Re: [AM] Class Mechanic Tweak
Posted: Sat Mar 16, 2019 10:47 am
About am/sh meccanic, it's good but they had special things which distinguished them from other healers as the follow
-Group heals while moving
-aoe snare pot
-short ammount of time for ress (shorter furthermore by tactic).
2 of these special has been complete lost over patch history
About meccanic the main probl has always been the ap consumption, but ap consumpion do not just pass from meccanic but even by single ap skill cost.
Why both classes still have. A 55 ap heal???
Regarding how meccanic should work, the original meccamic was better since it both decrease cast time per point spent which mean that build 4 off skill and then cast a group heal was the same as cast 1 group heal but you could do additional stuff meanwhile if skilled enough and/or by stayng near the enemy (risk) but you didnt have buffed dmg from meccanic. That was decided by your primary stat willp or int.
Regarding malus in meccanic this is bull **** , not every meccanic need malus, some does because class difference. Some classea have a playstyle unlocking meccanic like wh/we some have a meccanic buff type like choopa/slayer.
Only buffing meccanic also give malus after a certain meccanic point.
Am/sh is the first and should have no malus.
Ap, cast time reduction are what meccanic need other problems are commons problematic issues in every heal based on dmg.
Lifetap which work on int are flawed, they need to work on willp and heal crit for the heal part and int and off crit for the dmg part. And have base fixed ammount of heal i stead calculated on dmg
So a healer do **** dmg and good heal and an off healer do **** heal and good dmg
Both can do both with different quality of quality degree with out a hidden unwritten meccanic to balance it.
A very strong ap reduction could also lock em out of ap drain miss problem and leave it as an supp/off utlity instead, kind of rp/zeal stag.
Group heal on the move need to be brought back as that was the only way to kite in wb vs wb effectivly. Their main quality in orvr.
Aka these classes need 4 things for me
-55 ap heal dropped to 45/40
-Cast time reduction on meccanic again while keep ap reduction
-depending on the sich a faster meccanic generation/consumption
-lastly am need funnel essence casted on the move, since shammy can move due have in that mastery spot a tough + hot buff, maybe give a 20% snare while channeling but it's too static right now.(And fix pose....).
Shorter cast time will also make 2 sec cast st heal usefull again. If group heal on the move get enable plus now that am/sh have back the 20% heal proc this should give em both a special thing in sc and orvr
-Group heals while moving
-aoe snare pot
-short ammount of time for ress (shorter furthermore by tactic).
2 of these special has been complete lost over patch history
About meccanic the main probl has always been the ap consumption, but ap consumpion do not just pass from meccanic but even by single ap skill cost.
Why both classes still have. A 55 ap heal???
Regarding how meccanic should work, the original meccamic was better since it both decrease cast time per point spent which mean that build 4 off skill and then cast a group heal was the same as cast 1 group heal but you could do additional stuff meanwhile if skilled enough and/or by stayng near the enemy (risk) but you didnt have buffed dmg from meccanic. That was decided by your primary stat willp or int.
Regarding malus in meccanic this is bull **** , not every meccanic need malus, some does because class difference. Some classea have a playstyle unlocking meccanic like wh/we some have a meccanic buff type like choopa/slayer.
Only buffing meccanic also give malus after a certain meccanic point.
Am/sh is the first and should have no malus.
Ap, cast time reduction are what meccanic need other problems are commons problematic issues in every heal based on dmg.
Lifetap which work on int are flawed, they need to work on willp and heal crit for the heal part and int and off crit for the dmg part. And have base fixed ammount of heal i stead calculated on dmg
So a healer do **** dmg and good heal and an off healer do **** heal and good dmg
Both can do both with different quality of quality degree with out a hidden unwritten meccanic to balance it.
A very strong ap reduction could also lock em out of ap drain miss problem and leave it as an supp/off utlity instead, kind of rp/zeal stag.
Group heal on the move need to be brought back as that was the only way to kite in wb vs wb effectivly. Their main quality in orvr.
Aka these classes need 4 things for me
-55 ap heal dropped to 45/40
-Cast time reduction on meccanic again while keep ap reduction
-depending on the sich a faster meccanic generation/consumption
-lastly am need funnel essence casted on the move, since shammy can move due have in that mastery spot a tough + hot buff, maybe give a 20% snare while channeling but it's too static right now.(And fix pose....).
Shorter cast time will also make 2 sec cast st heal usefull again. If group heal on the move get enable plus now that am/sh have back the 20% heal proc this should give em both a special thing in sc and orvr