And thus, we see yet again the downfall of holy trinity.

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    • And thus, we see yet again the downfall of holy trinity.

      You need a group to do anything in this game- if you want the best results. No bad, go find a couple people with similar goals, and go. :thumbsup:

      However, this simply isn't the case. Albion isn't horribly bad at handling a low playerbase in many regards, but unfortunately, the piggy backing on holy trinity formulas are killing it slowly. Adding just a single healer to any group i.e. a duo, a trio, a 5 man, or a 10 man+, just a single healer, gives you a major advantage.

      There isn't enough counter healing in this game, and for the longest time, healer's have been straight up dominating the open world and group pvp. Worse- there's only one healer thats equally relevant for all content. Holy. The first somewhat functional healer counterplay is in dagger forbidden stab, but there should be more than just this. As it stands you simply can't do anything without a healer. And few people want to play one.

      I wouldn't blame it on the players- there are plenty of people who enjoy healing, but even the most diehard healers are sick of using the same healing staff.

      Either way- this game is going to snowball into inactivity after a certain point. People simply won't be able to do the things they want to do unless there's someone willing to heal. And that's becoming a big problem.
    • Axes also counter healing and given how absurd they've made Halbreds in the last patch we'll probably see a whole bunch of them in the near future. But that said, they could spread around the anti-healer/anti-energy mechanics more. Especially since there are a lot of non-meta weapons that only need a slight nudge to start being more popular.
    • Fred_the_Barbarian schrieb:

      You actually don't need a healer for a dungeon. Bring 5 DPS instead. You have to be more careful but it can be done.
      You could also bring 4 dps and a good tank. If the tank holds aggro and the DPS avoid AoEs then the tank is the only one that takes damage and he'll heal himself with the ooc hp regen bonus, slightly faster than just 5 dps.

      However this is still less efficient than having a healer on the team, which is the OPs main point that healers are needed to do anything efficiently.
    • The irony in this thread is borderline hysterical. Enter Frostfire2k, who goes on a 3 month crusade against nature healers where he posted every day about nature healers being OP. Healers overall nerfed, Nature nerfed into the ground leaving many people to shelve their healers. Fast forward to today, where we have a thread about a lack of healers and not being able to put groups together quickly because of a healer shortage.

      I swear you can't make this stuff up.
    • Vindrax schrieb:

      The irony in this thread is borderline hysterical. Enter Frostfire2k, who goes on a 3 month crusade against nature healers where he posted every day about nature healers being OP. Healers overall nerfed, Nature nerfed into the ground leaving many people to shelve their healers. Fast forward to today, where we have a thread about a lack of healers and not being able to put groups together quickly because of a healer shortage.

      I swear you can't make this stuff up.
      Yup ... you can't have it both ways. You can't sit there and say "healers are OP" and then in the next sentence say "Without a healer we are doomed".

      Also, you try being a single solo healer in a group of 10+ and let me know how that turns out for you. Not only is it stressful as F***, and difficult because mobs get zerg buffs and take longer to kill, but you are hemorrhaging your energy pool the whole time while the group tries to chain-pull large groups of mobs. Oh, and if a single person goes down it's All Your Fault.

      Healing in any game can be very stressful, but after they decreased healing by a significant amount and made Nature almost irrelevant in competitive play, several nature healers left the game and found something else to play.