NoNo wrote:
ok got to respond to this
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#remove holy heal- erm no ta
#nerf blessed heal- dont really care
#shelter/deflector self cast only would be alrite i spose, but that would mean having to keep group and self buffs in belt, would mean alot and i do mean alot more switching around
#why make combat boosters and all that half duration??? they run out very quickly as it is.
interesting ideas oz, but to be honest, if they removed holy heal from ppus and left me with only group id quit this game altogether in a second. By their very nature PPU's have absolutely no offensive ability, which is fine as it is balanced by their huge defencive abilities. Leaving them with holy heal would mean that they would heal every1 and every thing within their combat perimiter, plus its considerably weaker then holy heal. Parashock is the only problem with ppus that i can see (apart from a huge lack in the rares department, but thats not a major issue), hence why i refrain from using it. People are always saying like I can take on some1, but then they get a ppu. Well thats a 2v1 situation, and in that case if the other person wasnt a ppu 9/10 times ud loose anyway.
The objective is twofold.
As far as i have seen, Blessed heal combined with holy shelter and deflector + some dancing is more than enough to survive a 2-3 combats chars combined punishment, even if 3 is cutting it, why should a PPU have the ability to outheal 3 guys concentrated firepower? it's a support character and as such shouldn't be fighting alone. As for group heals heal everybody, that would mean strap-on PPUs is a thing of the past, at least in their current form.
Secondly, a PPUs fighting force would then have to hold the lines to allow a friendly only Holy Group Heal, might even make a tactical retreat and thus coordinate as a team. Could make a break in the current tactics of "strap-on and swarm" OP wars that we play.
NoNo wrote:
As for the blessed heal. To be honest i dont particulary care if they nerf it, its not useful, but if they were to remove holy heal aswell as nerf this (although id be gone), it would make ppus considerably weaker, which to be honest isnt fair to those of us who like our ppus, and use them in the way in the way they were intended. Simply because some ppl exploit the use of ppus, eg making an entire clan out of ppus, doesnt justify punisshing those of us who use them properly.
I hear ya, and no, nobody likes to be nerfed, but turn the picture around. Single PPUs that master the current spell loadout, coupling with a likewise PPU setup combat char effectively mullifies up to and beyond 5 offensive chars. Simply because some like their PPUs, justifies that other people must suffer badly? I just wish you didn't like PPUs, it'd be easier on me ticker
*If*, (heaven knows i'm not deciding these things, just stating my opinions and ideas), this was implemented, yes PPUs would be weakened in terms of their own survivability, but certainly not vulnerable.
NoNo wrote:
Ive always been kind of in the middle on the self cast shelter/def thing. It would be ok if it werent for the fact that it both buffs all enemies and mobs in the ppus vacinity. Also with the amount of combat buffs and health buffs around it would increase the amount of switching around id ave to do by about 10 fold. So theyd need to give me an extra quickbelt before they do that
Everybody else struggles with QBs as well, except those that have strap-on PPUs and Tanks, group S/D, self-cast S/D, Holy Group Heal, Blessed Heal is 6 slots, thats 4 left for boosters and psi-booster + preferred PPU stuff.
Your saying earlier on with the 2vs 1 situations etc, why should a PPU have it on a silver plate? Might want to group 2 PPUs together, 1 acting as group buffer, the other tagging single heals and boosters thus having a fallback PPU and a Sweeper PPU, e.g teamplay and tactics
NoNo wrote:
The last one confuses me so much its not funny. Why would u want their duration halved?? They last shit all as it is. Nerfing their duration anymore would mean having to rebuff evry 3 seconds, at the moment i could even say their duration could be increased.
Also two-fold, this would _heavily_ encourage PPUs to say "get your own damn buffs" thus tolling on the PPU dependant setups. When you look at the lvl 3 boosters, in terms of skillpoint gain, it is _obscene_. Would reduce the "Combat class + strap-on PPU" raider teams, since it's more stressful.
Secondly this, along with the other stuff, strengthens the PE
NoNo wrote:
Some interesting ideas oz, hope this proved to be some sort of constructive criticism
I'm very grateful you took that much time, and i appreciate it the most from the experienced PPUs, since they have an idea of what i'm talking about (giga KK-inscribed-sledgehammer NERF!)
And i hope i don't come across as ignorant of your views, plz continue with argueing/debating/flaming me whatever you feel like