Is melee healing via the WP and DoK a valid issue?
Posted: 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!!!
Warhammer Online
https://returnofreckoning.com/forum/
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.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.