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Healer support points and other feedback http://forum.panzar.com/viewtopic.php?f=6&t=10847 |
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Author: | Ugly mf [ Sat Aug 31, 2013 3:46 pm ] |
Post subject: | Healer support points and other feedback |
Hello I got few characters around level 8 and I want to share my thoughts about this game. My main char is Paladin and one thing realy concerns me is points for supporting. It looks like it doesn't matter how I heal and support my team but whom I heal. I am only getting support points if player kill someone while being healed by me. It is rather frustrating knowing that my score depends on others performance. So I often end in a middle of score table just because I am healing tanks and people who are actually doing map objectives (like taking and holding points). I cannot afford to run around and heal guys who are focused on killing. Its not my playstyle and I am almost always only healer in team. Maybe some tweak in getting support points make Paladins more atractive character to play. Next thing is that capturing objectives and holding them isn't rewarding at all. Standing on capturepoint gives me +1 scorepoint every 10-20s? Capturing points is the main task on the map, so make it more important. I often see situation where map objective is empty and people are running around for kills cause it is more rewarding and I don't blame them for it... Jumping? I think everyone know that jumping (with spacebar) in Panzar is a joke Oneshotting... Well I know that oneshotting is fun and killing someone with one hit makes you feel super strong, but in long term that mechanic is annoying. I preffer that powerfull attacks should do something more than just kill instantly. For example knock people down/away, paralyze them, slows them. Add some extra "thing" so it will leave oponent vulnerable but with chance to defend himself. Ofc I can block, and I often use it to protect myself from sneaky behind attacks but even with block I just die from berserker strong attack. Ok I know Paladin got low hp pool and so on. But instead of oneshotting me make it with chance of stunning or something, finish me with second blow but give me at least 1 second window time for my team mates to react and help me. It is team game after all or just rampage including buttons smashing? so in conclusion, I am looking forward to: -healing, tanking, doing map bjectives, silencing be more rewarding. Doing stuff that helps = more points. Not just kills -jump fix -more cool game mechanics, which will elevate team play on whole new level Anyway I like game so far so keep up good work in making your game better EDIT oh one more thing came up if it is possible please allow bigger partiest to queue together. I got 4 friends playing panzar and unfortunately I cannot play with them cause team limit is 3 people only |
Author: | Vik the tank [ Sat Sep 21, 2013 2:43 pm ] |
Post subject: | Re: Healer support points and other feedback |
Hey, I read your post and I too have some thoughts on the same matters. I too play a Paladin as one of my main champs and I agree with you about the paladin supp points. Paladins should get at least 1 supp point per 1 or 2 successful heals. If i have a bad team i can go on healing person after person, who doesn't know what blocking is and if they die i get nothing for keeping them alive and then die myself. The worst part of this is that it can go on for quite a bit. Also as a healer I have to prioritise sometimes in the fights. I am so tempted to heal only the damage classes to get points, but that isn't always the right thing to do. In hardcore fights successfully healing everyone is quite managable, but only for about 5 seconds. Then my mana goes down and it gets really difficult to keep everyone alive. And if the team I heal does nothing I also get nothing for my effort. At least 1 supp point per 1 or 2 successful heals will be some reward for the effort and will prevent me from going 2-3 deaths with earning 0 points because of bad teammates. On the other hand, if I play with good teammates i am always in 2nd or 3rd place, but that doesn't happen as much. No matter how bad the team performs I always try to be in the top 5 and most of the time I am. Still, i feel that this won't be a change that makes the class overpowered in leveling, cuz paladins kinda level slower anyway due to these reasons we are discussing. When I started playing the 3rd or 4th game in my life I sat at the point to defend it and immediately noticed how much more points the others are getting for NOT protecting the objective. Immediately I said ''What the heck is up with that??''. Holding objectives, not mindless violence (for part of the maps) is what wins the game for everyone. I have lost countless games because of people who just run around to fight others and, likwise, I can't blame them because it's just more rewarding. Well not if you win, but still why can't you get more points out of it and still win? It only seems fair. 1 point for 10-20 secs is ridiculous. You almost have no motive to stay there and guard. This, too, needs to be changed. Lastly, the much discussed topic of the berserkers. I will probably have my head bitten of for saying this, but I think their role is to be scary by being kind of OP. They have a lot of health, which makes them tanky (but NOT tankier than the tank) and very high damage, which makes them targets for CC. They are tanky + high dmg and I think there's nothing wrong with that. That is their role. That is their purpose. HOWEVER, (a very big however) there are some features that are just...wow. They have and ability called Shattering blow ,or something like that, that more or less makes kind of little difference if you manage to block it. It deals dmg through the block. Let me give you and example: when i block this with my paladin at FULL HEALTH he still takes TWO THIRDS of my hp. Freaking WOW. That really is something, isn't it? The idea of the berserker is to be...well a berserker, but come on how can we squshies survive that? Tears are brought to my eyes when I think that frost witches and SoFs get one-shotted even through their block. About the 2-hit kill thing. Well that kinda depends on skill. If you block it you have enough time to hit a power attack and block again. If you can't, well that's that. You deserve what's coming. This is the berserker's role after all. But the damage on each of these attacks can be reduced, cuz if the berserker knocks down an inquisitor or one of the elves there is no point for me to heal them. Multiple times I got them on blue colour hp (which i guess is full health) before they stood up and still the berserker killed them IN ONE SHOT. I can successfully save only orcs or rarely those humans who have stacked more HP runes. I think the damage on each of the abilities is what bugs players the most. It's just too damn high. You know there's a problem when even blocking can't really prevent it. Not to mention if they happen to crit . I'm not just saying all of this about the berserker just cuz i don't play him and I want my class to be OP and the others' not. I think these are valid points that many can agree on. Don't make them damageless, but damn son they are completely wrecking ****. If not stun-locked or freezed even tanks aren't exactly as tanky as they should be against them. Looking forward to some replies from the others too . See you on the battlefield! |
Author: | TheJackal [ Sat Sep 21, 2013 4:14 pm ] | |||||||||
Post subject: | Re: Healer support points and other feedback | |||||||||
+1 Paladins should become points for healing damage and not only supporting for killing enemies. Also restoring should give you CP not only normal healing. I also play a paladin but now very rare just because of this problem. And paladins getting less everyday. Change the pointsystem for paladins so more players will find him more enjoyable. Just my 2 cents... |
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