07-24-2023, 07:09 PM
(07-24-2023, 06:58 PM)FaeLenx Wrote: I'm on the "make counters more available train" as well with what's said. It only makes PvE worse for the people who still enjoy it to take cracks at PvP balance in any other way. I do sorry about power creep, but interference and silence are at least more dynamic ways of handling healing.
I'm still for my idea of things like entirely new skills for hexer and some other classes that could honestly use more meaningful choices (not necessarily a buff since most hexers will be using every skill point available already). A mapwide interference/heal reversal would be a good field effect invocation. An ability for ghost or kensei that matches any healing that a single enemy would receive for yourself.
Just get fun stuff rather than misery.
See the issue I am finding with this is that I think that 1 healer on each squad is more than manageable, and for interference to become more widespread and more commonplace it needs to be reworked to not be the end all be all counter to healing. I agree with making the likes of Ghost and Kensei's silences better, but I'd also opt in to change Heron Feather's effect to be severely less toxic than it already is as well.
I agree with this response to healing as well, but doing so requires addressing Interference's 100% effectiveness and why it troubles healer archetypes so greatly. I am of course talking about one of the age old strategies of dealing with a priest, one that has existed for a very long time, and its not about actually killing the priest but about interfering their allies instead, because they often don't have the same status resistance anyway.
I'd like for Interference to move to a percentage cut of healing based on LV, and LV based on method of application. With the hex "Llunel's Decay" restoring the healing cut to 100% like it is now. And then you can start trickling around Interference on some other classes as ways to buff their offensive pressure with.