I remember when people would argue about healers and people would say: “Well they’re expected to keep 5 people alive”. Super true statement.
My issue with healers isn’t really about the amount they can heal, I personally don’t really care that they can take someone from 10% to 100% every few seconds. My thing is that they can basically do it forever because mana management is actually a joke in this game. I once watched a duel between a mage(FS/bb) and a healer(ls/rp) that lasted like 5 minutes…no resets(whenever the healer fleched away, the mage just used flamethrower/net shot) and not a single mana pot was used the whole time. It just strikes me as kind of wild, might as well just get rid of “mana” at this point.
Anyway, in arena they only need to heal 3 people. I’m fairly confident that most people here have played a match against a team with a healer while they either had one on their side or not and thought “this would be better without healers”
No, I’m not calling for AGS to remove healers from arena or to “nerf” them. I’m just saying what some of us are thinking.
Since last patch Healers are easiest targets to kill.
There is no way a Healer can hold 3 players that focus dmg on Healer.
Unless the 3 players are attacking different targets or they have to low DMG. But in that scenario those players would lose even with 10 healers around them.
You’re not wrong, but like I said before, people are peeling for their healers. 2 bruiser types guarding their healer? Even 3 DPS isn’t getting that guy unless everything lines up, but that scenario is inherently unbalanced because one side has a healer and the other does not.
Sure, u are right. But it works both ways now. A healer can be great help to win a match if is not focused, but also be great disadvantage if gets killed fast and match goes 2 vs 3.
I personally have no issue with Healers in Arena, Wars, OPR and I’m playing STR melee. Sure not winning all the times against Healers in Arena, but very much depend who is the 3rd guy or who are the other 2 guys.
omg… when you got a healer in arena you have to protect them…
and people are like “thats not a bad thing”
Well besides that you are babysitting your lifeline?
Can i be very honest. It needs 1v1 arenas and its highly toxic to bully people for their skillset.
The balance is this if a healer gets caught… well gj, free kill. But yeah if you get a very skilled person you cant just push buttons anymore for free kills.
.> Said by a mage that is constantly crying about getting beaten up by GS players. But eats healers for breakfast.
1v1 arenas would be the best thing. Very surprised it isn’t a thing yet.
The problem is that in most games with a healer, you need to protect them(very logical). In this game, you still need to protect them, but they also have a sidearm that they can use to also have a ton of mobility, or cc, or more support utility.
My biggest problem with healers isn’t even that they can be very mobile, or the inherent unfairness of the potential to have a healer one team and not the other. It’s the mana consumption.
I literally have to drink mana… because my build doesn’t support mana … i literally have to spec it in exchange on items… or drink potions like crazy. >.>
I get asked by healers if they could get mana potions off of me in multiple mutations or expeditions. i get asked for mana food.
Yes they can sustain… mostly though its a skill set thing. You need a specific skillset to be able to sustain your mana… and they give up on damage and other things.
Why do you think… a fight can take 5 minutes. >.> It really goes sooo long until someone does an oopsie
Mana management, risk vs reward design of it, etc. in NW is just cheeks. Feels very lazy. There is no real idea behind it just additional cost tied to ablities. No anti-mana mechanics in PvP, no dmg vs amount of mana mechanics, it’s just raw.
When I play FS/IG I don’t need mana pots and the only mana related passive I have is free heavy attacks on FS. I simply don’t run out of mana when I fight 90% of the time (even with spike build on IG when you dont take the mana passives to get Ultimate Chill).
It needs work.
PS. Healers in Arena are arguably S tier, but people actively complaining about them being in the Arena are just bad or have a whiners attitude which prevents them from learning new ways of engagement or examining their play & build + teamwork reluctance. Oh well.
So basically it feels like any mana-related class (weapons) was added as a hotfix to a address the design being too melee-centric, lacking in “magic factor” and remained untouched since it was added.
Am I okay with it? No. Are there more pressing issues to address? Absolutely. For now hopium bottle has enough capacity.