Brother Belial#4215 posted (#post-225684) said:
I personally don't play a lot of legendary matches because I don't like the pace of them, . There are plenty of ways to make healers vunrable.
In my personal experience, a heal ball is only as strong as the team playing against it.
This, in my opinion. is your problem You have a blinding bias and a lack of understanding. THE PACE IS EXACTLY WHAT WE ARE TALKING ABOUT. But don't take my word for it here's the math.
take the Koschei, the pinnical of the healers. it heals 1800 per second at optimal range and ~600 in the second range band (out to ~2400m). The weakest shields in the game, dreadnought shields, absorb 65% of all damage, allowing 35% in. heal pods add another 266 heal per sec per ship (800 heal pulses every 3 sec), and auto beams add another 2100 heal per second, per ship and last 40 seconds
The most damaging corvette, the Valcour, does 4063 DPS at optimal range
The most damaging artillery cruiser, the Murometz, does 1833 DPS
(techinically the onager does 2111, but it's easier to get consistant hits with the muro)
Give that all classes at each tier have similar numbers, just increased or decereased 10-25% relative to the next/last tier means that these numbers generally hold regardless of which ship you plug in.
through dreadnought shields those numbers become:
Now let's assume the typlical 3 ship heal ball.
at optimal range those 3 Koschei's can out heal:
3.7 valcour (4.3 with pods, 8.7 with pods + beams)) (1.2 at mid range, )
8.4 murometz (9.6 with pods) (2.8 at mid range)
7.3 Onagers (8.3 with pods) (2.4 at mid range)
damage modules, because they do so little damge through shields (20k nuke strikes become 7k hits) unless they are volley fired, not intercepted, and all hit generally do not change this equation. I've also left out straight defense modules, like armor amps and weapon breaker modules because, again, they will generally stand to counter other modules.
As you can see, teamwork isn't going to matter if, in a best case scenario of everyone focusing fire and everyone not missing the enemy heal-ball can literally ignore the damage of an entire team of damage-focused ships. That's in the unlikely case of an entire team actually being only damage focused ships. You are asking for an incredible amount of coordination: all ships on target, all ships timing their burst modules simultaniously, all ships also countering incomming damage from the other 5 enemy ships . . . and the 'teamwork' they are countering is 3 dudes on voice coms pointing and holding down fire at the same ship.
This is not balance, this is the very definition of an OP strategy, and this is why healing is THE de-facto meta king for any team that knows what they are doing, and isn't running a corvette pub-stomp squad.