9 years ago
Protection + Healing immunity
I was looking forward to this patch in the hopes that it would fix the glaring problem of tanks not being able to tank properly and healing being somewhat trivial. After a few days, I've come to the conclusion that the protection mechanic was just a really bad idea. You didn't need a new mechanic at all, you needed to fix the mechanics that were already in place. Why complicate things with a new mechanic when you're not getting the existing ones right? Increase the health pools and effectiveness of armor was the answer, combined with the right call of lowering the damage of speed chars. Potentially let tanks still be slow, but start with 1/2 turn meter or something so that they initiate the fights like tanks in every MOBA, MMO etc. RG is so popular because he might actually get a taunt off before someone dies (which is still happening, regardless of the protection mechanic) The problem of Protection is that the following scenario is still all too common: It gets to my healers turn, everyone is either full health but missing some protection which I can't heal, already dead even though they were full last turn, or the ones who are low have healing immunity debuff. (more on that later) Just had a fight representative of this issue where my Lumi went the entire fight without a heal ever being warranted until she was the last one alive. That's absurd for a healer to have nothing to do. Once protection wears off, they're still just getting 1-2 shot meaning my toons go from 100-0% life constantly in between one of my healer's turn and the next. They're still so squishy that healing to full doesn't mean much. These are max geared 7 star toons I'm talking about. Healing immunity is also actually a bad idea. WoW had it with Mortal Strike, but it's at -25% fluctuating between patches all the way down to -10% and originally was set to -50%. Other games have had it where a healing debuff only reduces healing by 10% as well. 100% is just way too much, you should never be able to debuff an entire subclass's role. 50% I think is a hard cap. I'm not saying Sidious specifically is OP, although he is so annoyingly ubiquitous that given the recent (huge) mistake of not letting protection regenerate in GW combined with his presence in every single node makes GW just a really tedious hassle, and makes Barriss mandatory. I would argue 3 healers is mandatory for GW now too unless you want to be losing people the entire campaign. Anyway, I am saying the debuff in particular is too much no matter who's applying it. Combined with the new issues that protection brings, it just makes bothering to bring a healer really just a bad decision in Arena, and what I'd hoped you'd be doing with this patch is fixing mechanics that make tanking+healing worthless. "A" for effort, "D-" for execution.
In short, you're still having the exact same problem of people dying before they can be healed which just shouldn't happen. Kill my heroes because my heals are on c/d, not because I never even got a chance to use them in the first place.
In short, you're still having the exact same problem of people dying before they can be healed which just shouldn't happen. Kill my heroes because my heals are on c/d, not because I never even got a chance to use them in the first place.