salazarn wrote: Thu Mar 06, 2025 9:40 am
Bozzax wrote: Wed Mar 05, 2025 5:54 pm
I suspect most ppl that push the willpower dream has never played a healer seriously ever. There is no such thing as striking a balance btw defenses and heal output. A dead healer don't heal simple as that guess what will always be prio 1.
If you have problems killing something in this iteration you
a. Play solo DPS
b. Live the 2h tank dream
c. Play in random groups with no coordination
d. Play a DPS healer
e. Play in a WB that don't flanc or move very well
One could say why then shouldn't sorcs and bright wizards be tanky like healers. Why should a healer be tankier than another ranged class that cant detaunt and continue doing its job so easily and has only 100ft range.
It's more controversial but I also believe rvr to be largely a numbers grind. And I think one of the main reasons for this is that healers being tanky as hell and being able to ress in combats have the ability to draw out fights, nullify sudden 'lightning strikes' and drag fights out into attrition that is based on numbers and dps.
RvR in RoR always means more dps will win because of the 24 aoe cap, removal of 50% Aoe Heal debuffs,Removal of Strong CC and Removal of Morale bomb(when cap is 9 there is no reason to cap morale dmg because you cant wipe Warband, you can wipe 1/3 of the Wb) 9ae cap makes sense because there is 8 tanks in WB so with good positioning tanks soak up the dmg. It takes 3 people to hit 24 with 9 cap. Now it takes only 1. Ofc healers need to be tankier than random ranged or melee dps because they need to be alive to heal... if 1dps could kill 1 healer that doesnt make any sense. If healer just knows to detaunt and prekite you think they are OP...
Tanks are designed to take beating with 9 cap and healers are designed to heal 6 people with Grp heal. So these reasons, also adding the shield to dok/wp + adding off GCD Charge that is also 2 sec stealth. Both of these in my opinion BREAK the Holy Trinity in War and thats is why its obvious there shouldnt be tank/heal sorc/bw...
Aor just did all of the things better. Did you know that Sorc ability Absorb Vitality could heal crit! and Sorc has 35% Heal crit with 100% Mechanic so it did actually crit quite often, i dont remember if 100% More critical dmg affected the crit, but 2k Heal crits from 1 ability for Sorc is all the healing Sorc needs and should have in this game. Absorb vitality heal portion critting was the only thing making it worth 13pts ability.
Now you cant do anything with 6-12 against 24-30. When cap was 9 and we had 50% aoe hd's, Original GOOD CC and everyone had counters. Dps Dok Goodluck against 2h Sm and 2h Kotbs. And Shaman/Sqherder had Wl with pounce + 10s snare 5s Cd. Also Destroy Confidence Kotbs. Now there are no real counters to everything.
6-9 vs 24 you could Go in with 9sec aoe Stagger, and with single target specs being powerful, you could do ALOT of kills during that 9sec, then pull back and repeat. There is no fights like that anymore because the tools dont exist to have those fights. with 24 ae cap there is no fluff aoe dmg, it all matters and that literally means more dps random spam will always win...
And in RoR, people who think that healers are too powerful think that way because 1.5s GCD. 035-04s Slower gameplay and that means we went from 8 skills in 10+sec to 6 in same time. This obviously buffs everything that has casts over 1.5s. And isnt it funny, that in 6v6 nothing dies because shield dok/wp but in RvR everything dies too fast.
"To clarify, me asking to developers to go test their own changes is not sign of toxicity or anger, but a sign of hope that the people punching in the numbers remain aware of potential consequences and test their own changes"-Teefz