You sound like a PvE player
Yea that must be it. Keep huffing that copium.
fortify stacking multiplies healing extremely cough
fortifying sacred ground needs to go cough
Healers arenāt really ābalancedā in 3v3 arenas because nothing changes respective to the class. What changes for healers is balanced respective to the time limit. Healer throughput is nerfed as the match goes on to prevent stalemates.
A lot of people are dissing on Xin, but heās absolutely right. A dedicated assassin player can put pressure on any healer enough to dissuade a healer to stop healing their friends and/or finish one off if the healer skill level is not high enough, even then, securing a kill is possible and becomes a cooldown/opportunity management game. Itās up to their friends to peel for the healer or clump if they want to live, putting them at weakness for cleave/aoe, or no healing out in field. The typical playstyle really is 3 swings āooop theyāre a healer Iām outta hereā mentality to go farm damage/kills elsewhere for score.
Burst damage is nuts right now - no healer can deal with that. You donāt even have to focus a healer. Have 8 people focus a target, and they should die. If they arenāt, they are doing something wrong. (Iām not advocating it should take 8 people to do anything, Iām just using your example to prove a point).
If they played his game, they would see in 1 day how unbalanced it is, a tank lasts less than a healer XD, Iāve seen a healer with 10 enemies hitting them and they donāt die, killing a healer is impossible.
Iām talking about the ones that are really well built, not the ones that are learning to be healers.
The same thing happens with mages, tanks and ranged dps, thatās why Iāve always said that this game is poorly balanced.
They should balance the game so that when youāre 1v1 itās fought, 1v2 youāre already at some disadvantage, 1v3 youāre already dead, not like it is now.
the only one that should resist a 1vs3,4,5,ā¦10 should be the tank, nobody else.
This only true in 3v3ās due to the healing reduction over time. Any healer worth their salt is used to dodging 5-10 players entirely dedicated to killing healers in a chaotic war setting while continuing to keep their group up.
No single player is going to do jack to a healer in OPR.
Thatās just not true; a single player can shut down a healer - look at muskets, bows, hatchet/spear/sns. The real issue is that people queue OPR for dopamine, and the second that strategy and coordination is required, they are no longer āhaving fun.ā People treat this MMO PVP battleground as TDM and score farm for ego. The game rewards coordination and objective play quite well. The issue in OPR is not that healers are OP - it is that no one communicates and/or coordinates. And thatās not totally fair to blame the players since there arenāt many tools to use to accomplish those time sensitive goals.
And you can look beyond this thread to see that in effect. People complain about OPR premades rolling the battlefield. And you can go further to analyze the the situation entirely. Healers/DPS alike complain about bows/muskets. Healers complain about SNS. DPS complain about healers. Healers/DPS alike complain about combo burst builds. All that seems to indicate at least some sort of variety in group composition and coordination play a large role in being successful in the game. In OPR, it does not exist. No role should be punished just because itās not fun to queue solo or talk to others on an MMO.
As I said above, any middle of the road or above healer isnāt going to be shut down by a single player in OPR.
As I said above, itās just not true. Witness it all the time if the skill, gear, and coordination is there.
No, you donāt. Youāre probably watching a random OPR healer getting killed by a random OPR assassin. Of course that happens.
Literally any mid tier+ war experienced healer is going to kite/avoid/tank/survive a single mid tier+ war experienced player trying to kill them while continuing to heal their group.
On an even playing field, max GS players using LS/Rapier vs any weapon (whichever combo you want), LS/Rapier will not die.
This is from experience in OPR, they will just gain distance and run away then come back. Rinse and repeat. Also they can stand on SG, dance around a little to escape pursuers and then go back to healing. Healing is really busted IF theyāre using rapier.
Even then just a healer and 2 other DPS in a group, can hold 3 - 8 solo players back.
Yep this is my experience, once saw a healer literally not die. There was 5 of us chasing him. Iāve tried a lot of weapon combos already.
Exactly. They will even be able to continue to toss heals their groupsā way while doing so if only a single player is pressuring them.
Potions are pretty nutty too.
Plagued is a pretty terrible mechanic outside of a few good instances.
Plagued strikes is bad-> Heavy attacks are not a serious thing in PvP 99% of the time.
Plagued crits is bad->Only takes effect after a player is crit after theyāre below 50% health, much too late, especially for melee.
Plagued splitting grenade is pretty bad, pretty easy to dodge/avoid.
Putrefying Scream is about the only reliable source of disease.
Basing balance decisions around bad players rarely works out well for games. Of course, none of this was an issue when an actual assassin build existed.
A good healer requires multiple good players to kill. That over-inflated value and minimal counterplay is a big part of the problem. Rapier and Fortify are obviously major contributing factors.
Sacred Ground being a long-lasting passive effect that is quick to cast and covers a big area is a really REALLY dumb design.
The best meta NW has seen is when Oblivion removed sacred groundās healing. And Iām even saying this as a healer.
THe ground AOe circle is the most stupid idea.
1st you made it a passive, then its also a group heal,
it also can not miss, even if you casted in wrong place, target can just walk to the circle
it promots stationaly spam LMB/QER play style, hence we have the med brusier AOE meta
rework the skill, nerf the heal #, then we will see lots more varity of diff wep combos.
this healer is honest and speaking the truth that happens every day.
Green circle are passive ground AOE healing, and its basically no CD.
direct healing only need 1 sec and heal back 50-80% hp
Every good healer can put the circle, and kite with rapier , and put the circle again in half a second and contiunte to kite forever.
Agreed. Plagued " things " perk should be adjusted as reduce healing at all times instead the " fking below 50% hp "
What if healers just shouldnt be busted at all and that war should be more about blocking, dodging and individual skill letting them stay alive than a bunch of pocket healers?
I wouldnt mind it if they removed healers from the game entirely and just gave everyone the ability to self sustain with stronger potions instead.
With how difficult it is to be a good healer, it makes me think healing is in a good spot. Sacred ground does seem op at times, but then we shouldnāt be fighting someone if theyāre standing in it and you arenāt high enough dps. I think opr needs to have tips that explain how the standard roles (healer/dps/tank/ranged) works If 8 people are attacking a tank and noone is going after the healer thatās their fault, my last opr there were only 3 melee attacking us and like 6 or so ranged and my whole team just focused the 3 melee and got picked off every exchange. Thereās a bigger issue with people not understanding and playing their roles, than there are with op weapons at the moment.