Is it balanced around players that leave their healer to die while Leroy jenkins it?
I didn’t win my arenas by being good. I won them cause the enemy healer was ignored by their teammates and I had more self sustain then their healer.
The arena fights devolved into who burst the healer first while ignoring our own healer. That’s my experience.
You can read right? You read that I said it needs nerfs but not on that single ability? It’s the combination of 4 skills? Hard cc immunity, kick immunity and slow immunity that can be used all at once. And commune if you finally get cc. Heal to full while cc.
An ability, that you put on mindlessly in most cases, you dont have any real interaction to pull any effect from it and has no real counterplay on itself than a few purgers.
Do you really need an explanation for that, why it is bad game design?
Evoker, unlike other healers, are hard countered by snares and roots. Their main heal is unusable in a root, their secondary heal requires team mates to be grouped up and in range.
Nullifying is easily countered by dispels and by classes with a spammable CC. You can see the big glowing purple balls above the evokers head. The amount of Snares and roots and CC that affect evokers mean’s nullifying is needed.
What is toxic, is the amount of CC, micro CC, snares and roots in this game. And the huge lack of counters to it. You add that to a huge burst meta and you create a very poor environment to heal in.
How can you be so completly unable to understand written text? Im just talking about the ability that is discussed within this thread, not the counterplay to any specc from evoker, just that one ability…
irrelevant absolutely and completly. This was not even close what i was talking about
Not every class has access to this but are completly hardcountered by that ability. Even when evoker is pulsing purple and glowing like a flashlight, it doesnt change the fact that this ability is braindead to use and a bad design for pvp in general.
stop pulling up discussions that dont have any relevance to what i am talking about.
you completly missed what i am talking about and what my point was.
To you for short, cause i feel like you get distracted by to many words:
-> Nullifying Shroud = Bad Gamedesign -> No real counterplay when you cant spam purge or cc -> Skillles to use and interact with it -> toxic ability
I would usually be nicer in answering, but please, dont start with that and than completly step into poop…
If it would be an instant 5 second duration buff to avoid cc like deathing a sheep for priest, it would be fine. But the way its design is just not good for the game.
Prevoker already has so many good tools to counter cc on him.
they just need to nerf shroud duration to like 10-15 seconds at most so it’s still an useful tool for avoiding CC in the moment, but isn’t a complete plague for comps without purges and can’t just be cast 20 seconds before you intend on leaving the pillar and still getting value
I think you need to look at the bigger picture. They have nullifying because they are more susceptible to CC. They don’t sit at a pillar peeping out to throw a 40 yard heal, they are in the thick of it.
It is entirely relevant that they are also very susceptible to being locked out from healing by snares and roots. Because if you add this to being CCd, your ability to heal is completely cut. Therefore they have an ability to somewhat mitigate this.
deep breath, dream flight, echo for magic cc, communion to counter or predict cc setups on you.
As said, its a braindead ability you get to much value for mindlessly using it negating a complete go oppurtunity cause of a 30 second durations which is a full cc and its dr falling of.
And roots on yourself you can dispell and remove. Even steeltrap cause its a bleed and you have an ability to remove bleeds. It just takes a global ofc but evoker is really well suited with burst heals and cooldowns to flaten out dmg spikes.
Theres a reason its the top 2 healer specc w/o 4 set and best with 4 set