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Re: Melee healing design
Posted: Fri Aug 31, 2018 5:51 pm
by catholicism198
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.
Re: Melee healing design
Posted: Fri Aug 31, 2018 5:51 pm
by Bozzax
Even more so for melee heal / support clases that cant rely on positioning
Re: Melee healing design
Posted: Fri Aug 31, 2018 5:55 pm
by catholicism198
The outnumbered side always get facerolled.
Won't make a difference.
Re: Melee healing design
Posted: Fri Aug 31, 2018 5:57 pm
by Bozzax
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.
Re: Melee healing design
Posted: Sat Sep 01, 2018 1:15 am
by catholicism198
I've never seen a premade do anything other than go after solo players.
Re: Melee healing design
Posted: Sat Sep 01, 2018 3:15 am
by Mystry
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?"