Prior to combat abilities I lobbied for 3 types of mechanics that would balance dex and healing. I think enough time has passed now that I can present my argument again on why we need these mechanics and why without them a state of balance is not possible in the presence of speed disparity and self healing.
The mechanics we need:
1. Healing debuffs (Grievous wounds): First and foremost we need a long standing melee applied debuff that can be applied to targets that will reduce the effectiveness of healing on that target.
2. Gap closers: A high cost/high cooldown gap closer. We need a way for non dex classes to have kill threat on dex classes, especially when the dex class has been involved in extended trading. It should be harder to reset the fight the longer you have been fighting.
3. Slows: We need a high cost, high cooldown way to slow characters down, especially in the context of extended trades. It should be harder to reset the fight the longer you have been fighting with someone.
Without these mechanics the only other way to balance dex and heal creep is by tweaking the numbers. Either mana costs, or healing output or dex to speed ratio, but changing any of these will result in the disruption of razor thin PVE margins; namely for endgame solo PVE, and since that is the basis of the foodchain and ecosystem disrupting this delicate PVE balance could only hurt the playerbase.
That is why i am urging Starvault to reconsider and balance the game with new mechanics rather then their traditional route of tweaking numbers or build paths.
The mechanics we need:
1. Healing debuffs (Grievous wounds): First and foremost we need a long standing melee applied debuff that can be applied to targets that will reduce the effectiveness of healing on that target.
2. Gap closers: A high cost/high cooldown gap closer. We need a way for non dex classes to have kill threat on dex classes, especially when the dex class has been involved in extended trading. It should be harder to reset the fight the longer you have been fighting.
3. Slows: We need a high cost, high cooldown way to slow characters down, especially in the context of extended trades. It should be harder to reset the fight the longer you have been fighting with someone.
Without these mechanics the only other way to balance dex and heal creep is by tweaking the numbers. Either mana costs, or healing output or dex to speed ratio, but changing any of these will result in the disruption of razor thin PVE margins; namely for endgame solo PVE, and since that is the basis of the foodchain and ecosystem disrupting this delicate PVE balance could only hurt the playerbase.
That is why i am urging Starvault to reconsider and balance the game with new mechanics rather then their traditional route of tweaking numbers or build paths.


