Tank + Healer + 6 DPS
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I agree with this, as many people go with the plain obvious (Green text means healz!) whilst the only signifiers of a de-buff is either that you look at the mob (Which, in the heat of the moment when it's being pounded by several different powers at once can be somewhat difficult) or if someone says that they are doing so. Text alerting people of a de-buff would be somewhat helpful.
I haven't read through the entire thread ... but I think some (a lot of?) people like heals because they're OMG obvious. You generally know where they're coming from. You know they're doing something (many people don't seem to get that heal numbers always flash up, even when your HP bar is full). (De)buffs are more subtle; if an AV hits you for 250 damage instead of 1000 (from, say, a combination of -damage and +resistance), your typical player will just notice he got hit and that someone stepped up and healed the damage. He will have no inkling that he should've taken four times the damage, and that the heal, however timely, is one third as effective as the (de)buffs. FWIW, I've run with RO for 2 or 3 years now. One of my first toons (Issue 1ish) was my FF defender. I've logged hundreds of AV fights on my Dark / Dark defender. I've done 90+ levels of Traps. I've thrown out thousands of Speed Boosts. I had one of the game's first Fire / Fire perma-dons (in I9, no less -- pre-Purples). And *I* can't tell by looking at the effects going off around me who has what debuffs (and sometimes even controls) going off on mobs on big teams. And the feedback for knowing how much incoming damage was reduced by buffs is pathetically lacking. But heals I can pick out. Hell, I can even tell what heal I just got hit with by looking at the green numbers and the locations of the heals. And, form there, I can usually tell who cast the power. But there's no such visual confirmation on-screen besides the occasional "Dodged!" for other (de)buffs. And that tells me precious little about who did the leg-work for getting the mob to miss me, or hit me for less damage. For a game that went the extra mile to break dependence on heals, the lack of visual feedback seems like a rather large oversight. |
As to the matter of Tank + Healer + 6DPS, in my opinion is a good template, but not all templates guarantee a win. When i form a team, i make sure there is at least one tank and one healer, sure it's not absolutely necassary, but i like to know that there's going to be someone standing between me and pain and someone to make sure i don't get a sudden overpowering craving for dirt brought upon by an angry enemy. Usually, in a team i go for Tank + Healer + 2 Support (Bubbles etc.) + Control + 2 DPS and the last to spots are open for anything else. However, whilst i try to go for that, i generally pick what comes along, such was the case for a Sister Psyche TF in which there was no tanks, two healers, an abundance of buffs + debuffs and enough DPS. We stormed through it at +4 level.
So, overall, in my opinion, the holy trinity is a 'good start' at best but definatley cannot perform to the standards of a group who fleshes out their team make up.
I was doing some playthroughs of City of Heroes. Now they will serve as memories of a better time ...
I've said for years that I really, really wish those flying green numbers showed how much actual healing took place, so that the cloud of zeroes would show just how lame heal spammers are being. And it might cut down on the idiots in the auction house who refuse to turn off their heal auras because they are 'working on their heal badges'.
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You THINK no one reads the comments, but I was amazed at how many people mention the donuts.
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