Do you think healing is overpowered?

I can do it. You can too.

A healer is super strong if the rest of the team is playing as a team, protecting that healer. If the team is just leaving the healer behind, using escape abilities, or focusing on their own target without caring about the enemy Attikus using it as a sandbag, then it’s either just free xp for you, or a healer that won’t be that effective.

But then again, if the opposite team is playing as a team AND is having every role filled properly, then that may be a good reason for them to win, honestly.

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I always found coordination to be more overpowered then anything. Any one single character alone is not enough in this game but you get the right mixture of characters and competent players coordinating together it’s a much different story. That said I think a healer is a good way to compensate for an uncoordinated team more so when paired with a tank. I like to call these ā€œsafeā€ combinations. This game has so much to offer that I think other combinations, ones even much more complicated that when used the right way could be dominating. But all that said nothing can beat a team that works together. I see too many people play this like it’s Call of Duty, think about what your doing and how you can help each other succeed. If you see the enemies are down or retreating help your team make a push. If a team mate is in trouble run to them and help them. Don’t be afraid to take some damage to help a weakened fleeing team member. Combo your moves with other characters, if you see someone stunning other characters drop down some AoE moves to help punish the stunned. Stop caring about your K/D or challenges even sometimes (Except Galilea, you go ahead and harass that Ambra player) and do what’s needed to win the game.

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Honestly I think we should be asking why Miko is the only dedicated healer in the game. Why are there not any other characters that can do Miko’s job, but differently? Ambra’s sun spots aren’t even close to enough to justify using her as a healer overtop of Miko.

Miko is, in my opinion, far too necessary. If one team has a Miko and the other doesn’t, the team that doesn’t is automatically at a huge disadvantage.

There are. People seem intent on not acknowledging that fact for whatever reason. You just did it too when you suggested Ambra has only sunspots as a healing tool when that’s not the case. And if Ambra players refuse to use those tools, thats a different issue. The tools are there. Kleese is a fantastic healer and does it in a very different way, just as you asked. Reyna is better than people give her credit for, but in an even more oddball manner, that depends a bit too much on her team understanding how she works, IMO.

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I completely disagree with you on this one I have successfully used Ambra as a healer, even putting bigger healing numbers up over the Miko on the opposing team. She has the augments to do it, but most people are interested in using her as DPS despite the fact she is listed as a healer. I’m not saying she can’t DPS but she can heal just as good as Miko with the right augments and gear. Again this ties into one of my other discussions about people playing this game like Call of Duty, use your imagination on this one every character is meant to be used in a manor of different play styles. Don’t be afraid to try new strategies that don’t necessary involve killing the other guy as fast as possible. There is more to this game then mindless killing, work with your team, fill the roles needed to make your team successful. Sometimes this means thinking about safer comps with a healer and tank.

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There’s a trade-off in picking a healer.
A good Miko will do laughable total damage, because they will be focusing on healing. Thus you lower your teams total damage output, but increase its survivability.
So the trade off is:
Less damage, but more survivability
OR
More survivability, but less damage

Also a team with two supports (ie: Reyna and Miko) are at a huge disadvantage when it comes to damage out-put. Find a way to exploit your enemy teams weaknesses and you should be fine, but this takes team work and strategy.
As the game advertises
"Fight together, or die alone"

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I don’t think healing is overpowered.

It’s my opinion, but I actually think it makes the game feel more like a classic FPS by increasing the time to kill. It reminds me of the medic from TF2 and that sort of thing, and I don’t think that’s really a bad idea. It means that some groups can take effort and clever tactics to beat, rather than just, say, one person being able to wipe out an entire enemy team.

What I would say, perhaps, is the matchmaking system should do its best to ensure there’s a healer and put a warning up that no one’s chosen a healer until someone does, at which point the warning disappears.

As controversial as this is going to sound, perhaps even don’t admit a team in unless they have at least one healer.

I just think that healing is an integral part of the game, and if one group doesn’t have a healer then the experience is going to be broken and lopsided. I don’t see this as a problem with the game at all, I see it as distinctly a problem with forming groups and how that owrks. I mean, going into Advanced story missions with a full group and not one healer? You might very well get trashed.

So that’s what I think.

I don’t really healing itself is innately overpowered, but I do think a lot more of the Battleborn should have the use of anti-healing mechanics to make healing easier to counter. The suggestion of ā€œjust focus the healerā€ is definitely something that can work, but it can’t always with a team intelligently protecting them (and of course if that were not always possible, there would be no reason to bother with healers). More anti-healing mechanics added to Battleborn’s abilities and helixes would add another strategic dimension to player choices and ease fighting against healers - while keeping the sustain advantage healers provide to their teams intact.

With shield penetration existing and having the potential to counteract the shielder supports, anti-healing being more abundant to counteract the healer supports would be logical.

Aside from Galilea I can’t think of anyone that has prevent healing, there must be more then one character?

I feel like complaining about characters being too strong is just your lack of strategy and technique.

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I really don’t recall there’s any other Battleborn’s helixes for it either. And Galilea’s got two!

There’s a good bit of Battleborn’s helixes that could really use a boost, and adding anti-healing or healing reduction debuffs to those ones could be an excellent solution.

Healers give their teams a ā€œno downtimeā€ advantage, if anything. In a team without a healer, damaged player needs to spend some time healing/recalling, therefore being absent and not taking part in teamfights/pushing/gaining exp/creds and so on. In a team with a healer, damaged player is getting his health back in a matter of seconds and can instantly resume all aforementioned activities.

Therefore, yes, teams with at least 1 healer are at huge advantage over teams with no healer.

However, there are so few healers in this game - some people might just not enjoy playing them, and I think it’s one of the problems of this game. Big reliance on a healer class in the team with almost no choice within that class.

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Well Alani is here soon to hopefully change this.

Miko isn’t actually OP at all though.

Miko is most potent among the healers, yes, but I don’t find him OP, because with his strong healing he doesn’t do so much of anything else, as opposed by other healers.

It’s not the alone hero with healing is poweful, it’s the whole concept. Which can only be felt if one team has it and the other one lacks it.

Also, yes, Alani is a step in a right way. But we are currently having 26 battleborn only 3 among whom are direct healers. There is Kleese, but he only starts healing at level 5 (if he picks the talent, not that you’ll ever pick anything else, but still), and Reyna, which is a frontline battle support, she can maintain your ass in a fight, but she’ll not help you get back on your feet when you’re low on health.

Why is this even a topic of discussion? Why is everything thats mechanic based thrown out as OP? Its a balance shift, one team does more damage the other does less but has back up heals. And if your not killing Miko / ambra first then thats your problem…

That’s your opinion.
Having an unlimited source of healing is quite OP in my opinion.

Exactly! Other players get in the way of killing Miko! :frowning:

Why though? Miko doesn’t have a heal on a cooldown, thats part of what she does, she basically has a heal as an auto attack. Why not apply the same line of thought to damage dealing? Every character can deal out damage without a cooldown, so why can’t miko heal without cooldown?