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You can't have one side immune to damage and one side not, its not a barrier that can reasonably be overcome. No raid by any circle with healers employed properly so far has been remotely close. Cyr literally defended Antioch 1 v 5 while shackled and inhumed, probably the two most debilitating status effects in the game.
Don't see why the healer guards need to heal players, honestly. Making the guard clot unkillable without a complete overkill team already makes them the best guard type by a landslide.
Basically, if you're tanky enough to not die in the span of three seconds or so, you won't die without a massive time investment (huge bleed attrition, a concerted push for an instakill, etc). That's not a problem if it goes both ways, but it doesn't. One side gets to push damage and one doesn't. The one that doesn't is going to lose.
I also want to touch on the fact that you can stack 10 of these in one room. Even if they healed a far less significant amount, if someone minmaxed healers it'd probably still have the same result.
I guess it depends if the intent is for it to be pk vs npc or pk vs pk. Personally I don't see anything engaging about the former, but of course, personal preference.
I have to ask though why you feel defenders are entitled to such a powerful edge? I'm honestly not following the logic there. These are my thoughts, if it helps:
Things the defenders have going for them:
- Siege (still great hinder, good damage).
- The time limit. Wins are much more meaningful for the defenders, because they're not fighting the clock, its fighting for them.
- Geography. There's only one way out of the city, so you can prep the path accordingly. A lot of this comes down to objective placement, cities with more scattered objectives get less benefit here.
Things the raiders have going for them:
- Picking the time.
- Picking the objective (see final point of previous list, these are inversely benefitial based on placement).
But I guess my big point is there's a reason people have stopped raiding against significant opposition, even with the nerfs. I don't think its because raidings too easy. Though again, this comes back to whether this is meant to be player vs player or player vs guards.
I was being extremist in my earlier post. I don't expect to win a 1 v 5. What I did have a problem with was a defending group bigger than the attacking group still having trouble stopping the attackers. Had Owyn not swooped in and got that last kill you all would have had the objective using 3 vs 4 defenders. Honestly though whats the point of having healers if they ain't healing me? Moar damage and hinders plz. I'm not asking to go from squishy bard to supertanksician. Just asking for it to be turned up a bit so I last longer the 3 seconds I normally do. I'll trade heals for damage if damage needs to be toned down a bit. It just went from everyone being super tank to lulz artifacts with one felt swoop without even trying an in between approach. I guess I should have spoke up earlier but I thought I'd give the no healing a chance. Can't tell you how many times I went wtf reading the post about not healing players.
@Septus - If it just ends up being 5v1 you lose then that really only emphasizes how large and insurmountable of an advantage 'picking the time' really is.
Oh no, I think you're missing my point. This is an insermountable advantage. You can't balance around it because someone can legitimately just wait for you to have noone online. Its not something you can account for while keeping things relevant in the cases that are actually worth promoting (the case when both sides have people). This is the same for any conflict system in imperian: if someone wants to win badly enough at the cost of it being fun, they will. People sleep eventually.
You can scale for numbers etc, but again: this doesn't work. Numbers aren't a good gauge of things because people's pk ability varies so greatly. Artefacts also don't work: for instance a team that brings Tikal would get punished about as much as a team that brings me. You could say "then we wouldn't bring artefacted players that aren't great pkers", but I think at that point the system has failed.