Please upgrade your browser for the best possible experience.

Chrome Firefox Internet Explorer
×

PvP Healing is Imbalanced

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

Saatch's Avatar


Saatch
02.02.2012 , 10:12 AM | #61
Mercenary and Commando here.

As I noted in another post, I'm a pretty easy kill. (Champ gear for the most part on the Merc, fully heal spec'ed on both). Even if I'm turtling and if my shield and stim are up, I'll lose every 1v1 battle unless someone comes to my aid. Just have to be patient and interrupt me.

Any 1v1 is essentially going to come down to what's on cooldown at the time, it seems to me. And even then, if I'm healing myself, I'm not damaging you.

To make sweeping class generalizations is silly.

Rabbitofdoom's Avatar


Rabbitofdoom
02.02.2012 , 10:43 AM | #62
Quote: Originally Posted by -sasori View Post
I don't agree. It's the other way around.


Equal Base values, or relative percentages "seem" out of order. But you assume HPS and DPS is equal which is not the case.

It's more like 150DPS + 10% VS (100HPS+10%+10%Defense).

From my personal expirience it get's worse with higher expertise because when you factor in Buffs, the base value of DPS is even more favored.

Low base Value of Defence doesn't add up as much as healing and DPS does either.

15% Expertise stim is less for 100HPS than 15% on top of 150DPS.


Expertise favors DPS not Heal.

The reason most high Expertise Healers start to survive is their HP pool get's big enough to survive bursts. In the end, Expertise + larger HP Pool is what shifts the free kill status of healers to though cookies.

And DPS despite getting stronger need to start thinking and use different tactics than just to chain cc and burst initially.
Yes i am aware that the dps base value is higer than base hps value otherwise we would have immortal healers issue. The main problem is that its hard to determine even rough base values and the disparity on dps clases. Without ability to check them we can't estimate how much expertise advantage on healing is closing the disparity bewen dps and healing. It also doesnt change the snowball effect on healer stacking.

You have also opened another cans of worms aka sustainablity of dps vs sustainablity of healing and burst vs ehp.
Battlemaster Doomsong Skyburner "This is not the bountyhunter grapling peoples in to acid pits you are looking for."
23/16/2 Iron Fist
http://www.torhead.com/skill-calc#30...MboMZrcrroZb.1

Choppinrockz's Avatar


Choppinrockz
02.02.2012 , 10:49 AM | #63
Quote: Originally Posted by Rabbitofdoom View Post
Yes i am aware that the dps base value is higer than base hps value otherwise we would have immortal healers issue. The main problem is that its hard to determine even rough base values and the disparity on dps clases. Without ability to check them we can't estimate how much expertise advantage on healing is closing the disparity bewen dps and healing. It also doesnt change the snowball effect on healer stacking.

You have also opened another cans of worms aka sustainablity of dps vs sustainablity of healing and burst vs ehp.
As a battlemaster healer, I wouldn't mind a healing stance that we can enter into to heal better, Like the healer companions have, nerf our damage, I dont care.... I always liked the 50% reduced damage potions in biochem.

Mikeni's Avatar


Mikeni
02.02.2012 , 12:21 PM | #64
Quote: Originally Posted by Lord_Indomitus View Post
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.
I was giving the benefit of the doubt to the OP. Of course Commandos are just fine. Read my entire post (if you can stay awake long enough, it's pretty long lol)
• Chrondo [50] Jedi Sage • Coolie [27] Republic Commando - The Bastion - «RETIRED»
• Pretendo [32] Operative • Bomboclat [25] Mercenary - The Bastion - «ACTIVE»

• Ajunta Pall Refugee •

belthazaar's Avatar


belthazaar
02.03.2012 , 04:16 PM | #65
Quote: Originally Posted by Bnol View Post
It is funny that your example is a Commando, which is the most durable healer under short term focus fire because of their CDs. Then you extrapolate that to all healing being too powerful. Maybe you should look to your own play first:

Did you stun/CC the Commando when he put the bubble up?
Did you and your friend chain CC to give a burst window?
Did you utilize your CDs, including relics and/or adrenals?
Did you interrupt the fast heal (Advanced Medical Probe) while Super Charged Cells was up?
Alternatively did you interrupt the slow heal (Medical Probe) when super charged cells was not up?

