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Last edited by Nicola; 2013-12-24 at 02:57 PM.
Just think about it for a minute. Cataclysm and Pandaria both added many active throughput cooldowns, and now everything is tuned around that. When someone stacks 3-5 cooldowns and temporarily triples (or more) their damage, it still has to be possible to deal with it. So, if three times your sustained throughput can be handled, how do you propose it be possible for your standard damage to be threatening? You might want to give healers the same cooldown reliance, but I doubt it would work out cleanly since different dps have different cooldown lengths and values. You'd have to restructure and balance every dps and healer on an absolute razor edge, and that's not a realistic expectation. On top of that, healers are already the hardest thing to play at high competitive levels and unforgiving cooldown reliance like that would make it even tougher. It would be a lot easier to just lessen the value of cooldowns for dps or remove some (or all) of them. To go back to an intersting game pace like BC had, damage cooldowns have to be as minimal as they were back then.
If he's so envious of healer's ability to survive, why not make one of his own? Or.. is he too lazy?
You do not need healing throughput to deal with DPS burst Cooldowns, you need healing Cooldowns, CC, and defensive abilities. Which healers have. Warrior pops reck or Rogue hits Shadow Dance or Shaman pops Ascendance, you dont need to be able to out heal that damage that you can is asinine, what you need to be able to do is mitigate it, like using roar/Clone/Root, NS Unleash, Healing Tide, Tree, Hand of Protection, Monk Bubble... Healers have cooldowns to counter dps cooldowns, healers have CC to counter DPS CC, and you have partners to help as well.
Healers do not need to be able to out heal burst cooldowns, that is beyond broken. You reduce healing throughput to a good level, you reduce the amount of instant CC, and you get an RMP vs WLD match where the health bars go down and up at a gradual pace, where healers can fall behind, where sustained damage matters, and where people dont expect to always lose while in a CC.
When you see someone in a thread making the same canned responses over and over, click their name, click view forum posts, and see if they are a troll. Then don't feed them."Gamer" is not a bad word. I identify as a gamer. When calling out those who persecute and harass, the word you're looking for is "asshole." @_DonAdams
i see that the other way around. Healers are extremely easy to play and have success with, dds are hard to master in the arena, most don't know about timing their offensive and defensive cds, and how they should move and stand in the arena. Most don't know how and when to burst, most do not know how to use their cc proberly, besides some healers simply won't die without enough pressure, cc and burst combined.
it might depend on the bracket and comb though. in 2s and rbgs its save to say healers are not only overpowered but extremely easy to play and master. while this might not be the case with 3s. The exception is boring cleave with 1 dd and 2 heals. the dd has a lot of pressure to land a kill... he won't die easily, but he will get peeled and cc'ed 24/7, never landing a kill that way in a sane period of time. a bit similar to 2s with a healer on each side, not even sure if boring cleave is any viable in mop as healers really got overpowered hard.
About the Topic:
I'd say they should go oom and lose most of their cc. I wouldn't mind to remove them from pvp(arenas, bgs) completely similar what happened with tanks. Its just better for this game. pure dd specs should be allowed to heal the same amount with BF debuff as hybrids do, and hybrids only benefit is to heal others, but not more - and since this is a pretty limited heal on average the pvp expierence will be far better and dmg, debuffs as well as cc won't get neutralized in mindless overheals by mulitple dedicated healers, instead, all players have to use their defensive cds and peels to survive incoming burst and kill attempts. Exactly as in BC, and this is the main reasion why BC PvP was simply the best, yet.
no healers is just sad for some classes that have only 1 dd spec, like ret and spriest. Its sweet irony, that these are the underdog specs right now in arenas.
btw, look at the items that you get on the timless isle. Some reduce pvp healing by 90% for a short period of time...seems even blizz knows healers are a problem, but companies usually won't admit their fails in public.
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well, talking about sustained dmg, there is a reasion why the dk is last place in arena representation, he has only that and not quite enough cc and burst to play this stun and gun game. But since you obviously play a warrior, i wonder whats the problem?
i switched to an old rogue main lvld him to 90s and did some pvp and i become an unstopple cc machine deciding games on his own, without any gear, exactly like in bc, wrath and cata, too.
i just think specs that are slow and have almost no cc should be harder to kill, instead we get specs that got high mobility, heals and tons of cc and burst all-in-one wonders.
Last edited by Tyrannica; 2013-12-28 at 05:49 AM.
Adds to the lopsided battles more like it;
If you have a 15 vs 15, and one team with two heals vs one team with no heals then consider it takes 3-4 dps to kill a healer in a timley manner that means 1 heal is equal 3-4 dps thus it is really more like 19-21 vs 15 and an auto-win for the team with heals.
Healers can even one on one a weak-self healing dps class like a Hunter over time simply by weaving in a little dps to their rotation while easily out healing theirs, no excuse for that.
