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PvP Healing is Imbalanced

STAR WARS: The Old Republic > English > PvP
PvP Healing is Imbalanced

jcyrus's Avatar


jcyrus
02.02.2012 , 02:26 AM | #31
Quote: Originally Posted by belthazaar View Post
For example:

I play a Marauder and I am in full champion gear(not yet lvl60 valor) and in a recent wz me an another person sat on this Commando healer. Using my 20% healing debuff and interupting every 8 seconds causing a 4 second lockout of the spell and hitting consistantly for 2-4k roughly every second, the Commando was able to stay around full hp for a good 15-20 seconds before we got killed by other players.
To be fair, you don't really sound like you're specced to deal with healers.

If your interrupt is on an 8second cooldown you haven't specced it down to 6seconds. And if you've not specced that down to 6seconds, I think it's probably fair to assume you aren't based in the Annihilation tree, so you also wouldn't have specced your Force Charge down to 0 range.

At 50 you've got 4 ways to interrupt someone:
  1. Force Charge
  2. Disruption
  3. Force Choke
  4. Intimidating Roar
Since you're not (I assume) in the Annihilation tree, you can't really count Force Charge on your list, since you'd need to run away or be knocked back to use it. That leaves you with an 8second interrupt, then a stun and incapitate with a 60s cooldown on each.

You are able to interrupt 4 casts in a row before you've got to wait 8 seconds for Disruption to recycle. So of course you're not going to be able to take down most healers. They get more than one heal they can turn to when you interrupt them, can stun you, knock you back, etc.

My Marauder is specced specifically to handle casters. That's not to say I can't hold my own against non-caster classes, but I specifically wanted to be able to deal with the players who cause the biggest headaches in PvP (healers).

My Disruption recycles in 6 seconds.
My Force Charge recycles in 12 seconds, and has 0 range.
That means I can interrupt a cast, then interrupt another cast as soon as that 4 second lockout is over. By which point I only need to wait 2 seconds before Disruption is recycled to interrupt again.

I can fall back on a Force Choke to interrupt immediately after that, letting skills recycle for 3seconds unless they use their CC breaker. If they don't break CC, my Disruption will be ready before they finish a cast. By this time my Force Charge is almost ready to be used again, or you could use your Intimidating Roar (which will break but will still have interrupted). If you used your Roar, Force Charge will have recycled, and your Disruption will be available in 1 second.

If you get knocked back at any time, you will have Predation specced to boost your speed 80%, or you can pop your stealth to close the distance without getting cast on, or you can Force Charge (if it's up).

The Annihilator tree is the tree you want to spec in if you want to be able to kill healers. You will be a thorn in their side, and can totally remove them from the equation. But you can't claim that healing is imbalanced when you're not specced to deal with healers. That'd be like a Juggernaut specced for DPS saying tanking is broken.
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Lord_Indomitus's Avatar


Lord_Indomitus
02.02.2012 , 02:30 AM | #32
Quote: Originally Posted by Mikeni View Post
TL;DR Perhaps Commando's heal output needs to be looked at. But for the love of all that is holy do not generalize all PvP healing into your complaint.
Nonsense, their healing output is fine and their survivability is fine too. ESPECIALLY the latter. Just make healing troopers/BHs throw T1 PvE loot, being PvE bosses that need a group.
Peace is a lie.

memoriesofprey's Avatar


memoriesofprey
02.02.2012 , 02:31 AM | #33
I think the only issue is that there really doesn't seem to be a down point to roll with a pre-made that has no dedicated dps. A pre-made with 2 healers and 2 tanks of the appropriate ACs generally comes out on top of one with 2 dps, 1 healer, and 1 tank.

I suppose the easy solution is to re-roll Sorcerer/Mercenary healer to add to the pool of available healers.
Kalam SummerIsle <--- Marauder doesn't afraid of anything.

jockekanske's Avatar


jockekanske
02.02.2012 , 02:34 AM | #34
me(healer) and 2 friends killed 3 healers and 1 dps in ilum, took some time and it was a good fight.. i think its fine

Lord_Indomitus's Avatar


Lord_Indomitus
02.02.2012 , 02:35 AM | #35
Quote: Originally Posted by memoriesofprey View Post
I think the only issue is that there really doesn't seem to be a down point to roll with a pre-made that has no dedicated dps. A pre-made with 2 healers and 2 tanks of the appropriate ACs generally comes out on top of one with 2 dps, 1 healer, and 1 tank.

I suppose the easy solution is to re-roll Sorcerer/Mercenary healer to add to the pool of available healers.
There are some down points... First of all by doing that you are a joke PvPer, organizing such a premade... seriously, lolz. RUN to the HILLS, "insert lame guild's name" is here, they'll HEAL us to death. Secondly, with such a premade, you'll have an advantage in some scenarios, but a pretty strong disadvantage on some other ones.


Quote: Originally Posted by jockekanske View Post
me(healer) and 2 friends killed 3 healers and 1 dps in ilum, took some time and it was a good fight.. i think its fine
Not saying that ALL who have problems with healers are failing, but there are enough, I am sure, that are trying to do PvE rotations on a guarded healer (with their guard being close) or on a DPS, letting the healer heal, etc.

