Hi, its a complaint thread but a constructive one.
Personally my greater expectation with the level cap raise was a rework in how OP the healings where, i hoped that with the level cap raise i would have back that experience from when leveling up and running a dungeon of been healed while fighting, having to administrate the HP imput provided by the healer and the damage imput made by the minions. As health bars had become obsolete in epic level 60 content, since a player was either full health or dead.
To my personal dislike that was not what happened, instead of puting the healing on perspective they just made the healers obsolete by putting all minions on t2 dungeons with the possibility of instagib a player, thats not fun!
Being healed bit by bit while fighting hordes of enemies IS FUN! I play GF and i must say that a lot of the traits from the class is useless since they come into action while the GF have 50% of the HP or 30%, there is no such a thing. Or my GF is 100% HP or he is dead, no middleground.
It made the priest DPS build super useless too, to anything that isn't solo play.
Oh, and the PvP... If just one team have a healer its a insta win, and if both have the match take a WHOLE HOUR to end. Since in PVP everyone does half damage and while nominaly healers "just" heal half of their healing output its enough to bring an almost dead character to full health instantly.
So IMO the bad work handling healers ruined the whole game experience.
And the worst part is that i can't even run the FUN dungeons again with a new character cause the dungeons were removed from the game!!! lol.
Comments
edit: or to bohemian
And I don't PvP much, in Cryptic games anyways, because these are pure PvE games. I will PvP occasionally, but I generally play other games for PvP. But I know there are quite a few people that PvP here and enjoy it.
Either way, your first post did not make any good points, and it's just a general rant with ill conceived opinions.
Which PvP games do you play out of interest?
You mentioned that lvl 60 epic content was either full or dead , and then you decry m6 epic content as being full or dead as well. You say "Being healed bit by bit while fighting hordes of enemies IS FUN!" but imply that was never really the case - in fact, it's the same now, just even more important since the dead part will come a lot faster if you don't have plenty of healing coming your way.
Now. I do understand the issue with the under 50% feats, that's sort of a problem so I'd agree with you there.
But beyond that, your post was hardly coherent and didn't really support your premise that healers are responsible for the problems introduced in m6... Bugs and an inadequate understanding of the realities of how people play the game which caused a huge mistake in our they assess and set difficulty, are responsible for the bulk of the m6 problems, not healing.
Sekhmet@kvetchus_
Guilds: Greycloaks, Blackcloaks, Whitecloaks, Goldcloaks, Browncloaks, Spiritcloaks, Bluecloaks, Silvercloaks, Black Dawn
Tredecim: The Cloak Alliance
I've quit more PVP games than I care to admit because the score was still in double digits 10 minutes in and aint nobody got time for that.
Ok, so, I think I'm beginning to understand. I don't know what instagib mean, but I assume you mean one-shot kill (instakill)? I get what you mean by slower healing over time pre-m6 vs huge heals now. As it is now, if you aren't being one-shot, you're being 5 shot, where before you could take 10, 12 or maybe even 15 hits before going down. Because of the large hitpoint quantities, though, healing like before isn't feasible. If a person has 80K hit points and takes 5 hits for 12K each - not hard if you have a pack of mobs around you, in fact, it can happen in one second - you're down to 20K - in once second more, you're going to die. If you don't get a huge 50K heal, you won't survive the next round. Wash rinse repeat that over and over. The point is, healing increases is a response to the huge increase in damage the mobs got - without it, healers would be completely irrelevant. So again, this goes back to the difficulty problem, rather than a problem with healers in PvE.
Now, in PvP..... I have to agree there, to some extent. You put a solid (not necessarily BiS) DC and OP together, especially if they have tanky builds, nothing can kill them save an entire other team going after the DC at the same time, and even then it's chancy and assumes the other 3 folks are just watching. I've been the pally in that mix a few times where the other team just abandons the point and goes to cap the others, I've also been the CW trying desperately to kill one or the other and failing despite doing massive amounts of damage. PvP is way out of balance in general - the problem though lies less in the healers ability to heal than in the ability of other classes being able to counter. There's no good solution, since adding control abilities, or reducing control resistance in DCs or Pallies will severely nerf them when they're not working in tandem with each other. Fact is, it's a very power combination. They may not be beatable, but you can sure as heck not fight them and go cap other points, kill the other members of their team and still win the match easily. Flexibility and adapting to your enemy's tactics is key in PvP, it always has been.
To me, it still goes back to:
1: Fix the bugs (BIG thumbs up to the terror and vorpal fix coming tomorrow!!!! )
2: Continue addressing the difficulty and power creep as a whole.
Sekhmet@kvetchus_
Guilds: Greycloaks, Blackcloaks, Whitecloaks, Goldcloaks, Browncloaks, Spiritcloaks, Bluecloaks, Silvercloaks, Black Dawn
Tredecim: The Cloak Alliance
I dont see the issue, if you have a team with a lack of control, it happens, how is that the DC problem, there is two full classes that will give DCs complete fits.. CW and Trapper hr.. A really good GWF can also bring down a DC as well.
One good CW, or a perma hr trapper is all that is needed.
Of course if you have a paladin/dc combo, its much harder, but again, thats not the dcs fault or a function of it. ITs squarely on the abilities that cycle with each other.. DC increases AP gain, pally uses it to protect team.
Without that protection, a DC will go down fairly quickly against a similar geared and well played control opponent. With some good timing, sure you can dodge the big hits, but you will get it done and you will kill them.
I throw fits against both of those classes on my DC and if we have no paladins, its a long fight for me.
I use to play APB, long time ago. Played MechWarrior Online, but that went downhill as well. Been playing a little Heroes of the Storm, though MOBAs aren't my thing generally. I also have Guns of Icarus. If I want massive PvP I generally play TESO for that, as I actually enjoy the seige warfare instead of the rather brainless DPS races. I've just learned, ever since Issue 12 in CoH, just stay away from Cryptic games and their PvP designs.
Your rant has no point.
You don't make any sense. I run T2 all the time, and I don't get 1 shotted by minions, with the except of an annoying bug. So far, you've done little to demonstrate you know what you're talking about.
TRUST me, if you removed paladins, DCs would be strong, but not as uber as you think. Its 100% due to the protection of paladins why the matches have increased. They can troll a node more then any other class Ive seen since mod 1 anyways.
You can take a DC down with control, but since every effing match has 2 paladins now a days, sure your going to see super long matches.
You can do two things.
A. rework paladin pvp powers, to tone them down a little bit
B. MAKE dom matches have 1 class limits..
B has been asked for for years now, YEARS. You cant have troll comps if you remove the ability to stack the current OP classes every mod.
There is BY far enough classes to make B happen now.