Yet in your own example all you would have to do is spam instant cc on the enemy healers and zerg rush down as many peeling dps as possible. That's why any numbers larger than 3v3 in the current iteration of this game are pointless, because it simply adds too many variables to even hold a semblance of balance, especially considering the idiotic developers of this game are trying to balance for such a huge range of pvp platforms AND pve.
On topic, healers are op, dps are op. Healers outlive all of my burst, dps out damage all of my heals. It's the same argument that's been facilitated since the iteration of arena, or hell, even pvp itself. One thing is certain however, with the amount of CC and instant cast abilities (both for dps AND healers) in the game currently, as well as pvp and pve not being separate platforms, I can guarantee you will never see the light of balance in this game.
They -could- very well and easily balance it, but they would rather save something like that for an expansion kicker to use as a marketing ploy as to attract to the pvp consumer crowd. Much like item squish and "cc reductions" in WoD, which could have been done 2 content patches ago. They would rather force us to wait for an expansion simply because they can tack those "features" onto the expansions "List of epic changes", despite them being developed months ago.
Last edited by Manabomb; 2013-12-28 at 02:04 PM.
There are no worse scum in this world than fascists, rebels and political hypocrites.
Donald Trump is only like Hitler because of the fact he's losing this war on all fronts.
Apparently condemning a fascist ideology is the same as being fascist. And who the fuck are you to say I can't be fascist against fascist ideologies?
If merit was the only dividing factor in the human race, then everyone on Earth would be pretty damn equal.
First of all, I apologize if my post does not make sense in some areas, it's early and I cannot sleep.
Healers in general do not need to be nerfed, some of the healing specs and abilities do. When you point out instant-spammable-healing, OP, I think of healing spheres; a very powerful and unbalanced healing spell. But, IMO, monks need it because all their healing is channel based and easily interrupted.
If you wanted to nerf all healers in PvP, you would also need to nerf DPS, instant CC (primarily blanket silences), and cooldowns. The issue with making healers cast most of their spells is that it would render them completely useless against most opponents, as we have seen with shadow priests. You cannot simply nerf one side of the problem, you have to nerf both.
IMHO, I feel instant healing should be weaker than casted healing, because spending 3 seconds to cat a heal should yield more reward than a one gcd heal. But the issue with that is that it would obliterate any healing balance in PvE, where healers aren't being trained or focused. Or, it could be implemented as a healing set bonus tacked onto PvP gear.
Instant healing reduced by blah. Casted healing increased by blah. And then have a seperation of PvP Power for instant and casted healing; obviously casted healing would scale more. Of course, this could be a more complicated solution than simply reducing the amount of instant damage and healing, and buffing casted damage and healing.
But, if casters take this hit, then melee would have to be nerfed too. Their instant damage would have to be reduced, and so would their interrupts.
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I hate when people say healers ruin everything. They don't. They raise the skill floor and actually make you have to use strategy and be tactful to defeat opponents who have a healer; instead of seeing a DPS and then popping all CDs and globaling them.
If a healer could not sustain themselves, then they certainly would not be able to sustain another person. Simple logic, it's not a BS counter argument. All you would need to do to best a team with a healer is have one person stay on the healer while the rest go crazy. Boring.
I love healing, but I hate it when the only thing I can do is instant's because 2 melee are on me, or because one warrior with disrupting shout can make me unable to cast anything.
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OP, you say you hate how healer CDs negate DPS CDs. Well, I hate how most DPS barely have to set up any of their burst and push one button and expect everything to die. (Rets, Ferals (to an extent), combat rogues (to an extent) have to plan their burst.) This CD issue was more prevalent in MoP, IMO, and is the core problem with PvP ATM.
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But back to my view on the topic. If you want instant healing nerfed, fine; but to do so, everything else needs to be balanced around that concept. Healers do not need to be removed from PvP, and their defense does not need to be neutered; all casters just need to do exactly what they are called: cast spells and not spamlance/spamfire/pyrospam, etc. And melee/instant CC would have to be adjusted accordingly.
Again, I apologize if some, or all, of this post does not make any sense; it is early and I cannot sleep.
Last edited by Umbralight; 2013-12-31 at 07:41 AM.
The issue is interrupts would be too strong if they landed, or not strong enough when missed.
You'd have to vastly reduce interrupts, increase their CD's, reduce lockout durations, and make more "interrupt protection." Hardly a bargain.
I think they should reduce instant spell damage by 50% but also reduce healing from instants by 25% but replace blanket silences with instant sielnces and reduce the cd of them by half. It stops all the instant damage, reduces healing damage, fixes the blanket silence problem and forces healers to cast. ALso it would make you want to pair up with someone that has a interrupt.
Time...line? Time isn't made out of lines. It is made out of circles. That is why clocks are round. ~ Caboose
nerf mana regen already for healing and DPS.
Don't care if healer are godmode 1v3npneverdie, make them ran out of mana faster.
mana for dps? what that blue bar?
i agree with poster, pvp sucks now. heals are overwhelmingly powerful
I think healers are fine. Hell, I think the 2v2 dps only team is more viable then a healer/dps. There, I said it.