Isn’t that where I posted this? This is the suggestion areaZaxxond wrote:Submit a proposal in the balance forum and see what happens.Unstoppable1776 wrote:Could there be a trial for it? Like a 2 week period to test it out?
Any dev have an opinion on my proposal?
The fix to melee healers
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- Unstoppable1776
- Banned
- Posts: 596
Re: The fix to melee healers

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Re: The fix to melee healers
Post in the link below. But to your point, your suggestion probably has been seen by a Dev by now.Unstoppable1776 wrote:Isn’t that where I posted this? This is the suggestion areaZaxxond wrote:Submit a proposal in the balance forum and see what happens.Unstoppable1776 wrote:Could there be a trial for it? Like a 2 week period to test it out?
Any dev have an opinion on my proposal?
viewforum.php?f=95

- catholicism198
- Posts: 1092
Re: The fix to melee healers
It's always fun to read these types of posts.
An anti-snare ability/buff will just be abused by "kite" groups to flee, instead of charging into battle.
There's no denying that melee healing is broken, but simply giving them an ability that might sort-of, possibly, maybe, in a distant dream close the gap won't accomplish anything if their damage is just going to be heavily mitigated, absorbed, debuffed (taunt/detaunt).
Melee healing is great for pve...maybe a duo in pug scs, but not very effective in the "core" orvr/zergVzerg.
An anti-snare ability/buff will just be abused by "kite" groups to flee, instead of charging into battle.
There's no denying that melee healing is broken, but simply giving them an ability that might sort-of, possibly, maybe, in a distant dream close the gap won't accomplish anything if their damage is just going to be heavily mitigated, absorbed, debuffed (taunt/detaunt).
Melee healing is great for pve...maybe a duo in pug scs, but not very effective in the "core" orvr/zergVzerg.
- Unstoppable1776
- Banned
- Posts: 596
Re: The fix to melee healers
Kite groups to flee... I don’t think you know how m healing works lol...you have to hit something

Re: The fix to melee healers
... unless you're running awayUnstoppable1776 wrote:Kite groups to flee... I don’t think you know how m healing works lol...you have to hit something
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- footpatrol2
- Posts: 1093
Re: The fix to melee healers
So pretty sure lifetap healing main design purpose is to be used in a keep offense. At least 40% to 60% of the purpose at least.
You used to have a door you could reliably hit consistently. This allows you to assist heal rampart raider's in your warband in a keep offense. Not every spec is suppose to be used in open field fighting.
The biggest advantage of lifetap healing is you do not need line of sight to heal.
You used to have a door you could reliably hit consistently. This allows you to assist heal rampart raider's in your warband in a keep offense. Not every spec is suppose to be used in open field fighting.
The biggest advantage of lifetap healing is you do not need line of sight to heal.
- catholicism198
- Posts: 1092
Re: The fix to melee healers
No, I know exactly how melee healing works- or rather does not. ...and what I know even better is how the community loves to exploit any and every chance/opportunity they get.Unstoppable1776 wrote:Kite groups to flee... I don’t think you know how m healing works lol...you have to hit something
This isn't like WoW/Swtor where you can only select one path. You can easily get all the essentials for the healing mastery then invest the rest in "melee heals-" it doesn't mean you're going to melee heal- just benefit from that mastery's utility.
If you actually think this will help and is a worthy change, then head to the balance forum and lay out your case. Just know that you need a DoK/WP that is at least r40 rr40 before you'll even be considered.
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Re: The fix to melee healers
Yeah mitigation/guard and other dmg reduction really hurt the spec. The more difficult and coordinated the enemy gets the weaker this spec performs. It's still a nice spec no question but there is definitly a problem that the healing is nearly nullified if the enemy is playing deffensive. Being snared all day is a problem aswell but this can mostly be dealt with snaring the enemy all day aswell or good kicks.^^catholicism198 wrote: There's no denying that melee healing is broken, but simply giving them an ability that might sort-of, possibly, maybe, in a distant dream close the gap won't accomplish anything if their damage is just going to be heavily mitigated, absorbed, debuffed (taunt/detaunt).
Well in this case DoK would give up AoE detaunt for the snare immunity. I mean sounds like a fair deal.catholicism198 wrote:
This isn't like WoW/Swtor where you can only select one path. You can easily get all the essentials for the healing mastery then invest the rest in "melee heals-" it doesn't mean you're going to melee heal- just benefit from that mastery's utility.
That sounds horrible. 40-60% of it's design purpose is hitting a keep door and healing others with it...don't know about that. They are generally usefull in small scale like most single target dps classes. Meele healing is just not something for zerg fights. In how many cases are you really really close to each other. Like never most I've seen from zerg/bombing is a good few meters distance between the both lines. Only in a few cases you actually push onto the enemy and in that cases it's either done quick (moral dump) or someone backs off and you chase them.footpatrol2 wrote:So pretty sure lifetap healing main design purpose is to be used in a keep offense. At least 40% to 60% of the purpose at least.
You used to have a door you could reliably hit consistently. This allows you to assist heal rampart raider's in your warband in a keep offense. Not every spec is suppose to be used in open field fighting.
The biggest advantage of lifetap healing is you do not need line of sight to heal.
Re: The fix to melee healers
Unstoppable1776 wrote:Could there be a trial for it? Like a 2 week period to test it out?
Any dev have an opinion on my proposal?
This is not the appropriate place to submit proposals. Mods dropping the ball on this one - this thread should have already been closed. Abundantly clear:
(viewtopic.php?f=15&t=20423)Topics made to suggest combat system, gameplay or balance changes will be locked.
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