10-30-2016, 08:26 AM
So one of the things I find to be an issue with combat lately is how powerful some healing skills are.
Where someone can effectively win a battle through attrition due to having high defense, resistance and HP but also the ability to spam healing skills to effectively mitigate whatever damage they took.
Now when some people can heal over 200 HP per cast and then cast that twice per round, it's incredibly difficult to deal with without Silence or Interference.
Problem is, often with them being Curate promotions, they can just remove Silence. So that really only leaves Strangling Etacof to keep them silenced.
As for Interference, a good portion of methods to cause it use Status Infliction. Problem with that is healers also tend to build FAI for Light ATK and sometimes SAN which both jack up their Status Resistance.
So for reliable Interference against these high FAI and SAN characters, you need either Black Bolt with enough Void Energy, Overcharge Interference Shell or maybe if you're really high on status infliction, a Hexer with a lucky Black Static.
Now, I don't necessarily want to cut down on the healing's effectiveness. No, I think a fairer solution would be to prevent it from being easily spammed, thus cooldowns.
So I'd like to propose the following Cooldowns for these healing skills:
Malmelo - 3 Round Cooldown
This is because it's a map-wide AoE that heals a % of HP rather than Light ATK/spell power based. It's an understandably popular spell for Spellthieves to steal.
Phoenix - 3 Round Cooldown
Phoenix can cover a fairly large area but even moreso it can revive players too. I think it calls for this kind of cooldown.
Healing Discharge - 2 Round Cooldown
Not as strong as the above two spells. However, it is still a good AoE heal and can be spammed currently.
Medibot - 3 Round Cooldown
Only starts ticking down after it is destroyed. (If Salvaged however, the cooldown is 1 Round instead.)
An Overclocked Medibot can heal a grandiose amount. So a smart thing to do would be to push it out of range or just destroy it, right? Well, not really, since an Engineer can just throw down another one. So I feel like a special cooldown would be reasonable for dealing with both the potency and how it's too easy to just put back down.
Where someone can effectively win a battle through attrition due to having high defense, resistance and HP but also the ability to spam healing skills to effectively mitigate whatever damage they took.
Now when some people can heal over 200 HP per cast and then cast that twice per round, it's incredibly difficult to deal with without Silence or Interference.
Problem is, often with them being Curate promotions, they can just remove Silence. So that really only leaves Strangling Etacof to keep them silenced.
As for Interference, a good portion of methods to cause it use Status Infliction. Problem with that is healers also tend to build FAI for Light ATK and sometimes SAN which both jack up their Status Resistance.
So for reliable Interference against these high FAI and SAN characters, you need either Black Bolt with enough Void Energy, Overcharge Interference Shell or maybe if you're really high on status infliction, a Hexer with a lucky Black Static.
Now, I don't necessarily want to cut down on the healing's effectiveness. No, I think a fairer solution would be to prevent it from being easily spammed, thus cooldowns.
So I'd like to propose the following Cooldowns for these healing skills:
Malmelo - 3 Round Cooldown
This is because it's a map-wide AoE that heals a % of HP rather than Light ATK/spell power based. It's an understandably popular spell for Spellthieves to steal.
Phoenix - 3 Round Cooldown
Phoenix can cover a fairly large area but even moreso it can revive players too. I think it calls for this kind of cooldown.
Healing Discharge - 2 Round Cooldown
Not as strong as the above two spells. However, it is still a good AoE heal and can be spammed currently.
Medibot - 3 Round Cooldown
Only starts ticking down after it is destroyed. (If Salvaged however, the cooldown is 1 Round instead.)
An Overclocked Medibot can heal a grandiose amount. So a smart thing to do would be to push it out of range or just destroy it, right? Well, not really, since an Engineer can just throw down another one. So I feel like a special cooldown would be reasonable for dealing with both the potency and how it's too easy to just put back down.