As of right now, healers have too much power by keeping every single person alive with their Sacred Ground. All territory wars are are people balling inside the point with 15 Sacred Grounds on top of them never losing health. If any DPS head in the backline to try to either kill/disrupt those healers, either they swap to an ice gauntlet and freeze themselves for protection or they cast Sacred Ground/Beacon on themselves and never die. Make it so healers are punished if they choose to swap weapons to escape. Turn off Sacred Ground just like ice gauntlet’s Ice Storm.
Or, there needs to be some way to cut some of that healing off people. Either it be by hitting the healer with a spell/weapon skill, or what I had in mind, by hitting any player with a certain spell/skill to negate a portion of healing. To balance this, further extend the cooldown of certain skills that have the mitigation. Granted, this cannot be stackable or healing will 100% be ruined in PvP, and I think that is probably one reason why there really isn’t much aside from hatchet’s Infected Throw. Maybe allow bleeds/poisons to act as counters to healers.
Healers have too much power and are near indestructible when wearing full heavy voidbent armor. They can solo tank 3 DPS on top of them, and with just a sacred ground on themselves and a beacon, they are permanently full health.
So you think that if there are 15 Sacred Grounds under people they have all 15 HOTs going at the same time… cute. Pull out a life staff and test your complaints before posting. Maybe stack 15 Ice Storms on it and #win? Our HOTs do not all just infinitely stack with each other…
True, remove life staff. Healing shouldn’t be an AFK no skill factor in a skill based PvP game.
If having terrible positioning gets a DPS killed, it’s on them for dying. A healer getting ganged on by 3 DPS? No worries fam, I got the Beacon of hope with the touch of Light’s Embrace. They can’t touch my heavy armor.