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Thread: Lower all healers healing output a little, and get RID of cauterize. burst meta fix

  1. #11
    Beta Player Viscount
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    Quote Originally Posted by ZamasuRosé View Post
    The only thing they need to do is to lower the price of cauterize 1,2,3 because sometimes the opposing team have too much heals and we can't really do much and we need cauterize 3 as fast as possible which is hard to get when we are having trouble...
    That solves nothing, and makes it worse. Because again, many new players, and stubborn ones dont get it. so your team lost. when you have a flank and dmg that dont get it, your team will lose. unless terrible match making was inplace, and our team heavly outranks the other one. This is why HEALING OUTPUT should be reduced by healers, and they will test how much, and caut will either be completely removed, making gameplay more enjoyable for healers, and really any champion, or they will heavely reduce cauts ability.

  2. #12
    Member Recruit ZamasuRosé's Avatar
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    I don't agree with you because if you lower the healing output the healers will become useless.

  3. #13
    Beta Player Baron DarkSoulEnvoy's Avatar
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    The problem as I see it is that caut itself is just too strong. a 90% reduction to healing that can be refreshed constantly is too much. There's a reason, for instance, that level 3 haven doesn't give you 90% damage reduction...because that would be nonsensical. Same goes for healing reduction. They should either

    1.) Greatly reduce the level 3 strength of caut (max it at around 60ish%)

    OR

    2.) Keep the current reduction rates but make it so caut can't be constantly refreshed. Like the way they changed damba's stun so that there's a lock out for a little bit between how often he can stun you...do that with caut. Let there be a .5 to 1 second window in between the time caut can be reapplied.

  4. #14
    Beta Player Baron
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    Quote Originally Posted by DarkSoulEnvoy View Post
    The problem as I see it is that caut itself is just too strong. a 90% reduction to healing that can be refreshed constantly is too much. There's a reason, for instance, that level 3 haven doesn't give you 90% damage reduction...because that would be nonsensical. Same goes for healing reduction. They should either

    1.) Greatly reduce the level 3 strength of caut (max it at around 60ish%)

    OR

    2.) Keep the current reduction rates but make it so caut can't be constantly refreshed. Like the way they changed damba's stun so that there's a lock out for a little bit between how often he can stun you...do that with caut. Let there be a .5 to 1 second window in between the time caut can be reapplied.
    I think the window between refreshing caut times would be very helpful. And it should be very obvious to the champ that they're being cauterized and by how much.

  5. #15
    Beta Player Emperor Valkure's Avatar
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    Quote Originally Posted by ZamasuRosé View Post
    I don't agree with you because if you lower the healing output the healers will become useless.
    That’s the point. You should not consider a SUPPORT (we don’t have healers in this game) a healing bot. Cauterize was there with the sole purpose to avoid considering supports just healing bot. If you want to go healing bot, at round 2 you’ll become completely useless. Supports had dps, mobility, CC, and so on. Now they just heals because everything else has constantly been nerfed.
    Let’s give back to supports what there was in their kit and you’ll see that they are far from being useless even with reduced healing output.
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  6. #16
    Member Marquess Averey's Avatar
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    Quote Originally Posted by Valkure View Post
    Supports had dps, mobility, CC, and so on. Now they just heals because everything else has constantly been nerfed.
    Let’s give back to supports what there was in their kit and you’ll see that they are far from being useless even with reduced healing output.
    Let us take the remaining CC away as well, as with Grover and the reducing of root to 1 sec from 2, sure it has to be precisely aimed in comparison to a 2.5s stun from a BK or Imani AoE, but what does that matter, its a supp so nerf.

    I do not understand why supports still have to do with most of their talents being bad or situational at best, while their base kit gets nerfed or good talents taken away with no compensation on them. The goal for removing one talent was to make 3 good ones, mot leave one that is good and another 2 lesser ones again.

    I think the healing needs to be lowered after a damage nerf or decrease which sadly does not seem to happen. The devs love burst meta.
    Per aspera ad astra.

  7. #17
    Beta Player Emperor Valkure's Avatar
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    And considering player base fleeing away, I still can't get *why*...
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  8. #18
    Beta Player Esquire
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    Removing caut, that actually sounds like a good idea. It's like, the healing points get lower, but the damage points remain. Doesn't feel very balanced imo. It's like, raise the living expenses but your salary stays the same.

  9. #19
    Beta Player Grand Prince M3RC3N4RI0's Avatar
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    Quote Originally Posted by Averey View Post
    Let us take the remaining CC away as well, as with Grover and the reducing of root to 1 sec from 2, sure it has to be precisely aimed in comparison to a 2.5s stun from a BK or Imani AoE, but what does that matter, its a supp so nerf.
    And a cripple is not as strong as a stun. I don't really understand why they nerfed this. 1 second cripple, wow. Shortest CC in game?

  10. #20
    Beta Player Prince CatManDude's Avatar
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    Quote Originally Posted by M3RC3N4RI0 View Post
    And a cripple is not as strong as a stun. I don't really understand why they nerfed this. 1 second cripple, wow. Shortest CC in game?
    I also don't understand why they even gave it to Imani in base kit. It doesn't really make a lot of sense
    Protect your supports please... They want support too!
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    Just a silly idea

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