna change in a PVP setting unless dpsheals is pushed to the effectiveness of a pure healer, and that will just put pure healers in the same situation. Why bring a pure healer when you can bring a hybrid healer with the same heal output but also brings dps utillity. And this will go on and on until you realize that the group options are the problem. Not the classes themself.
So you either make all pure healer specs equally ballanced or you only have 1 pure class healer availible for each realm and limits it to 1 per group. These are the only 2 options thats ever gonna be viable and functional tbh.
There's a couple of other ways to do it aswell but would require massive changes to the game and max hitcaps and reballancing the dps output etz. But it would probobly be easier to just make a new game if you wanna do such drastic changes.

Re: How to actually make hybrid healer a must for each group
Clearly we are playing different games 

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 * * *
Live: Karak Izor -> Karak Norn - Yarpaen IB, Ginnarr SL, Volundr ENG +Ithilmar's Chosen+
* * * playing every class in game * * *
Who is online
Users browsing this forum: No registered users and 7 guests