Post#78 » Sat Sep 15, 2018 8:23 pm
Putting this thread back on track - I don't think there's a problem with the healing in the game. The meaty combat lets classes/tactics/CC timing really feel important. If every BW/Sorc evaporated the enemy team within seconds of contact the game would just suck.
Regarding AMs:
1. I'd just like to point out that my glass cannon Magus' Indigo Fire of Change ticks twice every six seconds, for around 1000-1200 damage if I crit, while the scorching touch tactic lets AM have around the same damage output in half the duration - a pretty notable increase in burst DPS.
I'm not sure whether that says more about the state of Magus play or AM's being overpowered, but I'm regularly reminded that my Magus can't heal himself.
2. Looking at what Dan and Peter have said, it seems like they're looking at balance from a premade/WB point of view, but I just wanted to point out that this game is not just premades.
I feel like Destro especially runs in more of a "laissez faire" manner than Order does, and I'm not sure either of you play enough Destro to understand the (pretty overwhelming) dissatisfaction with AMs on our side. For me, at least, it's at the point where not only are solo AMs killing me on more than just my RDPS chars, but if I go into Doomfist and see two or more AMs on the enemy team, I start to wonder why I'm wasting my time in that scenario. And, let me just say, I have never seen more AMs in this game than I have in the past two weeks - and players don't usually flock to easily countered DPS/healing classes (looking at you DPS DoK/WP).
On that note, a lot of this thread has been talking about how to counter AMs, but its specifically in the situations I just mentioned that there is no guarantee of a counter. And without that counter, the DPS AM just runs roughshod over other classes in a pub setting. It has enough CC (a punt, two detaunts, and two snares, IIRC) to peel most melee, and enough healing output - even if in DPS mode - to survive probably all but the most coordinated of DPS in conjunction with detaunt. Not every class has a detaunt, gap closer, or silence on hand to counter, and good luck trying to get a pug team to help each other with utility abilities.
At the end of the day, I don't think you should let a single class have so much command over a whole area of the game (solo and PUGs). For me the situation is reminiscent of the WL debates, where some would say there were ways to defeat the WL through group play, when the reality for all but the most coordinated players on Destro was obliteration in a KD window and an unkillable tank.
Of course you're welcome to tell me to "get good" and play more in groups, but that still means you're writing off the likely majority of the playerbase who doesn't play RoR too seriously.
3. If AM DPS is not going to be tuned down, there needs to be direct parity in the Shaman DPS tree. I think a large reason this thread is filled with Destro complaining and Order waiving away the concerns is because there is nothing for Order mains to compare their experience to, as Shaman DPS is just lacklustre in comparison. If you're going to make such a powerful damage dealing "pubstomper" spec with Scorching Touch and Radiant Burst - it needs to be two sided.
BG: 80+ | BLORK: 70+ | CH: 60+ | CHOP 70+ | MARA 70+ | DOK: 70+ | WE 70+
aSW: 70+ (RIP) | SL 80+ | BW 70+ | WH 70+ | SM 60+