ptitoine wrote: » Well in my opinon if you ru out of mana after 45sec the design is kinda bad. cause How do you expect to heal in raid or dungeon if fight last longer than 45sec. But I think it always depends of who fight the (cleric/cleric) If you put a pure (dps/dps) it would be much easier than (dps/support - dps/tank - etc ...) Also healer so be able to deffend themselve in 1v1 situation otherwise it mean their dmg is too low to even quest in solo properly. Not saying they should kill the dps/dps in 2 second but to have a good mix of both healing so they have few opening to dps also not just spam heal to hope someone will save them
Goalid wrote: » Just nerf self-healing to the point where it's balanced for whatever you're trying to balance 1v1. Then if there are multiple healers, the strat is to burst one and cc the others.
tautau wrote: » I don't like that idea at all, @mcstackerson . What it essentially does is make healers a lot less necessary. Healing is one of the archetypes and we need them to be needed in the game.
Taiphee wrote: » ptitoine wrote: » Well in my opinon if you ru out of mana after 45sec the design is kinda bad. cause How do you expect to heal in raid or dungeon if fight last longer than 45sec. But I think it always depends of who fight the (cleric/cleric) If you put a pure (dps/dps) it would be much easier than (dps/support - dps/tank - etc ...) Also healer so be able to deffend themselve in 1v1 situation otherwise it mean their dmg is too low to even quest in solo properly. Not saying they should kill the dps/dps in 2 second but to have a good mix of both healing so they have few opening to dps also not just spam heal to hope someone will save them Healers can always get mana back if they have a mage in their party or raid.... When it comes to group dynamics running out of mana shouldn't be a problem if you have good teammates
ptitoine wrote: » Taiphee wrote: » ptitoine wrote: » Well in my opinon if you ru out of mana after 45sec the design is kinda bad. cause How do you expect to heal in raid or dungeon if fight last longer than 45sec. But I think it always depends of who fight the (cleric/cleric) If you put a pure (dps/dps) it would be much easier than (dps/support - dps/tank - etc ...) Also healer so be able to deffend themselve in 1v1 situation otherwise it mean their dmg is too low to even quest in solo properly. Not saying they should kill the dps/dps in 2 second but to have a good mix of both healing so they have few opening to dps also not just spam heal to hope someone will save them Healers can always get mana back if they have a mage in their party or raid.... When it comes to group dynamics running out of mana shouldn't be a problem if you have good teammates Yeah but if you plan raid and dungeon according to mage giving maa back its bad design. Yeah its cool they can help. But healer mana regen shouldnt be based on other class. And if you run out after 45sec it mean its badly designed for longer fight such as Raid /Dungeon boss or world boss
Kesyntanth wrote: » Well, in terms of 1v1, that doesn't seem to happen all that often in my experience. That's usually when you just run into someone randomly and they're hostile/enemy faction whatever. Then it's just a random sloppy engagement. There's dueling, but, meh... not worth talking about. Those that gank generally come in three flavors: 1. stealth solo gank build, 2. stealth gank squads, 3. Roll teams . First one is self explanatory, it's a front loaded single target burst damage type. It's almost always a stealth class. Sometimes it's a broken flavor of the month/week. Survival is based around whatever skills you have available. In this case, the healer tries to outlast, area denial, disrupt and outpace them with self sustain or dots or whatever weird thing your second archetype gave you. That being said, the ganker is usually built to be only good at this one thing: killing a solo target quickly. The character itself usually is super narrow in scope otherwise. So... best of luck. In the second case, you get jumped by multiple said gankers. Well... nice knowing you. The third case is a roll squad, usually of higher skilled pvpers patrolling a territory or a dedicated rpk guild. Again... nice knowing you. The problem right now is that we have no idea what the second archetypes will add to our builds. The other consideration is that any class is supposed to be able to wear any armor. There's no hard evidence on the trade off for that yet, but, we've all played similar games where such restrictions were lifted. Will these two factors allow us to make very solid solo characters? I would say yes. Will they be as good in group builds? I would think in some cases yes, some cases no. We just don't know enough yet. We know with all this stuff that there's going to be a meta for whatever you want to build and that's pretty fun. I mean, it is great when a ganker thinks you're an easy target and you melt them into a pile of guts and viscera. They're usually carrying good stuff too... the spoils of their previous marks. However it all turns out, I think it will be interesting.
Taiphee wrote: » Sorry bro.... Balancing is group focused 😂😂
Jahlon wrote: » So, food for thought here. Everyone is always concerned with "Who beats who" at max level. The truth is, at max level, factoring in equal gear AND equal skill (i.e. super computers who make mistakes less than 3 times in a million opportunities) nobody should win a 1vs1, it should be a stalemate. The tank and the healer look at each other and say "are we really doing this"? The tank and the damage dealer both know, the DD can't outpace mitigation, and tank shouldn't have enough CC to contain the DD when he tries to juke and away. And the Damage Dealer again should not be able to burn down a healer, but the healer should not be able to pursue the damage dealer when he tries to escape and disengage.
Dygz wrote: » Ashes is already designed with the idea that Clerics should not have to "constantly recover large amounts of health"... especially not as the Tank gets chunked. Also, it's Cleric that is the Primary Archetype; not healer. So...mcstackerson is on point and not saying anything controversial about Ashes game design.
pyreal wrote: » Tanks are currently labeled 'tank' because regardless of their Archetype they still get called 'tanks'. In like form, whichever archetype is the defacto healer (probably the Cleric) they will be LFGd as 'Healer'. Is a group going to LFG CLERIC for his debuffs? Not likely, but we'll see.
Goalid wrote: » Taiphee wrote: » Sorry bro.... Balancing is group focused 😂😂 There still needs to be some balance for self-heals. Nobody wants healers to be able to 1v5, except maybe healers...
Dygz wrote: » pyreal wrote: » Tanks are currently labeled 'tank' because regardless of their Archetype they still get called 'tanks'. In like form, whichever archetype is the defacto healer (probably the Cleric) they will be LFGd as 'Healer'. Is a group going to LFG CLERIC for his debuffs? Not likely, but we'll see. Since Ashes is balanced for an 8-person group with one of each Primary Archetype, it's more likely that people will LFG for Cleric. Just as they will LFG for Mage and Rogue. Rather than LFG for DPS. Not that what people LFG for matters within the context of this discussion. LFG s irrelevant.