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Tanshui

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  1. I agree - I like the current balance. I stated on another thread I don't think it's so much that Healer is overpowered, but rather it's easier to coordinate defensive combos without actually coordinating (guard/taunt/cross-heal), and that gives off the perception that Healing is OP when in reality what's overpowered is probably teamwork but there's nothing wrong with that. But then you have to consider people who take the game seriously and competitively is in the minority. Serious players first ask what is wrong with what I'm doing, how can I better kill the healer. For others, let's just say it's easier to cry 'HEALER IS OP ****' than to examine what they are doing wrong. And when casual-ish players play in normal where there's little teamwork and therefore Heals-Dominate, well that's why we have this outrage on the forums. (I play both a healer and dps, so it's not like I have a vested interest in the matter)
  2. I know I'm arguing with you on another thread - but in case it's not clear I don't think it should be easy to *kill* a healer 1v1, when that situation does come up. But it should be relatively easy after all cooldowns are burnt to force a retreat. To be more specific - I think a good dps healer should wipe the floor against a bad healer. Why not? That's the definition of good vs bad, and then great vs good, etc. You probably don't fear most DPS. But that might not be because Healer shouldn't be afraid of DPS, it's you're making good use of your class's skillset and your awareness/craftiness as a player. Especially in normal. Especially when big cooldowns are down. In the current meta, I consider it a victory when I can contain a non-commando healer. Maybe I can't kill him, but he's not pumping out an obscene amount of healing into his team when it counts. The healer is still helping his team, but I'm helping my team by cutting into his effectiveness. The healer doesn't have to die. But if one dps can't contribute to meaningfully cutting down a healer's effectiveness (either via killing or forcing a retreat) - then why have a dps. Just have tanks and healers and tanks that can do more damage, healers that can tank a bit more, etc.
  3. The problem with talking about a scenario holistically is it covers too big of a range. I don't have a problem killing most healers. Then again, to some healers I'm just a minor annoyance and yes it does then require a teammate (or two) to help. I don't see anything wrong with either scenario. There is a skill element to the game, don't forget. What I'm talking about is the principle behind Healer, Tank, and Damage Dealer design. You make it sound like an absolute where a dps should not kill a healer 1 on 1. I'm saying a dps should be able to kill/harass/force a retreat a healer, once cooldowns are burnt. Do you really argue against that? You think Healers should be able to free-cast even with a DD on them? If that's the case, we'll agree that our views on paradigm design are fundamentally different. Fortunately I work in product management and you probably do not.
  4. I agree with the principle behind this (and the other post before it) on focus fire effectiveness versus defensive combos (guard, taunt, cross-heal). It's not that focus fire is over-rated, per se. It's that it's far easier for one individual to do his share in the defensive combo coordination, without coordinating. A tank can do his/her job to save a teammate fairly effectively even without good coordination. It just requires the tank to be a good player. Same with a healer. DPS need to be *well coordinated* and that's relatively difficult in pugs. In a setting where individual skill and teamwork skill is both in surplus it' snot as if one side's effectiveness (or ineffectiveness) grossly sticks out like a sore thumb. I guess what I'm trying to say is In pugs there is a lack of common sense and understanding of the game. If we assume a fairly similar distribution of skilled players across the holy trinity, the healer/tanks currently are able to contribute more based just solely on individual skill. All that aside, even under well coordinated environments, Operatives currently have a little bit too much tools at their disposal than my taste. It can sometimes be frustrating.
  5. No it's not, it's because the Healer doesn't travel by him/herself. A healer doesn't kill a healer. A tank doesn't kill a healer. A tank doesn't kill a tank. DPS kills people, that's why you need more dps. 1 dps versus 1 healer - dps should be able to kill the healer or more realistically, force the healer to retreat. If you can't, why bother with a dps in the first place? Now I'm not talking about insta-gibbing the healer. I'm saying after cooldowns are properly used. Why in the world would people think one single DPS should not be able to kill one Healer, all else equal? Especially it doesn't take a genius to examine the design of the game (more defensive cooldowns, defensive abilities on longer cooldowns, defensive combos are compounding/complementary, offense scales linerally, etc) - going backwards from that if a dps can't make life difficult on one healer.... just. no. (Edit - can't make life difficult.)
  6. I don't think any one single ability 'fixes' dps Merc but it's unfair to hate on Kolto Overload or whatever it's called now. It's a strong cooldown, more than what most people give it credit for. In a typical 1v1 it literally is an extra life. Against people that can burst big in 1 GCD (2-3 attacks loaded together) or 2-3 people focusing together it's not good unless you pair it together with another defensive cooldown/maneuver (energy shield, wz adrenal, run for your life, etc). How this works is fairly logical - it's not an invulnerability button and it really works as advertised if you use it effectively (versus mindlessly pushing it and then back to dps routine). I've certainly died with it on - happens plenty. But I've also lived with it on, and that's more than I can say pre 2.0.
  7. responded ty (at least I think I did, didn't have save PM to sent checked, oops)
  8. Hi, Mains are on empire side. Started at launch, multiple 50s. Took a break and just resubbed last month for 2.0 and enjoying the game again. Background - been there, done that. Know our AC's roles, takes the game seriously but not fanatically. In past games typically core raiding members to server-first type of guilds, but not looking to burn out on SWTOR. We solo and duo-queue warzones a lot it so it's safe to say we don't mind skill disparity / weak team agony, but still striving for an active guild that takes content and pvp semi-serious. Until 2.0 we're just mainly leveling alts and farming. I'm on my sniper alt Irifleu - send me a message in game or here - appreciate it.
  9. Curious which one did you find? A few of us are looking for the same.
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