bwdaWAR wrote:After reading through (most) of this thread, something occurred to me: is the caster vs healer "problem" perhaps a blessing in disguise?
As a side note, I always felt this was somewhat exaggerated and the complaints were more due to classes that were among the easiest/best ones becoming harder to play than they were before rather than actually underperforming. Admittedly I have no access to any sort of statistics, but BWs and Sorcs, the two classes mostly affected here seemed to be pretty popular, which is usually an indication of an easy class. And now they... can't deal with healers (and healers only) that easily? Is that really such a horrible thing? Magi and DPS healers are also affected of course, but any nerf to disrupt will affect all casters, not just the unpopular classes/builds. Similarly, a problem many don't seem to realise is that a flat nerf to disrupt or buff to disrupt strikethrough will affect not just healers but also tanks and even DPS, making them potentially even more vulnerable than before the avoidance update (melee DPS especially). So... perhaps there's nothing wrong inherently with the healer/generic disrupt as it is, just a few classes that already struggled before need some kind of boost, perhaps an anti-healer ability kit?
But back to the point; a few posts here have noted the rock-paper-scissors design the game seems to aim for. If the caster range DPS have a harder time to deal with healers now (and with no change to this incoming), won't that indirectly mean a buff for the classes that can, especially those whose niche is this? I'm talking about the WE/WH, two unpopular classes that we not long ago even had a thread about, who struggle to find a place in all aspects of the game other than one-on-one ambushes. If dealing with healers is more difficult to the caster DPS people were playing with before, perhaps now they'll more readily consider teaming up with a WE/WH who would be a "wasted party/WB slot because we could get something better" before. It might mean an alternate but valid strategy at least.
The thing is, sorcs (and BW to a lesser extent) being unable to pressure healers makes them utterly helpless against any standard, well played party. And the singletarget rotation makes them extrmely hard to play against healed and guarded targets, as chances are that even if you can punt the guard the burst is telegraphed in such a way that a guardswap, cleanses, bubbles, heals, HTL and everything else is in full swing. This combined with the fact that healers simply won't get bursted right now wrecks the class as this leaves no weak spots to target. Target selection against pugs is easy, target selection against good players doesn't exist, there is no right target.
Now, taking into account that any cometitive gameplay is non-existant these days, and this is basically Farming Simulator 2018 WAR edition, things working like they do might not be considered bad, but in the grand scheme of things this is in fact a rather huge balance issue. As is stated several places, balance isn't based on performance against pugs, but against equal opposition.