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Is melee healing via the WP and DoK a valid issue?

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freshour
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Posts: 835

Is melee healing via the WP and DoK a valid issue?

Post#1 » Sat May 20, 2017 9:45 pm

Edit: Proposal is back up so waiting for results and we can continue this discussion over there! WAR ON!!!
Last edited by freshour on Sun May 21, 2017 10:50 pm, edited 1 time in total.

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anarchypark
Posts: 2085

Re: Is melee healing via the WP and DoK a valid issue?

Post#2 » Sun May 21, 2017 9:53 pm

i've tried melee heal. it's aggro machine.
you are easy target to mdps+rdps.
so you have to be a tank.
melee healers role is not 100% healer IMO.
it's tank + healer. hybrid.
you soak damages for squishy dps while healing.
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Dabbart
Posts: 2251

Re: Is melee healing via the WP and DoK a valid issue?

Post#3 » Sun May 21, 2017 10:16 pm

You completely ignore the REASONS why a melee healer isn't as effective as a ranged healer. Namely, the fact that they HAVE to be in MELEE. Kite them, and the heals die off. Snare them, and they can't get to the proper target. CC them, and they are worthless.

Everything in Melee either needs a Guard, or is a tank. That's just it, w/o it you take far too much DPS to survive. Even with your AoE detaunt.

Oh yea, and the fact that the enemy is **** programed(hopefully) to target Healers first, and there you go charging right at them.

With the current system, melee oriented healers can work. Not very well, but they can. Spike heals, and consistant grp healing can be very nice. But it will only EVER work in small scale. Scs and 6v6. In ORvR, you can't rely on them for heals, which means your grp needs to run a 3healer set-up, and in which case that melee healer should focus more on DPS than Heals...

The "problem" isn't the melee healer imo. Its the base design of a game that focus' so heavily on zerg smashing.

Edit: At the end of the day, a Melee healer is already FAR stronger than a ranged healer, when it finds it's self in melee. You capture my Z, and body block/CC him so I can't escape? Well, I pop my CDs and then die. The Melee healer thrives in that zone. When you compare the 2(ranged and melee healing) you need to take into account the sheer survivability factors as well.
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freshour
Banned
Posts: 835

Re: Is melee healing via the WP and DoK a valid issue?

Post#4 » Sun May 21, 2017 10:50 pm

Edit: Proposal is back up so waiting for results and we can continue this discussion over there! WAR ON!!!

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peterthepan3
Posts: 6509

Re: Is melee healing via the WP and DoK a valid issue?

Post#5 » Sun May 21, 2017 11:04 pm

Dabbart wrote:You completely ignore the REASONS why a melee healer isn't as effective as a ranged healer. Namely, the fact that they HAVE to be in MELEE. Kite them, and the heals die off. Snare them, and they can't get to the proper target. CC them, and they are worthless.

Everything in Melee either needs a Guard, or is a tank. That's just it, w/o it you take far too much DPS to survive. Even with your AoE detaunt.

Oh yea, and the fact that the enemy is **** programed(hopefully) to target Healers first, and there you go charging right at them.

With the current system, melee oriented healers can work. Not very well, but they can. Spike heals, and consistant grp healing can be very nice. But it will only EVER work in small scale. Scs and 6v6. In ORvR, you can't rely on them for heals, which means your grp needs to run a 3healer set-up, and in which case that melee healer should focus more on DPS than Heals...

The "problem" isn't the melee healer imo. Its the base design of a game that focus' so heavily on zerg smashing.

Edit: At the end of the day, a Melee healer is already FAR stronger than a ranged healer, when it finds it's self in melee. You capture my Z, and body block/CC him so I can't escape? Well, I pop my CDs and then die. The Melee healer thrives in that zone. When you compare the 2(ranged and melee healing) you need to take into account the sheer survivability factors as well.

Good points tbh. Though freshour's proposal does look interesting.
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Merrillian
Posts: 27

Re: Is melee healing via the WP and DoK a valid issue?

Post#6 » Mon May 22, 2017 3:49 am

Dabbart wrote:You completely ignore the REASONS why a melee healer isn't as effective as a ranged healer. Namely, the fact that they HAVE to be in MELEE. Kite them, and the heals die off. Snare them, and they can't get to the proper target. CC them, and they are worthless.

Everything in Melee either needs a Guard, or is a tank. That's just it, w/o it you take far too much DPS to survive. Even with your AoE detaunt.

Oh yea, and the fact that the enemy is **** programed(hopefully) to target Healers first, and there you go charging right at them.

With the current system, melee oriented healers can work. Not very well, but they can. Spike heals, and consistant grp healing can be very nice. But it will only EVER work in small scale. Scs and 6v6. In ORvR, you can't rely on them for heals, which means your grp needs to run a 3healer set-up, and in which case that melee healer should focus more on DPS than Heals...

The "problem" isn't the melee healer imo. Its the base design of a game that focus' so heavily on zerg smashing.

Edit: At the end of the day, a Melee healer is already FAR stronger than a ranged healer, when it finds it's self in melee. You capture my Z, and body block/CC him so I can't escape? Well, I pop my CDs and then die. The Melee healer thrives in that zone. When you compare the 2(ranged and melee healing) you need to take into account the sheer survivability factors as well.
All valid points.
Something else I struggle to comprehend is melee heals living in the current armor meta.
As you mention, if you can't hit a player when kited, the same issue exists if there are only tanks and guarded heavy-medium armor classes.

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