Noaani wrote: » The trick to getting healers to work in group based PvP is to give others the ability to keep opponents from attacking them in the first place.
Sylvanar wrote: » If healers can duel two dps classes at once to a standstill, arent they better suited to be tanks at that point? I doubt you would say the same thing about a tank being able to sustain taking damage from 2 dps classes at the same time in a duel and not die without some special combo.
Vyril wrote: » Applying pressure to the cleric should result in the rest of the party losing the sustain. The party will ultimately die since the healer is trying to keep themselves up, even if the DPS don't kill the healer. I dont have a defined number of how much dps or player count it will need for this to be accomplished until we see all class kits, and test. The real question will be. Do parties just run two clerics?
Diamaht wrote: » If it's just strait dps vs healing then it should take at least 2 or 3. They need to be capable of doing their job vs sustained damage from multiple people or what is even the point? 1v1 should be possible when you are able to shut them down instead of out damaging them. Meaning cc, mana drain etc. Someone heavily spec'd into cc should be able to heavily hinder a healer and slowly wear him down. Someone lightly spec d into cc should struggle to take a good healer 1v1.
Chicago wrote: » How many players should it take to kill a healer ? Personally I think healers should be able to withstand at least two other players attacking them, but I also believe that there should be out play potentials for people to burst down a healer with silences or cc. It's definitely a tricky thing to balance, I'm interested to hear people's opinions.
Chicago wrote: » Diamaht wrote: » If it's just strait dps vs healing then it should take at least 2 or 3. They need to be capable of doing their job vs sustained damage from multiple people or what is even the point? 1v1 should be possible when you are able to shut them down instead of out damaging them. Meaning cc, mana drain etc. Someone heavily spec'd into cc should be able to heavily hinder a healer and slowly wear him down. Someone lightly spec d into cc should struggle to take a good healer 1v1. I agree, I think you should be able to kill a healer with cc if you play your class right, and 2-3 seems fine if their just zugging, the problem for me becomes when the healer can survive 2+ but also dps them down, making them sort of op like in the a1
Aszkalon wrote: » Chicago wrote: » How many players should it take to kill a healer ? Personally I think healers should be able to withstand at least two other players attacking them, but I also believe that there should be out play potentials for people to burst down a healer with silences or cc. It's definitely a tricky thing to balance, I'm interested to hear people's opinions. Thanks for this Topic. In my humble Opinion, a Healer should already be hard pressed if any Class Combination with decent Damage is attacking him. One versus One. A Healer should not just "go down inevitably" when being attacked by someone. He should be able to heal against it -> but have the own Hands full and run away and use Attacks, Spells, Damage-over-Time and whatever, to fight back. Quite similar how it was in WoW at first. But when a Healer is being attacked by "TWO" People -> that Healer should usually go down. Even if the Healer goes down somewhat slowly by healing against the Damage or so. Because if not even "TWO" People - Damage Classes included - can down a single Healer -> then You will have immediately the same Situation like in WoW. Around half the whole Community or above will play Healers in PvP. Why ? Because they are basically invincible when any single Healer is about as strong as Two Players of the same Gear-Level and same Level in general. This could make PvP boring real quick in Situations where People can't avoid fighting "Healers", lol. Like People would need to have their "targeted Healer" INVINSIBLE for their Enemy Forces when being targeted/locked on themselves, otherwise the Enemy Healers will know which "Healer" is targeted by their Enemies - and usually heal the Target up without fail - if there are not MASSIVE Damage Spikes on said Target. I saw this in Worst of Warcraft over the Years happen in Battlegrounds. And there it is even worse - because You can't go anywhere near an Enemy Raidgroup without being immediately perma-stunned until you are dead, while their "Healers" stand somewhat behind them and heal them up endlessly.