Now that 1.82
has hit EU, I noticed something fundamentally wrong with those RP
rewards. Any (AE) damage done to the enemy which is very obviously not
enough to ever kill anyone (and serves as interrupt or leech most of
the time) is basically PL'ing their primary and secondary healers. One
excellent example is AE DoTs or siege AE which damage the targets (and
might give RP share if anyone ever manages to kill them) but will give
more RPs to their side than to mine!
You know, back when RPs for resurrects were introduced, a realm
death still gave more RPs to the side that scored the kill than to the
side that resurrected. With damage over time, the side that heals will
gain a multiple of the RPs the side doing the damage ever will. And
that's so wrong. I mean, shall I refrain from any damage other than
debuff nuking or massive assist just to not PL their RR? Where are the
RPs for damage done to even this out again? (And if healing is to give
RPs where none have been given to the opposing realm yet, where are RPs
for demezzing which is more beneficial in a fight than healing or
resurrecting them later is anyway).
IMHO just like every character has a pool for damage done to him
(to share RPs later if killed), healing should work as negative damage
but basically the same way. Should the character be healed by me and
kill someone within the next minutes (the share dropping over time the
same way the RP share from damage pool does), I would get a share of
his RPs because the character is still standing in part because I
healed him. That would solve above paradoxon.
Edit: Also to mention... there's a cooldown to RPs for kills,
while not always appreciated, it prevents abuse... RPs for healing can
be abused in much the same way. The target never dies and is source of
an endless stream of incoming RPs. Not even kill spam to reveal
something fishy going on.
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Comments
I have but one thing to say:
When one does not play a support class one's mouth is best used for chewing when debates about support classes occur.
Currently Playing: Dungeons and Dragons Online.
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I really do not think they are getting more realm points than they deserve. Healing classes are the hardest classes to play in the game, yet have been the least likely to be rewarded. Any changes that help them out I like. The "worst" that would come of it is a high RR healer. That will just allow RvR battles to last longer. This to me is a good thing.
I spent months in RvR to find all my group-mates zooming through levels while I sat there, very humbly at RR3... Being an Aug Mend Shammy, yes there are people that play Aug/Mend, I can only say good things about giving RPs for healing.
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