#Please do not go through with the global nerf to Healers

1 messages · Page 1 of 1 (latest)

mild moth
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This will have unintended consequences to so many characters. For instance, all units up until this point are designed with healing in mind. Healers, self-healing units, healing-hate units, etc. Changing healing directly will impact too many units and result in even less varieties, because it only affects slow comps with healing, but NOT fast comps, as fast-comps tend to be all similar since they all tend to use the same units.

MANY characters will be negatively impacted. Characters, such as those that are used to tank in the front and require Healing to use properly. Some characters that require long cooldowns to produce an effect will become unplayable since they need some sustenance to stick around long enough to provide such effect. Furthermore, some units that occupy the niche of debuffing Healing will also become irrelevant, such as Jisoo, Momo and A. Seo Yoon.

As this will affect the playstyle of so many players, there would be massive backlash in myriad of different fronts. And, of course, all Healers will become irrelevant as a class, to the point of no one picking them at all anymore, essentially erasing a whole class from existence.

Instead, what I propose, is enforcing the Ban penalties, in relation to Healing. All outgoing/incoming healing will receive a penalty in accordance to ban level (Such as -20% per ban level, for example, up to a maximum of 80%, or possibly, up to 100% in penalty).
In this example, R. Chinatsu's heal output will decrease by 20% per ban level. Conversely, a unit that is banned will receive 20% reduced healing per ban level. These figures may stack if you're using both a banned healer and a banned unit to be healed at once, reaching the threshold of 100% in healing reduction quicker.

I also propose adding an extra ban slot or two, to help accommodate more units being introduced, and ensuring some weeks there would be no healers playable.

This will probably help accomplish what you want to do, shortening battle length overall, affecting some weeks more than others, depending on what units are banned for that week, whilst also still maintaining overall viability of some units for as much as possible. And this will in turn keep the meta changing from week to week, keeping things fresh. I think this will cover more bases than just nerfing a whole class and avoid burning things to the ground in the process.

gloomy rose
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I think they're having a test run of the global heal nerf in Arcade mode in KR server.

mild moth
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That they are, but they will get few relevant data, due to the restrictive nature of that game Mode. It is my hope they really think this through, as this could quite easily ruin the game, for RTA anyway, as they're playing with such a core aspect of the game. It would be a shame to see the game go down like that.

finite flicker
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their "test run" is -80% healing which is useless for testing anything

faint iris
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It was -60% the week before -80%. We are not sure which % they are going to select yet

crystal owl
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