If you answered no to several of these questions you need to improve your play. If you answered yes to all those questions you are either lying/don't understand the questions, the healer had assistance in the form of guard or off-heals, had all of his CDs up, or is one of the best healers to play the game.
as a matter of fact yet i did do most of those short of the cc while bubble was up thats about the only thing. got him down to about 20% hp and then boom back to full.

belthazaar's Avatar


belthazaar
02.03.2012 , 04:28 PM | #66
Quote: Originally Posted by Tillycat View Post
Video or it didn't happen.

I am calling BS on those numbers, 3-4k a second and you couldnt down the healer even though there was 2 of you?!?!

As I said video to prove it please otherwise it's not a L2P issue, you are just plain lying.
Ok my numbers are probably off as far as the rate i was hitting and i did say that it was "Roughly" every second meaning not actually every second. Its probably more like every 1.5-2.5 seconds when you consider in gcd and reaction time+ animation time. I would still assume i was pushing around 1500 dps at that point.

lokivoid's Avatar


lokivoid
02.03.2012 , 04:36 PM | #67
Quote: Originally Posted by belthazaar View Post
Healing is outrageous right now in PvP. Now I know I'm going to get a lot of L2P comments here and a lot of people saying dont nerf my class. This isnt what my goal is.

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 or two, the Commando was able to stay around full hp for a good 15-20 seconds before we got killed by other players.

This is not intented to be singling out Commando healing, but instead all healing in Pvp.

As we all know, if one side of a wz has no healers and the other side has even 1 to 2 healers 9/10 the side with the healers will dominate. As far as I know healers can crit for up to 6k(highest I have seen so far) but considering that we have around 16k hp in full champion gear give or take 1-2k, that one heal is over 40% hp and has a 3 second cast pre alacrity/haste. The cast time isnt unreasonable but the ammount is a little bit much.

As it stands now, without extremely well placed CC and burst it is near impossible to kill a healer that only has to stand in place and cast. Now if a healer is on the run and doesnt stand and cast and you continue the attack there is a much better chance of killing them. I want to hear other peoples opinions on this subject.

Do not leave L2P or any other insulting comments.
Problem as i have been state sense beta is the lack of healing counters. At the moment only marauder/Sentinel has a healing debuff (and the effect does not stack). Coupled with the poor interrupt mechanics. A interrupt should not lock down a single ability ,it should lock down the "school" (ie all associated "spell" abilities).

belthazaar's Avatar


belthazaar
02.03.2012 , 04:39 PM | #68
Quote: Originally Posted by jcyrus View Post
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.
If you specced into predation you should realy get rid of those useless pts. Those pts would be better placed somewhere that either reduces your dmg taken or increase your dmg given. You are right I was specced rage at the time wich is pretty heavy burst. Force charge 1k dmg foce crush 700dmg plus 1.5k or so(this is from memory so not actual numbers) dot over i think 8 seconds that slows, and obliterate wich is a short range charge 10m or less that deals roughly 2k dmg, and smash with on the low end deals around 1800-2k and on the high end deals somewhere around 3500-4k and then battering assult wich im guessing is around 2k dmg. Plus small filler with in this instance would be my interupts. This is the "Not getting kited spec". With predation being allways up.

belthazaar's Avatar


belthazaar
02.03.2012 , 04:42 PM | #69
Quote: Originally Posted by lokivoid View Post
Problem as i have been state sense beta is the lack of healing counters. At the moment only marauder/Sentinel has a healing debuff (and the effect does not stack). Coupled with the poor interrupt mechanics. A interrupt should not lock down a single ability ,it should lock down the "school" (ie all associated "spell" abilities).
Agreed the ability to completely ignore insterupts makes it insanely diffictult.
It basically becomes

"lol oh hey you interupted that heal time to use another."

Sylvan's Avatar


Sylvan
02.03.2012 , 04:50 PM | #70
I play a pure Sage healer with over 1700 willpower and good crit/surge ratings (obviously top gear).

I wanted to explain that the 6k crits you occasionally see in PvP are quite rare, usually it's around 4k on a main heal and if you do see a 6k crit, that healer has used stims/adrenals/relics and it's probably just going for the 5k single heal medal.

Healing is not overpowered in PvP, because to be a powerful healer you end up with poor damage, but with some LOS and nice rotations you get a boost to survivability, which I suppose leads enemies to think you are "OP".

All it takes is one enemy to focus on me and suddenly I can't heal my team effectively because my mitigation sucks (force armour helps a bit but one good 3k crit and it's gone). Everyone targets healers, it's just a fact of well planned PvP, so really we need to be able to survive a bit of a beating.

Time your interupts and knockbacks and we'll drop very quickly, especially Sages who need to stand still for all our best heals.
Jen'doon............Harkal Moravian