07-25-2023, 10:10 AM
(07-24-2023, 09:31 PM)Kameron8 Wrote: This is an age old problem with group PvP balance, not a new one. If your team faces a group with a healer (or multiple), and your group doesn't have one, 9/10 times you lose unless the enemy royally screws up. If both teams have several healers but one team has interference, it's the same story.
AoE healing starts at 100 and grows upwards of 450. The accessibility of just Second Chancing or Phoenixing one to three people off of the ground, which already heals a ton, then healing them back to >75% in the next action makes optimized PvP a slow grindfest of attrition that devolves into people rubber banding from dead on the floor to nearly full health several times in one fight.
At the very least, make spam resurrecting and healing unconscious people harder. This isn't an elf problem, an interference problem, or a silence problem, it's a systemic one.
Personally I second making Reviving from 0HP more debilitating debuffs during a fight.
Perhaps taking 50% increased damage for a turn or two, or all healing is at 50% effectiveness upon them.
Munch