Aluviya wrote: Sat May 25, 2024 10:46 am
It's challenging to observe the turmoil unfolding due to your contribution to this forum post, Caduceus. Your understanding of balance appears to lack the depth of experience needed to fully grasp the intricacies of RoR, particularly in the context of small-scale PvP. Allow me to address this in the most diplomatic manner possible:
Aluviya wrote: Sat May 25, 2024 10:46 am
I've never heard of you,
There's nothing diplomatic about underhanded comments like this, so you may drop the pretension
or actually argue the case rather than the person.
Aluviya wrote: Sat May 25, 2024 10:46 am
I'm curious about how you're evaluating the developers' stance here. We're are still in the beginning of the process of balancing, and it's crucial to emphasize that this is an ongoing journey; there will never be a definitive "day x" where perfect balance is achieved. Regarding healers' impact in small-scale 6 vs. 6 scenarios, it's essential to recognize that healing alone has never been the sole determining factor. Particularly in the current meta, emphasis is placed on overall damage output, where SnB Healers excel. It's noteworthy that SnB healers aren't trading range for tankiness but rather for increased damage contribution and healing. This dynamic has led to the emergence of SnB DoK as a leader in the current healer meta, alongside Zealot, due to their synergy and the availability of Talon.
DoK/WP trade range for tankiness in their book/chalice spec (compared to the other ranged healers), but since book/chalice isn't particularly strong outside of warbands I left it out of the discussion.
I have no gripe with shield DoK/WP since there is a clear trade-off.
But ask yourself, why is the shield DoK so popular? Because that extra damage is needed to break through the defensive safety net,
which is way too big.
That's why all emphasis is on burst and low TTK, and why the problem of low TTK is hard to tackle.
The defensive safety net being too big is a wider issue, but making healers more vulnerable provides more options to break through via positioning and tactics, which I see as desirable.
In other words, the defensive safety net needs to be restructured and there should be more options to break through. At that point, TTK can be addressed as well.
These issues are connected.
Aluviya wrote: Sat May 25, 2024 10:46 am
All classes have great depth in this game, and healers not being the exception nor do they have the "great" impact. A CC'ed range healers has 0 contribution to a game while the "golden sequence" unfolds.
I don't think it's controversial to say ranged healers are easy to play and have the greatest impact on the battle, though it should go without saying that it is a
generalization.
If you are in a 6v6 and one of your teammates dies, would you rather have it be a DPS, a Tank or a Healer?
Aluviya wrote: Sat May 25, 2024 10:46 am
'm curious about the extensive "toolkit" for escapes on a ranged healer, aside from M2. Additionally, I'd like to understand your perspective on what constitutes "tactically stale gameplay." Regarding this, I find it puzzling why you'd dedicate so much time to defending supposed imbalances concerning healers, especially when there's a prevailing theme that the game's damage output is excessively high. This allows groups in certain setups to tunnel down a target in CHCH, even while the guard is in range ~speaking of tactical stale gameplay.
M2 is a big one for starters - pretty much a free escape roughly once per minute. Ontop of that, there are puddles and knockback + snare. Shammies get extra tools. Zealots and Runepriests get extremely potent lifesavers, etc.
For classes that spend most of their time at 100-150ft range where they're already hard to reach I'd say that's pretty extensive. Playing my healer is leisure time and it's baffling to me how trivial it is to negate the efforts of DPS classes and how easy it is to keep myself safe. It has always seemed plainly unfair how little effort it takes.
Let me rephrase my basic argument then: healers should be vulnerable
in some way. Currently they simply are not. There's various ways one could conceivably go about this, but since the fact that healers do not have to invest in their primary stat is clearly unintuitive from a game design perspective, this seems to me like a logical avenue.
As for tactically stale gameplay - it's all about that so-called "golden sequence", isn't it? Don't get me wrong - I'm not saying it doesn't take skill. It just isn't very fun to most people to spend minutes waiting for that perfect storm.
Lastly, if setups are able to simply kill via brute force (Champion's Challenge, "tunneling", etc.), that's clearly an issue as well. One does not exclude the other.