The Daily Blues
1 posts (Updated 1 year 334 days 9 hours ago) [Source]
Alex Ziebart wrote on 12th March 1am
Each day WoW.com will take you through all the blue posts and other Blizzard news from around the internet. From Ghostcrawler's latest posts to the lowdown on StarCraft II and Diablo III, we'll keep you informed.Ghostcrawler was on the quiet side today, but the forums were still ablaze with chatter. StarCraft II fans in particular are in for a fun information dump in the near future.
Table of Contents
Ghostcrawler
Ghostcrawler on removing heals from the combat log
Mods would be able to get around it. As long as players can see how much they healed for, they'll be able to record total healing done. Ultimately, it's just information and the problem is not in the information itself as in how players interpret that information.I think the real answer is just to keep telling players they are being short-sighted when they try and equate total healing done with best healer. Now, I will point out that when mana is more of a concern that the meters will better reflect healing done over the course of the fight and not how quickly I can spam my largest heal.
source
Ghostcrawler further discusses healers in PvP
Forum Poster: GC, doesn't that kind of thinking neglect the fact that the vast majority of arena teams and comps are based on how individuals can peel or cc members of the other team? arena matches should never be 3v1 at any point because out of all the specs in arena, there's always going to be at least 1 form of cc available to hold up at least one opposing player.Ghostcrawler: Well, sure. That's why we say we don't spend just a ton of effort balancing these little one on one encounters that don't ever really happen outside of duels or world ganking (which are rarely going to be balanced since it's the most fun to gank someone lower level than you).
I think what is going on here is dps guys who think "I do dps, so I should always be able to pwn the guy who doesn't do dps," and don't stop to think about what that means if healers are that fragile.
They don't run out of mana. Healers are way too mana efficient. I've seen a Holydin heal through 680,000 damage without ever leaving combat and not dying, his partner got gibbed really early and he played around being unkillable for awhile and then got bored and left.
I think this is a case of people jumping into a thread from Bluetrackers.
To reiterate:
1) I said at some point "All things being equal, a dps should be able to kill a healer."
2) OP wondered what the context was for that statement.
3) I said the context was probably (because I don't remember) mana: meaning that all things being equal, a healer should eventually run out of mana. In other words, the way to counter a healer is to run them out of mana. It can't just be "I explode the healer with my awesome damage" because if that was true, it would mean a healer couldn't heal themselves through one attacker and would have little chance keeping themselves or a team member alive vs. 2 attackers.
4) The real take home message is that we don't put a lot of time balancing 1 v 1. The reasons are A) that there is nothing in the game that showcases 1v 1 encounters (you don't get Arena points from duels), and B) 1 v 1 balance doesn't scale well to team balance, which is showcased in Arena and BGs.
Players like to argue "If it's balanced 1 v 1 then it will be balanced for any number of participants." But that math doesn't actually work because of team synergy. The definition of synergy is that the total effect is greater than the sum of the component parts, or in other words, 1 + 1 > 2. The second you buff someone you are making both of you more powerful -- the buff is not divided by the number of recipients. Your team is more powerful than just the sum of what each of you can do individually. A 3 v 3 Arena match is fundamentally *not* a trio of 1 v 1 duels happening simultaneously.
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