Vyxar posted:
In real RvR where people hope to spend hours in a party out in the frontiers they need to give more classes spec buffs.
They should immediately be giving access to the stat spec buffs (not shears) to friars, heretics, healers, bards and wardens.
It helps all the OTHER players and it opens up more spec options and more grouping options and reduces the pressure on the existing spec buffers to spec just for buffs.
You say you enjoyed having your team rely on you. That's great, it also doesn't change if more buffs are available to players from players. It just gives EVERYONE else a more reasonable pool of characters and classes to rely on. It doesn't change the fact that they will still rely on someone. It doesn't change the fact that the support you provide on your shaman is an integral part of the success or failure of a group. All it does is make the very thing the game is balanced around more accessible during game play instead of at the PK from an NPC or Bot during downtime.
Corfel posted:
but part of the fun is having to keep your team full buffed, ready to rock etc
I know for sure that I enjoyed playing shaman as support because my team staying up relied on me keeping them buffed etc as well as throwing out debuffs/diseases etc
Sorry but I'm just not seeing it ~
but part of the fun is having to keep your team full buffed, ready to rock etc
I know for sure that I enjoyed playing shaman as support because my team staying up relied on me keeping them buffed etc as well as throwing out debuffs/diseases etc
Sorry but I'm just not seeing it ~
In real RvR where people hope to spend hours in a party out in the frontiers they need to give more classes spec buffs.
They should immediately be giving access to the stat spec buffs (not shears) to friars, heretics, healers, bards and wardens.
It helps all the OTHER players and it opens up more spec options and more grouping options and reduces the pressure on the existing spec buffers to spec just for buffs.
You say you enjoyed having your team rely on you. That's great, it also doesn't change if more buffs are available to players from players. It just gives EVERYONE else a more reasonable pool of characters and classes to rely on. It doesn't change the fact that they will still rely on someone. It doesn't change the fact that the support you provide on your shaman is an integral part of the success or failure of a group. All it does is make the very thing the game is balanced around more accessible during game play instead of at the PK from an NPC or Bot during downtime.
the argument is that it would open up more spec options to main and second healers. But that is not only connected to spec buffs. you are opening up a new idea which has its merrits.
up front: nicely argument across the board (also the part i deleted) but in terms of the OPs intention i it stands that people also expect to run at with 3 or 6 resist buffs and they should be at least yellow. the added resists are still more viable in full group play than a slow casting underachiving smite heal where a well timed spread or group heal is needed. A warden gets grouped for resists, bt, end, reduction and not the ability to effectivly bg someone while healing. Even in solo play a warden wil spec enhance. a staff/heal friar makes no snese in terms of group play and in solo game you really want enhance too.
so OP proposition remains paper daoc. you will not have mor sepc options on the classes due to this idea.
Your idea provides a little less hustle in the normal gameplay. But what will it do to the balance of how groups a formed.


