Indeed or it can be PVE centric. It purely means you have both and both have to learn to get the F*@# along.
This was more aimed at the “back in alpha” crowd. It has dramatically shifted its shifted less recently but it has shifted from where it once was.
I think this is how any game wanting to make a broad appeal and profit approach things. Personally I dont find the game hard but I know a large percentage of the player base we do have struggles with the mechanics in the game. You can’t have such a large disparity in performance from paying customers. Something has to give and no rational business person is going to settle on the smaller profit margin which catering to the skilled players tends to be.
I don’t think it’s fine despite my advocation that it’s fine in terms of surviving attacks by a group of players.
The mechanics of the life staff need to be reviewed not the HPS. AOE heals scale far to efficiently in PVP and I honeslty believe that is a core problem with the weapon that people don’t give enough credit to. I play all 3 roles at a high level so I see it from multiple sides. If I’m spamming 3 abilities that i have to actively cast to keep myself alive that is one thing. Being able to place a sacred ground on the ground and stand in it and then stack heals is an entirely different problem. Sacred Ground specifically…once its down its down…while your in it you get bonus heals to the ones you get off and many healers stack other instance persistent HOT effects. Depending on the build there are definatly some very low skill builds that have very high ceilings with low floors that are higher than some weapon ceilings.
It’s not how much we heal it’s how we achieve it. We need that same output when ignored but we need more skill involved when under attack and by doing so we can increase the need for more healers in large scale pvp instead of one side only having one bing a huge advantage. Limit that potential.



