Re: classes role
Posted: Tue Aug 18, 2015 2:31 pm
Whether a low skillcap class should have anything other than mediocre reward is really something that's up for debate.
Warhammer Online
https://www.returnofreckoning.com/forum/
https://www.returnofreckoning.com/forum/viewtopic.php?t=5284
Melee healers don't need guard. They have a tactic that makes their detaunt AoE, effectively giving them a self "guard". It can be re applied as soon as the duration ends.Torgen wrote:My 2 cents x)
1°) he needs a guard to be viable, so that's one dps that will not be guarded
Maybe the melee heals should have a 10ft range instead of 5ft. As for only having tanks at reach, it shouldn't be a problem if melee healing base value is increased (therefore not relying on damage dealt). For example, instead of being "heals for 100 + 50% of damage dealt", it could be something like "heals for 400 + 25% of damage dealt".Torgen wrote: 2°) he lacks a decent option to reach melee range. A healer has to be reliable, if a single kb+snare is enough to neutrlize him for several seconds then it cannot be viable + if all you can reach is tanks you'll wont heal much
All games do tend to have them though. Warrior in gw2 Sorc in swtor DK in wow.Azarael wrote:Whether a low skillcap class should have anything other than mediocre reward is really something that's up for debate.
Maybe base value heal can still go off even when blocked/parried, and only the +x% damage is ignored.Torgen wrote:Not sure the aoe detaunt is enough but maby I'm wrong. As for tanks, increasing base value would help, but if I'm not mistaken blocked/parried attacks will still not heal, so the issue remains.
This could work, but the healing part would scale with willpower (well, atm it doesn't scale at all on sigmar's radiance but it will need to be changed) so you'll be gearing willpower for melee healing? That would suppress the only advantage melee healing has over ranged healing : assisting dps. This would also make the gameplay pretty dumb imo, as all you would do would be spamming your healing strike on the first tank you see... that's not really better than spamming gheal x)Penril wrote:Maybe base value heal can still go off even when blocked/parried, and only the +x% damage is ignored.Torgen wrote:Not sure the aoe detaunt is enough but maby I'm wrong. As for tanks, increasing base value would help, but if I'm not mistaken blocked/parried attacks will still not heal, so the issue remains.
Is there even a "high skillcap" class in WAR? There aren't any skillshots etc... in this game, or abilities/builds etc... that really let good players shine, of if there was they were nerfed into oblivion or shreded by CC changes.Telen wrote:All games do tend to have them though. Warrior in gw2 Sorc in swtor DK in wow.Azarael wrote:Whether a low skillcap class should have anything other than mediocre reward is really something that's up for debate.
Im not sure its as important on an emu server as there is less likelyhood of new players needing a simple class.
Still Im sure any new players will need an easy effective class to jump in with.
Stat conversion is already in game, rp/zealot. Could be applied to melee healer WPs. The big thing I'm seeing here is the divide between ppl who want the class go be a viable dps option and the ppl who want to be a healer but melee being how you heal.Doodoopeepee wrote:Also yes - Strength will need to contribute to healing somehow. There are multiple ways to do this:
1) Vamp - % of Ability damage dealt turns into healing. This allows the +dps gained from STR to contribute directly to heals. Downside is that it's affected by mitigation from target making it less useful versus tanks, but more useful versus squishies (a good thing, I think).
2) Stat translation - Willpower is increased by a percentage of STR total. Perhaps a talent that does this? Has most potential to be overpowered since WP is gaining free stat-value.
3) DPS-specific heals use STR instead of Willpower - Just change how certain heals (available only to DPS-spec'd WPs) scale.