Since my poll with Tenacity is still on the first page and being voted on (yay I did something right or everyone else's posts are boring) I thought I'd make one for the far more obvious Healing Depression Effect. I say it's more obvious because while Tenacity boiled down to 4 base groups (many people being a mixture of a couple) Healing Depression generally has far less of the mixed group.
From what I've seen so far the basic opinions are as follows:
1. It's Good
2. It's Bad
3. Good idea, Bad Execution
The third one means that they have part of the idea right but the execution of it is cutting their own throats. So once again everyone which group do you fall into
let's get some numbers behind the opinions, Quod erat demonstrandum.
...can I go two posts without proving how much of a nerd I am -.-
Comments
- affects DC capability of keeping my CW alive
- affects my capability of kiting and regenning, the little that I do on my CW, still very important
- affects my greater (maybe) soon to be perfect soulforge making it quite inefficient
- I think it even affects the very little life steal that I have, which is still useful when I crit-shard/oppressive force on group of people
- it blankets all classes with same numbers, when regennig "immortal" CWs never even existed. Why should I suffer cause some DCs, GWFs and TRs are ultra tanky and make very good use of regen?
TL;DR: Fix the EXACT cause, do not apply blanket "fix" for very distinct issues.
Even though I primarily use my DC for PvE, a geared faithful spec is plenty viable in PvP atm. It is actually a lot of fun to heal in PvP, it confuses your team mates (in a good way) when they get heals.
There is no reason to take a DC into PvP if the test server changes go live. Even a completely reckless DPS spec cleric is laughable at best compared to a true DPS class. Sure, mitigation from the circle and debuffs might be beneficial, but not more valuable than a true tank class either. DC will be nothing but a liability in PvP if things go through as they exist on the test server.
Add to that the horrendous itemization for the DC and the already mediocre healing they produce, and healing depression is a darn good reason to never PvP with a cleric.
Squishies get this nerf as well, the DC cannot help them any more. Tanks get tankier, squishies get squishier, DC's get the high hard one.
Healing depression, bad idea imho.
Good threads, though
Jeffrina Jones, GWF
Jeffrodo, CW
Jeffrogue, Rog
Jelfro, GF
Jeffrogolas Do'Urden, HR
Jeffrodo Jaggins, SW
also a lot of u forgot it gives huge survivability boost if they did not give heal depresion regeneration build would become even more imortal then they are atm
On the contrary.
It seems like future PvP changes would require the team to actually work together as a team, rather than a group of 5 people with a 1vs1 mindset. The thing is, with the current incarnation of PvP there isn't really a "team tactic" at all. People just go with any powersets/tactics that would best suit them in a 1vs1 situation, rather than slot powers/spells that are clearly for team use. The individual effects of heals/shielding are so powerful, that an addition of a DC into the team basically makes a one-sided ROFLSTOMP of a match in many cases. You can't kill the DC standing in the middle of your node, and you can't kill the goddarned GWF just wading into your team since he's receiving heals/shielding on top of his already BS levels of resilience, popping Unstoppable back-to-back in like, 5 second intervals.
I mean, how many TRs (especially the 'expert' ones) do you see slotting themselves with Smoke Bomb? This is probably one of the most influnetial and tactical powers a TR has when it comes to team-level, large-scale combat, and yet, only a very few TRs that have enough brains to think other than "I go play 'catch-me-if-you-can' on their node" ever use it.
There are plenty of ways, plenty of powers to protect healers. There are plenty of ways to build certain classes for a multitude of roles, and yet, usually the PvP players don't really see too far. All they are interested in is basically making the most survival build, since you don't need to rely on cooperation to survive at all. Hence, a team is merely a groupd of 5 individuals with a 1vs1 mindset.
...
It's an irony that we've already seen something like this before with Cryptic games. City of Heroes/Villains, everybody thought PvP had a serious imbalance and was broken -- until a few of the players actually discovered forming organic teams with specialized roles, using builds and powers which people ridiculed was garbage and worthless in PvP.
(The moment of wonder when I discovered the use of Trick Arrow, previously treated as sub-par powerset, to basically NEUTER the 'run' aspect of the majority "hit-and-run" builds come to mind... or when I discovered the use of sapper builds to totally NEUTER DPS/Tank builds.. or the method of implementing two Kinetic defenders into a team to deal out buffs and totally shut off the stupid Teleport-Foe Stalkers.. etc etc..)
One of these specialized characters would never be ever powerful or survivable as a "do-all" build, and yet when we started grouping them into a team, it started making a difference, even at the PuG level, after we taught PuGs how to rethink PvP in CoH/V. All the previously "OP-builds" would now just shatter in front of the group, and people would actually start (even PuGs) building teams and request specific set of debuffs, counter powers, builds to go up against enemies.
I see no reason why that cannot happen in NW. My contention, is that there are still so many things to experiment with, discover, re-discover in PvP. I believe the "common sense" of PvP as we know it, perhaps dwelss on maybe less than 30% of the potential of different combinations of powers and builds, and we are at merely a "intermediate" level when it comes to PvP knowledge -- even the best of the players (or rather, especially the best of the players, since these folk are usually very stubborn and conservative when it comes to open-minded experimentation).
If you know something to be broken, stop using it.
Otherwise, you've got no right to be speaking of 'balance.'
If they tossed "Righteousness" out I would be all for healing depression. If they have Righteousness and Healing depression, I vote a big fat no. It will make clerics completely useless in PvP. Nobody wants a Meat sack that can't deal damage, tank, or heal. It would be the most useless team member ever.
Wich in pvp for us, DCs, is....ALL THE TIME!
It's like no healing at all. Please at least remove righteousness from pvp...
Example: Average Astral Shield heal on other mates: 400hp
On self with righteousness : 240
On self with righteousness+Healing depression (-90%): 40 hp... really... it makes me depressed xD
The low lvl companion bought with gold heals more than that.
Im happy with the leavers penalty tho, gj on that. We needed it.
sorry for my bad english but cryptit hates healer in PVP
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