Wiseman
Member
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@Hun Kingq: The field medic change is meant to Nerf heal loop in general, and support overall. It should be impossible to heal 50+ with 17 energy, that kind of heal is unfair and overpowered, especially when fighting Credit players that can't get enough support for a heal like that. We are making it where you will have to invest points into heal to make it stronger, and since higher level heals cost more energy it wont be easy to heal loop with them. This change does effect all classes, however field medic, and heal loop have been overpowered for a long time. Think about this, two of the most overpowered builds in the games history (Heal Loop) and (High Support) used heal. Heal Loop usually used a level 1-4 heal that gave about 50+ health back, and support build usually used 1 big heal that gave 60+ health back at level 1-2. Also at the lower levels, FM can be very overpowered if used in battle multiple times. We are also adding requirements to the rest of the passive skills, at this time Blood Lust; Shadow Arts; and Deadly Aim all have requirements. After the release Hybrid Armor and Reroute will also have requirements. Frenzy and Maul will be gaining requirements as well, though the Maul requirement is mainly meant to Nerf strength mercenaries, so it's harder for them to get 2 turn stun-zerk kills (the build is still really strong and can easily 2 turn with max maul). We have taken into consideration how this change will effect other classes, and I have tested each class using builds that don't rely on Field Medic, all classes preformed fairly well without Field Medic and I think the whole (Mage is effected the most by this, and are now useless) way of thinking is really just perception brought upon by past experience and history. Mage can preform fine without the need of healing consistently and I wouldn't say that if I didn't test it myself. Anyway we plan to go forward with these changes, and we may adjust some numbers during testing, however they will happen and no amount of negative feedback will stop them from happening. Sometimes balance is a touchy subject, and player disappointment due to certain changes is something we expect, however that's no reason to ignore balance problems, because we know that if players actually try to adapt, they can.
< Message edited by Wiseman -- 10/6/2011 6:18:46 >
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