Jump to content

Erynz

Members
  • Posts

    13
  • Joined

Reputation

10 Good
  1. Looks like a L2P issue on your end if you think interupts are garbage. No wonder that healer was able to kite 3 people, especially if they didn't bother to use intterupt. Also given the amount of maras/snipers/GS/sents there are in WZs now, I hightly doubt heal debuffs are few and far between.
  2. Thats BS and you know it. If a mara uses their mutliple interrupts to keep a healer from casting, that healer will be dead before it even gets to a stage where there are no interrupts left from the mara. TBH maras should only have 1 interrupt period. Then maybe I will agree that heal debuffs should not be curable.
  3. You are forgetting the contribution expertise makes to healing. In full BM you will have 12% more healing, so it will offset trauma to 18%.
  4. And you're ignoring the fact that if you have 2 maras or a sniper and a mara, they could stagger how they apply their heal debuff, so that the healer will only be able to cure one of them at a time. You know that thing called teamwork and actually watching what is on a player. At the moment, healers get a permanent 20% heal debuff in WZs from just ONE mara or sniper, on top of the 30% trauma debuff. It's one of the main reasons TTK has lowered after 1.2.
  5. You shouldn't be able to pull somebody at 100% resolve either. Roots and snares should not affect somebody with a white bar. I think it's one of the major contributing factors of player discontent, since your character is almost perma snared in all WZs.
  6. If you were talking about 1v1, then yes I think it's fair for the healer to be able to dispel a heal debuff at the cost of a GCD, but considering most people don't play in a 1v1 environment, I'm sure teamwork will ensure that heal debuffs are applied appropriately.
  7. I'm not asking for trauma to be curable, but the 20% heal debuff that classes like maras/sentinels and snipers/GS get. It stacks with the trauma debuff. Prior to 1.2 the mara/sent one was curable and GS/snipers did not have a heal debuff, but now all these classes can apply them in WZs and healers can no longer cure it.
  8. If it breaks on attack then the change shouldn't really be an issue, unless it's a 1v1, and in that case it will mean that the sniper/GS will have to be more careful with how they use their CC.
  9. I believe that the change making heal debuffs incurable has contributed significantly to TTK. Healers already start with an inate -30% to healing and once you add in the 20% from heal debuffs, it has resulted in an decreased TTK as heals cannot keep up with DPS. All healers should be able to remove heal debuffs with their cure. Also if a person is at 100% resolve, ie white barred, no CC should affect them including roots and snares. Roots and snares will still not contribute to resolve, but if someone is immune to stuns, then they should also be immune to everything else. I believe these 2 changes on their own will significantly improve the quality of life for all players, without nerfing anyone directly.
  10. Before 1.2, guarded sage and commando healers just stood in the middle of the enemy and face tanked them. That was the playstyle that everyone got used to and it DOES NOT work post 1.2. You have to use terrain to LOS and you have to CC in order to survive now. I will agree that the TTK is a bit too low at the moment, but I think that has to do with several factors, the most ignored one being uncleansable heal debuffs. Both maras/sentinels and snipers/gunslingers have them now and it pretty much means everyone is guaranteed to be at an additional -20% healing. That is a hugely significat nerf to healing right there that no one seems to be touching on.
  11. I don't want to discuss healing mechanics in this thread. I believe that is being covered adequately elsewhere. What I do want to address is the negative impact 1.2 has had on rewards for healers on the LOSING team. Medal gain in matches you are winning are fine for the most part. I am a fully BM geared scoundrel healer, apart from my offhand weapon and yesterday I decided to track the stats on my WZ rewards. I solo queued 20 WZs, won 13 and lost 7. Of those 7 losses, I received ZERO reward for 3 WZs, even though I healed for greater than >100k in all of them. The biggest problem healers currently face is that we have only 2 guaranteed medals that we can achieve on our own, the 2.5k heal and the 75k healing medal. All the other medals rely on kills, or actually controlling a point to get the defender medals, and if your team is losing, those are very hard to come by. In Huttball especially if you are on the losing team as a healer you really struggle to get enough medals. You don't receive passive defender points in Huttball unless you are fighting in your in zone and that's a total lost cause. You actually have to kill the carrier to get defence medals and if that doesn't happen you get zilch. On a side note, I had one Huttball victory where I joined late, and my team won, that I got zero reward for too, because I wasn't able to get enough medals there either. Healers are at a huge disadvantage if they join games late, as you won't get time to get enough medals. Of course there are people who are going to point out that healers also get access to the 5K heal medal. Well due to poor itemisation on BM gear, with all the original mods in, I lost 5% crit and 15% surge overnight. I struggle to crit for 5k now on my UM heal, unless I am running a powerup of some kind. If you are on the losing team, you will not be likely to break 300k healing to get the savior medal either as the match will end before you get to those numbers. But wait what about the dps medals, like 2.5K damage or 75k damage. Well guess what, if you are losing, you are not likely to get those either as a healer, not if you are actually trying to do your job and keep yourself and your team alive. Maybe though it's something healers should do. Say screw you to their team and start dpsing just to make sure they get enough medals. It's likely the only option that's left if you want to try and salvage something out of a losing game. So where does that leave healers. Well to put it bluntly if you are on the losing team, you are better of leaving the WZ because there is a 50% chance you will get zero rewards anyway. Bioware you need to look at how rewards work for healers. There is currently little incentive for us to do our job, which is healing as we get nothing for it if we are on the losing team.
  12. Lightside, Darkside, Neutral..oh would you look at that..3 factions! I'm also willing to bet that Lightside and Darkside are far closer in terms of numbers than Empire and Republic.
  13. Has James considered making things Alignment based instead of faction based? So Lightside, Darkside and neutral? That not only has the benefit of creating 3 factions instantly, but it allows players the flexibilty of changing sides to fix any population imbalance.
×
×
  • Create New...