Re: AM/Shammy Healing
Posted: Mon Jan 25, 2016 7:35 pm
I wouldn't mind it, it's an alpha after all.Jaycub wrote:Experimental patch when :^)
Warhammer Online
https://www.returnofreckoning.com/forum/
https://www.returnofreckoning.com/forum/viewtopic.php?t=10874
I wouldn't mind it, it's an alpha after all.Jaycub wrote:Experimental patch when :^)
Well, if you're looking for the community's go-ahead to do what you will with the AM/Shaman's mechanic, I doubt you'll see much opposition. Any meaningful dissent would probably only come out of the woodwork once people have had a chance to play around with any changes a bit.Azarael wrote:You're understanding me wrong. The mechanic is the first thing to resolve in working out how this class should progress. What I would be asking for is the ability to switch to my vision of the mechanic for personal testing, either via a command or via an actual ability, while leaving the default whatever is decided here.Jaycub wrote:I don't like the idea of creating an ability which is just a ripoff of the RP/Zealot mechanic, unless im understanding you wrong.
Yeah I agree, but if they changed these debuffs/Buffs to actually mather it would be a completly different mather wouldn't it?bloodi wrote:The debuff idea didnt work because it was mostly based around stats.
Who would get an am for stat debuffs when a sm/kobts does it naturally while doing everything else.
Depends on the perspective, AM/Shaman are already EZ mode OP in ORvR 1v1 or small scale stuff. But these changes are to bring them closer into the meta for group play, whether that is 6 mans, or in a warband etc... Devs are aware of this when making changes if you look back in some of the posts here.Morf wrote:Im really sceptical, my feeling is if you make hybrid dps/heals work it becomes OP. Im eager to see what proposed changes make it to the final board.
Also the idea of having 3 career mechanic points instead of 5 might make a big difference.
As far as #1 goes I believe he is saying people,need to get ready for boost to AM/shaman dps to make them worthy of the group slot as he does not want useless specs in the game.Jaycub wrote:@Az
1 will never happen because DPS AM/Shamanwon't ever be a better pure dps than bw/sw
Same problem with DPS AM atm with them refusing to heal, I see DPS AM's putting out like 4k total healing in an SC often, while im doing more dps than them on top of doing over 50k healing usually which helps a good bit. People on both sides of the equation are refusing to properly use the mechanic or embrace their hybridness.
I don't like the idea of creating an ability which is just a ripoff of the RP/Zealot mechanic, unless im understanding you wrong. DPS AM/Shaman should be specializing in lifetaps and getting the most out of them, while healing AM should be getting something out of the mechanic that isn't just "oh well when I have a free GCD ill throw out a lifetap for giggles then get back to group heal spam" and it should be something that is effective and not just laughed at by a group cleansing DoK or again ending up being such a minor damage output that it's not worth using.
Then why try to fix a broken mechanic when the game-design itself is faulty, instead of focusing on the pure-aspect first?Azarael wrote: What some people fail to see is that the game can be rigged such that the off-contribution from a hybrid class, or its synergy with select other classes where applicable, can make it more valuable than a pure - /if/ the game is correctly designed. Warhammer's 2/2/2 mentality shows that it wasn't. The setup is almost forced - you HAVE to have two pure tanks to supply Guard for each DPS, you HAVE to have two pure healers, you HAVE to have two pure DPS.
I actually really like those suggestionsroadkillrobin wrote:Well atm it's not wanted in any groups coz the other choise are just better. This is the core problem atm.Nekkma wrote:Fixing Da green and Vaul does not neccessary imply changing the way the entire class plays. Healing shaman is the most fun class I have ever played in any MMO. From a playstyle perspective it is close to perfect. Adjustments should focus on performance without changing the way it plays. At least that is my view.
Nomather how it plays. Or how fun it is. People wanna win. It's a PVP game after all.
The changes of the class needs to make it more reilible at keep your group up or bring something something to the group that no other class currently have. AM have the exact same issue.
I'll post my sollutions again so i just don't point our the problem.
1: Groupheal and Big heal. The current ones casts to slow, and with no in between group heals like other classes have means that any interupts, setbacks or cast time increase just rapes your team. Solution: Make the groupheal heal 3 times over 2,5sec cast instead of 1 at the end.
2: WP/DoK brings AP to team on heal, very good reiiable heals due to short cast times and good dmg mitigration. RP/Zealot Brings Crit Reduction for team. Relible heals due to good AP Management, Good procs and AP regeneration. AM/Shamans brings nothing but heals Heals and a snare pool. Solution: Give them a tactic that has chance to proc cast time reduction of 1sec on direct heal, Caster will love this buff. Change the current Ressistance Buff to a +5% Parry/Dodge/Disrupt buff.