Quote:
Originally Posted by Morello
heal-ER (n): A common archetype originally introduced in classic fantasy that are bad for team games. They are notorious for their ability to remove attrition, cause damage creep, and bring action to a halt for people who aren't the healer. Flagrant abuser of game health.
|
2 things, 1 Source please, 2 how are they bad for team games? I'm sure you plan on discussing this in the future, but I've seen plenty of team games succeed with a healer unit.
I guess the real issue is the way healing is in this game, and how it reacts.
In a lot of FPS type games with healers, (excluding TF2, where the healer is a sustained healer)
The healer takes a second to heal you, so you have to get behind cover. Looking at the way things are going, this is actually what you've been attempting, making healers still viable while laning.
The core problem with this is simple. In a shooter, if you're pinned down, you can't hide behind your tower and teleport out, so medics are absolutely vital. In league, after someone almost dies, even if they have a healer with them, most of the time they'll just go back to base.