Positioning, timing of interrupts and stuns, CC abilities, knockback abilities, all these play a big role. You can't and shouldn't be able to PvE a healer down. On my jugger tank, I feel sorry for them. On my Sorc, I melt the good geared/unskilled ones (enough of them around), I have trouble but CAN kill skilled healers (always talking about equally geared ones), unless they get peels.

Finally, my tank speced jugger alt (46lvl) and a lower level (24ish) BH healer, played by a guy we PvP with and is a good PvPer, took on 6 reps in civil war (of various levels) without braking a sweat. I was keeping important CDs for when needed, it was never needed. At some point I stopped using the taunts... We were slowly killing them...

That doesn't mean that ALL healing is OP... think about it, learn to judge. At the very beginning of this game, people were crying about Sorcs... lolz. As I had said back then, being able to win 1vs3 as a Sorc back then, was due to gear difference and skill difference and not the class being OP. I had won A LOT of 1vs3 back then, but versus unskilled, ungeared people.

You can get stunned twice in a row, you can break free once... that alone means that you can't win 1vs3 nowadays, even versus UNSKILLED but decently geared people. I was right, in a few words. So don;t make the same mistake here, asking for ALL healing to be nerfed.
Peace is a lie.

Bnol's Avatar


Bnol
02.02.2012 , 02:36 AM | #36
Quote: Originally Posted by memoriesofprey View Post
I think the only issue is that there really doesn't seem to be a down point to roll with a pre-made that has no dedicated dps. A pre-made with 2 healers and 2 tanks of the appropriate ACs generally comes out on top of one with 2 dps, 1 healer, and 1 tank.

I suppose the easy solution is to re-roll Sorcerer/Mercenary healer to add to the pool of available healers.
That is just because you are more likely to get PUG dps than you are to get PUG tanks/healers. Further, it is easier for a healer to try to carry bad dps, than it is for good dps to carry bad healers.
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Inarai's Avatar


Inarai
02.02.2012 , 02:36 AM | #37
Quote: Originally Posted by memoriesofprey View Post
I think the only issue is that there really doesn't seem to be a down point to roll with a pre-made that has no dedicated dps. A pre-made with 2 healers and 2 tanks of the appropriate ACs generally comes out on top of one with 2 dps, 1 healer, and 1 tank.

I suppose the easy solution is to re-roll Sorcerer/Mercenary healer to add to the pool of available healers.
I think part of that is the fact that people need to adjust their strategies to the rules of this game. For example, in a 2 tank, 2 healer group, I think most players are going to respond by applying either little to no strategy or by trying to take out the healers first without doing much of anything about the tanks - that would be the wrong strategy.
Quote: Originally Posted by Ashes_Arizona View Post
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Mcstuffnstuff's Avatar


Mcstuffnstuff
02.02.2012 , 02:38 AM | #38
In one on ones

DPS beats Healers through Damage beating out healing
Tanks Beat DPS through attrition
Healers laugh at Tanks as they Heal through them

If your MMO does not have these balances you've got imbalance rather simple apparently bioware has this idea they can reinvent the wheel by turning it into a square and are suprised it's turning out to be a bumpy ride.

Krionic's Avatar


Krionic
02.02.2012 , 02:39 AM | #39
Quote: Originally Posted by belthazaar View Post
Further proving my point about how rediculous it is for even my class to have trouble with it. Keep in mind on many occasions Ive rolled through 1v2 and came out above 50% without a healer, so Im definetly not bad at my class, wouldnt say Im amazing either thought.
And you are complaining about a healer being about to heal themselves while his teammates killed you? Man, if i could kill 2 marauders 1v2 I'd be forking amazed. Go away. Nerf yourself.

searingskirso's Avatar


searingskirso
02.02.2012 , 02:45 AM | #40
healing>damage for one reason, healers have a assist window. they see who is low and target them with one click, the window dosent move, and you can even make it bigger or move it to another location on your screen to make it easier to click on and you can set up hot keys to target player 1,2,3 etc.

if they would implement a damage assist where other players could see your target and make one click to get on that target and use their interrupt, damage classes wouldn't feel like useless bodies in war-zones.

i have been in groups where most if not all the damage classes knew what was going on, they looked to kill healers 1st, as soon as a target took a heal they switched and killed the healer. the fact is that not all players do this, some just try to dps through heals.

also, imps are at a disadvantage atm as the target market item marks the target with a red marker, the same shade of red as the name plate. reps marker places a green mark, it is much easier to see.

simple fix, add a target assist window, the classes that only do damage(mara,sniper) would have renewed purpose in pvp as these classes will be the damage assist classes(they will pick and hold the dps target, freeing up the dps/healing classes to micro manage the battle, a quick heal here, a rocket there). then it is just a mater of getting people to click before they face roll their key boards. the current method i have devised is pretty shoty, toggle your assist for the person you want to take targets from(set a hot key for toggle assist and acquire targets target), this method....sucks, if you press the acquire targets target key more than one time you lose the target so....ya, im just clicking or tabing. the toggle assist feature is simply fail for anything other than a healer.