Melee healing design

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catholicism198
Posts: 1092

Re: Melee healing design

Post#21 » Fri Aug 31, 2018 5:51 pm

Bozzax wrote: Fri Aug 31, 2018 5:41 pm Tbh

Melee healing fail when you are outnumbered/outgeared/outskilled there really isn’t much you can do about it wo creating a 100% op class in all other settings.

Embrace the pain.....
You say that as if being outnumbered isn't an issue for other classes.

One thing melee healers will really need is a basic gap closer.
Last edited by catholicism198 on Fri Aug 31, 2018 5:55 pm, edited 1 time in total.

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Bozzax
Posts: 2651

Re: Melee healing design

Post#22 » Fri Aug 31, 2018 5:51 pm

Even more so for melee heal / support clases that cant rely on positioning
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

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catholicism198
Posts: 1092

Re: Melee healing design

Post#23 » Fri Aug 31, 2018 5:55 pm

The outnumbered side always get facerolled.
Won't make a difference.

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Bozzax
Posts: 2651

Re: Melee healing design

Post#24 » Fri Aug 31, 2018 5:57 pm

Not true a good grp can farm wbs. My point is a good grp can never rely on melee heals if gearing for being outnumbered at times (and control it 2 some degree).

We are better off to accept melee heal being a smalscale / solo / duo gank roam concept.
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

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catholicism198
Posts: 1092

Re: Melee healing design

Post#25 » Sat Sep 01, 2018 1:15 am

I've never seen a premade do anything other than go after solo players.

Mystry
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Posts: 445

Re: Melee healing design

Post#26 » Sat Sep 01, 2018 3:15 am

catholicism198 wrote: Sat Sep 01, 2018 1:15 am I've never seen a premade do anything other than go after solo players.
Premade mentality seems to be: "Why fight another premade and risk losing when we could just pubstomp guaranteed wins and get hundreds of medallions/emblems/renown?"

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