![]() Maybe a shield when units are at max life that provides a DPS boost of some sort - maybe a DPS mutation effect that only activates when they have no good targets to heal. Basically, they are the only class that you want to have JUST enough of them, every other class you can continue adding more of them and get more return, but healers are only as good as the damage you have coming in. This specifically becomes a problem when you have more than enough healers to keep your team topped off - then they sort of just stand around. When viewing things through a PvP lens, you really are trying to fight against EVERYTHING when you are trying to beat Cultists, they are just a single class that challenges every aspect of any build you are trying to make.Ģ) Healers need to do more than just heal, especially when the team is already fully topped off. ![]() They do everything except heal, and Hail Satan gives them a massive magic damage burst that stretches you too thin when trying to build a team. All that said, I wanted to comment on the current state of the game, and how I'm viewing things after going hard these past couple days.ġ) Cultists are just the best class in general. You sort of start building teams to try and beat other players without accidentally dying to the PvE along the way - and the PvE is tough enough that you have to spent a moderate amount of resources to just not dying in general. ![]() First off, game is great, and I LOVE how the King of the Hill aspect completely changes the point of playing a run.
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