Dakinara
Legacy Supporter 6
- Joined
- Apr 6, 2013
While you aren't wrong of my distaste for healers, your example situation is very off the mark. Basically, I do not wish for the major healing classes (Mystic / Cleric) to be able to kill other players in most situations. They are support classes, and should rely on supporting in order to win their fights. In a 2v2, where one side has a healer and one does not, I'm completely fine with the healer side winning in most cases (assuming he plays his cards right).
The problem is, if their heals are very large values, they can simply kite in circles while dealing very minute amounts of damage, and then eventually win the fight. And not just one fight. Every fight. Most players that play the healing classes don't know how to PvP very well, but a few do, and the ones who do, are invincible. It's not an enjoyable experience to fight a good mystic / cleric, because you will get kited for 10 minutes until they eventually win. It's stupid, and it's not what I want out of the healing classes. I find them to present a very poor form of combat, and a very poor balance situation. But whatever, /rant off
On your heal numbers statement, you are forgetting about the potency of mana regeneration. This a new mechanic to Herocraft, as previously, each class has had a static mana regeneration value. While no, I don't allow you to get obscene levels of healing with wisdom, but I do let the heals exceed the values that you currently see on live, assuming you have a very high wisdom value. In addition to this, the healers have near absurd levels of mana regeneration, allowing you, with minimal mana management, keep your group sustained for much longer durations. If anything, I have buffed the "kiting healer" strategy, as healers benefit majorly from wasting another player's time.
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If this were a standard MMO, I'd have no issues, but it isn't, and so I do. It's too easy for a healer to counter every single class in the game if they have the ability to heal themselves excessively while also kiting any attackers. It's relatively bullshit. Now, I can offset this by increasing the self-heal reduction and then buffing heals, but then healer players will have the same statements of "I don't heal enough". Regardless of how people rate the healing or 1v1 capabilities of these classes, I would much prefer any one of the healers to be in my group over most classes.
Delf i agree that it is generally too easy for a healer to keep itself alive. Alot of this is due to the combat mechanics of minecraft, where damaging an enemy pushes them away, in effect helping them kite. IMO many melee classes should have an ability of sorts called "toss bola" which would be an icebolt type projectile that would root the target if hit for 2 seconds (break on dmg, maybe 10 second cooldown with stamina cost) to help offset this issue. I think this would be a fun mechanic for both kiter and chaser, as if the kiter is paying attention they can try and juke / dodge projectile.
However, in regards to healing specifically, rather than nerf all healing, or further increase self healing reduction, I would much prefer each healer have at least one small, low cooldown heal that is target other ally only. Then the big heals that can potentially be used on self should have longer cooldowns, and have to be used more intelligently so that you have a decision to make on if you should use it on self or ally in many situations. And the target only ally heal could be made to be non macroable, so you would have to more "skillfully" actually target people you want to heal (but not have it be super annoying like now where you will usually start healing yourself instead).
And yes mana regen is much stronger now, but many mana costs were increased to offset - it is still pretty easy to run out of mana fast atm on test, especially when you have to use group heals when only a single target heal is needed.
Also, I agree pure healers (cleric / mystic) should not be a good 1v1 class in general if they focus their attributes on healing. However, they should be a very strong group class and remain a staple of group fights - personally i think healing adds alot to group fights and would be a shame to lose it just due to 1v1 situations - other ways to change hat by reducing ability of healers to heal self by increasing big heal cooldowns, etc.
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