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LancelotOC

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  1. Only operatives can cleanse PT dots. Did you mean 2% of operatives? Because even though I've never played an Operative I can still tell your their insta heals often heal for more than the PT Dots tick for. It also has a cooldown so maybe they'd cleanse one dot every so often? As a sage I spam cleanse constantly as, if specced, it can heal you for 400 as well. It's one of the few heals you have when on the run.
  2. You my friend should just play your healer then. The rest of us will play DPS because we are tired of getting beat on all game as healers and being the dancing bear for everyone to get their entertainment.
  3. Because in Bioware's rock paper scizzor scheme of things HEALERS are suppose to kill TANKS. So stop complaining you cant kill healers be happy they are so pressured they cant kill you. If you want to kill healers why not reroll one of the other non-tank classes since they all can kill healers. Only tanks can't kill healers solo.. deal with it and L2P.
  4. Maybe they should remove some CC and give classes double hitpoints or damage immunity abilities like Marauder Undying rage to balance it all. It seems people just can't stand not being able to control their toon. They will also need to reduce cap times to deal with less CC and people being able to intreupt more easily. May be over thinking it but I always wondered if a by product of a lot of CC was less server lag. If half the people can't move or act that means the server has half the things to process. Take all the CC away and you get more lag for all.
  5. I think he's talking about OPS healers because at under 30% health every time they use their insta heal a new one pops. As such they can pop out 2 heals in 2 seconds totalling over 10k if both crit?
  6. I agree that it all has to be balanced with optimal play in mind. It's just I think Sorc healers suffer that they dont have the required burst healing even if played great. Their big numbers come from AE heals which are not as valuable as focused heals. Crappy healing and low survivabilty at optimal play is the problem. I play a 21/20 hyrbrid and every match I play well enough to both out-dps and out heal all other hybrids. Rarely does an other hybrid surpass me in heals or dps or die less than me. I kite so well that better players that have encountered me enough times ignore me and let me run out of power. When we do open world 3 man and 4 man duels in Tatooine if I'm a groups healer better teams ignore me. For all this success with the class I know full well that my healing output is not enough because if I'm not kiting people around and wasting their time then my hybrid is simply a weaker healer. This is why the main healer needs help because ultimatly for rated you need full healers just like you need full dps classess and hybrids are a weakness against better players. Maybe in a 6 DPS , 2 healer team they could be viable as in that case you'd be pushing for max team DPS, otherwise you are better off with true healers. We all agree the hybrid is more fun and the reasons it is more fun are apparent. Now make the main healer as fun so we can retire these hybrids and fill our role as healers in competitive play. Also though I'm not a pve player, the pve sorc/sage healers have to play the full 31. This is another reason BW needs to make the class fun at 31 spec for pvp. They can't use the popularity and viability of the hybrid builds as an indicator that all is well.
  7. So what if they get imbalanced. Why not tanks be top dogs this round. For us sor/sage healers at least it would be better. That a class is oped on the dps side is no different than it is now. The threads were here with us complaining from before 1.2 . The Sorc/Sage healers complaints are the most ongoing theme on these forums. BW may be trying to reduce TTK but they also are trying to balance things. That you'd get every healer guarded would let them get more static data on the state of team play and Guard's effect. They release things mostly blind anyways as not enough test on test server. Why were we all ok with them testing other things on live all these months but testing oped tanks in the mix would not be ok. I dont think people would generally mind this type of fix. To not effect PVE they make it an expertise damage bonus mutipler. Tanks that guard get double the expertise effect for their damage. Subscriber wise sorc/sage healer players would finally get a respite from being melted and tanks could even try being tanky for a change. Yes some tanks will stay dps and use this to further them but they will be limited to the 15 range limitation for the dps buff. You will probobly get stronger commitment from tank playing subscribers as well. The only ones who wouldn't be excited about it would be egocentric types playing the stronger classses that wouldnt want to share the DPS pedestal with tanks. Those folks would get over it because they not getting straight nerfed just getting other classes being brought up to them.
  8. It's not simply easier to play, some classes just perform better. Case in point I know good friends who played a weaker class and now play a golden haired class and suddenly people will call them good players. It's the same exact person. Next, since we are giving the forum's opinion consideration, Marauders repeatadly say they are a very hard class to play. So lets say it is hard to play, regardless they do very well in WZs and are popular so again the theory that the better classes are simply easier to play rather than straight out better performers seems shaky.
  9. I think that's the fix right there. The AE heal should have a second buff that interacts with guard. If someone guards a Sorc/Sage healer with the AE heal specced they get a 20% damage boost buff. Healers get nothing more than guard so are not imbalanced and tanks get DPS to do as much damage as all the DPS classes do these days anyways. Tanks doing their job of guarding is rewarded and further they can actually protect healers with the extra damage they would do. What difference is more classes doing more damage at this point. This kind of fix is something BW would do as well..anything to lower TTK and BW will throw millions at it to get it implemented.
  10. If a sorc needs a tank then how come a tank doesn't need a healer. If this was the design intent then they should have made it more mutually symbiotic by giving tanks a bonus for guarding healers. If tanks got a 20% damage bonus when guarding a Sorc it would all make sence. As it is now basically people are sugesting for Sorc healers to play they have to grovel at tanks feet for a guard or otherwise play a different pvp game for their pvp fix. Please don't say tanks need a healer for heals.. we heal everyone equally as needed. If anything we heal DPS more since they are the ones getting the needed kills. If a tank is guarding we heal them, if they dont guard us we still heal them. Or are we expected to not heal tanks unless they guard us and follow us around on a 15 range leash? Silly design and those who defend it equally as silly. I'm sorry if people dont see it this way. Just because it seems likely this is what BW's intent was it makes absolutly no sence to me that people defend it and think it shouldnt be changed to something better. Just about anyone who plays a Sorc/Sage pure healer thinks it's a less than ideal mechanic and everyone who doesn't play one thinks it's good enough. Why shouldn't it be changed to something better? It feels like this is some pissing match rather than a discussion of how to make the game better with people just taking sides rather than all coming to some consensus on what would make it better for healing Sorc/Sages and not unbalance the game. It can be made better.. why not make it better? Why are we stuck with this design when the majority of people affected by it don't like it and the rest of the people affected by it arguing against making it better seemingly arguing just for the sake of arguing.
  11. The bubble is actually tied to stats and scales it's just it scales as a heal or a .17 per stat instead of .23 for dps. So it's base 2500 + bonus healing. At pre-50 where people wouldn't hit for much in open world with no bolster buff it's powerful because of its high base value. The truth is the bubble is not worth a lot comapred to DPS abilities simply because it can't crit or take advantage of surge. So as people build up their stats and crits it seems real weak in comparison.
  12. We're actually stronger than snipers because we have more range on Disturbance, imho. If it wasn't for everyone else focusing you and forcing you into Snipers' LOS and range the typical Sorc/Sniper interaction would be very lopsided pro Sorc. I think it's funny the sniper in the thread asked why we would want survivability in his range meanwhile we are very similar classes of sorts. It just goes to show that this has gone on for so long other DPS classes assume they should be able to always kill a Sorc even the class most similar to us. Though he does have a good point in that he sacrifices mobility for his superiority of immunity to jumps and high DPS from cover. So how can Sorcs get both mobility and enough straight mitigation to counter his damage? I think his argument flushes out that in most cases "no mobility, immunity to gap closers or true range advantage, and high direct damage" > "Kiting and Dots" . You wouldn't think it so at first glance since doting/kiting is such a deadly/sneaky style. The reason is kiting, because of the ample availability of CC and gap closers, is not so powerful in this game. The popular classes favored in pvp are too strong in their anti-kiting ability. I guess that's the answer to the Sniper question. Why do we want survivability on top of mobility? Because mobility is overrated.
  13. I dont know about armor's value. That tank Blogger Mallisant from the tank forums that did the whole analysis of every popular class spec and their typical rotations conlcuded that 82-83% of armor actually works against attacks. The thing is that's based on a normal distributions. If you took his class numbers, and used the WZ databasers class mix numbers in rated to get a weighted average, you get much much lower than that.
  14. LancelotOC

