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Suggestion Remove healing from PVP or give it to everyone

Discussion in 'Creative Corner' started by nvmind, May 14, 2019.

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The running&healing skill - either remove it or give it everyone in PVP

Poll closed Saturday at 3:20 AM.
  1. Yes

    50.0%
  2. No, it should stay as it is

    50.0%
  1. nvmind

    nvmind Regular

    Either remove running&healing skills for wars and dwarfs in PVP or give this skill to mages and rangers too. Makes no sense to play 8FFA as mage or ranger and end up against a full-health-bar tank at the end, not because he wasn't hit, but because he is running&healing.
     
    KARL31 and stasis like this.
  2. cogix

    cogix Someday Author

    You are asking to remove healing, someone else is asking to remove shield with critic...
    Well, DKs do not have pet (wolf, tree, turrets, guardian).
    DKs have to go close to the other player to hit, while other classes have range attack
    You want to remove healing? OK, remove "pets" and remove range attack from other classes too
     
  3. 66Styve66

    66Styve66 Someday Author

    Remove 8FFA is a better way...
     
    Shansurri and KulawyMao like this.
  4. MikeyMetro

    MikeyMetro Forum Overlooker

    Reverting to pre-r214 and removing set bonuses is an even better way ;)
     
    piteris2 and ΣMiwel like this.
  5. ΣMiwel

    ΣMiwel Board Analyst

    They are already "removed". They die one hit from almost everything anyways, they can provide easy healing for rangers, they can get controlled by mages and attack the caster, etc. They're 100% useless.

    Other classes have ranged attacks and DK has more hp. Easy healing is an overflow already.

    Also, dwarfs are ranged and they too have healing + even greater mobility than DKs.
     
  6. nvmind

    nvmind Regular

    If you complain about ranged attacks, then you only play as a war and not a very good one. The other classes cannot kill a war from the other side of the map, they have to come pretty close in order to kill a war. And if you're in the vicinity of a war, he has 3 skills to get close to you fast, plus one range attack. Combined with the extra HP and extra armor and resistance and the skill that makes him immune to stunning, and combined with extra crit rate the war has, the healing skill is just too much.

    Anyways, I wasn't referring to 1v1, where this skill is an advantage, but not a huge one. I am talking about 8FFA and 5v5, where a war can come and fight, then, when his life is low, he runs and heals while others are fighting eachother, and you will always end up in the end against a full healthbar war. Where is the balance here ?
     
    Last edited: May 14, 2019
    stasis likes this.
  7. DBS-Flamelurker

    DBS-Flamelurker Someday Author

    Oh, yes ... 30% more life points vs double damage: FS 410% (elemental 50%r) vs Smash 240% (physical 70%r)

    ... :D
     
  8. OrochimaruSama

    OrochimaruSama Forum-Apprentice

    And what do you suggest they win in exchange for that nerf, or what do the other 2 classes lose as well?
     
  9. _Baragain_

    _Baragain_ Living Forum Legend

    Cut all ranges in half? (only half sarcastic)

    Also make the damn tesla turret destroyable... those things should not be invulnerable.
    Also remove Singularity's ability to cool itself down. It was never broken, no matter how people deliberately misinterpreted the skill description.
     
  10. ΣMiwel

    ΣMiwel Board Analyst

    All ranges? So charge, jump, GB, BWS and MWS range too? I think so.

    In PvP? Yes. In PvE? It has to be invulnerable against mobs.
    Also, making it vulnerable, it should also damage the objects in Storm the Fortress.

    We were simply interpreting it literally, as it was written. I know there was no common sense there... but it was a response to them fixing MC 5p. talent, there was no common sense there as well... no matter what the devs and Traki said. Afaik Traki saying that was a response to them removing EA explosion on the end of the trail... ah sorry, "fixing". In fact all the had to do was add more light to the EA, because it used to be nearly invisible. Not sure if it was me messing with my graphics settings or they changed something, but it seems slightly more visible than it was back then.
    Anyways, I would be for reverting those three "fixes", but only if they were reverted all at once and some more light was added to EA.
     
    OrochimaruSama likes this.
  11. trakilaki

    trakilaki Living Forum Legend

    EA was never bugged ... I have had conversation with the devs and they confirmed it.
    It was related to the "ranged bug" ... I used the opportunity to shift the conversation and mentioned that SW's skills have higher range (back then and it is still the case) than Rangers'. I gave them the Magic Missile range as an example ... they said "no in fact rangers are having the skill with the longest range ... that being EA with the explosion range exploding on the end of the trail". And of course EA could not hit the target during the "ranged bug" testing ... only the Explosion could.
    So that is not a game of words but a confirmation.
     
  12. ΣMiwel

    ΣMiwel Board Analyst

    What different have I said?

    The description was (at least back then) saying "explodes after hitting the target". EA nerf was the same thing as MC nerf and singu buff.

    Corrected to the literal description meaning, but countering the common sense.

    Regarding the range, I feel like the range should be:
    RA > SW > SM >>> DK

    It is:
    SM > SW > RA > DK (notice how there is only one ">" before DK)
     
    MaxDisappointed likes this.
  13. MaxDisappointed

    MaxDisappointed Forum Mogul

    I agree, in fact some skills of DK are more ranged than RA arrows.
     
  14. TwiliShadow

    TwiliShadow Board Analyst

    You've lost your mind. I'm a Mage and haven't played my 46 level DK in over 2 years and _I_ even know that statement is pure ka-ka.

    The DK's longest skill is Rush and Jump and neither can go half way cross the screen (my screen, not _Baragain_'s screen).
     
  15. nvmind

    nvmind Regular

    The main issue I tried to point to is the fact that, if you give DK/dwarf time, they will completely heal, and quite fast.
    In 1v1 if he heals, is completely your fault. 1v1 is fine as it is.
    In 8FFA and 5v5 is nothing you can do about. When his HP is low, the DK will just go out of other players' sight and heal, while the others are fighting. Then, at the end, you will fight a full health DK.
    Is not about the skill itself in a fair, 1v1 fight. It is about exploiting that skill.
     

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