    Balance

    Kiting would ne better if you had all insta dps damage and a tiny consistent speed advanatage wherby you play the 30 range line by Dotting and pull out of range. Then again you'd need room to run away which the current warzones dont seem to have. Maybe it would be more viable if your DPS abilities all didnt need the 180 frontal arc check so you could damage people as you ran away. I find it rather strange that BW would design a kite class then make the same class need to both stop and cast as well as face the enemy they will eventually need to run away from because they are designed squishier than all. Especially since they gave a healthy amount of CC and gap closers. Who exactly were we suppose to kite and kill? Even the NPCS if kited rope back. Further I understand why we would be DOT classes because we are not using attacks as we run away. Other DPS classes that arent designed to run away attack persistenty so without DOTS we would maybe put out maybe 30-40 %of the output of other classes since we only put out 30-40% of the attacks as we are always running away. The thing is since we are designed to kite and break LOS on our own target shouldnt our DOTS hit for significantly more than everyone else direct damage? Does that only make sence to me? Why do DOTS powerfulness not seem to scale to the class design? It feels like they put the wrong weight on kiting for their balancing. They obviously consider it much more powerful than it's actual use really is.
  15. You know our shield actually makes us immune to pushback. If only it did the same for interupts I'd be a Deliverance casting fool.
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