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Healing - the worst imbalance in PVP history, in it's current form

STAR WARS: The Old Republic > English > PvP
Healing - the worst imbalance in PVP history, in it's current form

Scionset's Avatar


Scionset
02.15.2012 , 04:51 AM | #131
Although I think I agree with the OP a little bit, Stuns in this game are way too long not to take out a healer with 1 or 2 dps. There is always the focus fire too. Although I have fought a few Troopers that it literally took 5 dps beating on him to take him down and this is not using LOS at all, just standing there. I think some of the Healing classes need to be looked at. I think dropping healing a bit along with the length of the resolve bar being shortened.

Stuns was one of the things I hated about rogues and Feral Druids in wow. a well geared Rogue could take you down before you could do anything. yes you could trinket out, but that is not always up. In this game you could use your trinket ability and the resolve bar is still long enough where you could still easily die. just my 2 cents.
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DarkfallDC's Avatar


DarkfallDC
02.15.2012 , 05:04 AM | #132
Personally, I feel as though there is not enough reward for successfully interrupting a heal.

Granted, this would require fixing ability delay first to promote juking / fake casting, but I feel that a lockout timer on interrupts would help with the problem of simply being unable to stop a healer from doing his job.

However, to prevent it from being too broken, where a healer simply gets interrupted, stunlocked, then interrupted again, I'd suggest resolve playing some part in the equation, not stopping them from being interrupted, but rather lowering or altogether removing the lockout time while white-barring.

Redmarx's Avatar


Redmarx
02.15.2012 , 05:07 AM | #133
Quote: Originally Posted by DarkfallDC View Post
Personally, I feel as though there is not enough reward for successfully interrupting a heal.

Granted, this would require fixing ability delay first to promote juking / fake casting, but I feel that a lockout timer on interrupts would help with the problem of simply being unable to stop a healer from doing his job.

However, to prevent it from being too broken, where a healer simply gets interrupted, stunlocked, then interrupted again, I'd suggest resolve playing some part in the equation, not stopping them from being interrupted, but rather lowering or altogether removing the lockout time while white-barring.

The HPS of a healer relative to people's health bars in this game is VERY low.

In WoW, 1 big heal would restore up to 60% of a player's health, so you basically had to create windows of opportunity with CC to burst down a target while their healer was unable to get a heal off.

In SWTOR, a big heal is around 20% of a player's health. For interrupting to cause a full lockout, healers would need their healing output buffed by around 200% to compensate. It is not a good idea.

Darth__Carnal's Avatar


Darth__Carnal
02.15.2012 , 05:31 AM | #134
Quote: Originally Posted by Sylvannus View Post
I want my five minutes back, you owe me five minutes.

Are you really complaining about healing in PVP? Truly?

If you have such a huge problem with healers doing what they do, then dont fight them.
^ This is the most idiotic thing I have read in the last 10 minutes.

1. Truly ? Did you read the post ?

2. How do not fight someone in a WZ filled with DPS/HEALER specs ? All I fight is Sorc/Sage specs because everyone is flocking to that class because its the flavor of the month, because it is OP.

3. Are you suggesting quitting WZ early ?

To the Original Poster, yes, you are right, healers are out healing everyone to the point that 6 lvl 50 characters, (yes, six..) pounding on 1 healer still may not grant a simple kill. The numbers need to be looked at more carefully by the dev team.

I am not sure if the Surge nerf was the answer or if it made things worst, only time will tell.
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ErnieVega's Avatar


ErnieVega
02.15.2012 , 05:37 AM | #135
it sounds like to OP just wants this to be completely a numbers game. one build/gear set is mathematically better and should win etc... healers add more randomness to the fights making their outcomes less predictable. A good healer can change to shape of a battle, and adds tactical depth to what would otherwise just be a total zergfest.
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Youmu's Avatar


Youmu
02.15.2012 , 05:42 AM | #136
Quote: Originally Posted by Darth__Carnal View Post
To the Original Poster, yes, you are right, healers are out healing everyone to the point that 6 lvl 50 characters, (yes, six..) pounding on 1 healer still may not grant a simple kill. The numbers need to be looked at more carefully by the dev team.
I want to see an Operative healer tank 6 players... Even a single competent DPS is enough to force me to heal myself while running around pylons, boxes, and everything else to break the LoS simply not die. Add a second guy to the bunch and I'm dead. Or cloaking the hell out, disabling myself for 10 seconds + whatever time it takes for me to heal up.

Aphexdash's Avatar


Aphexdash
02.15.2012 , 05:46 AM | #137
The biggest roadblock is that healers think they should be able to outheal a dps attacking them. I have encountered this attitude (mostly in MMOs) a lot recently.

Healers are a support class, they aren't tanks. They are the one the team is supposed to protect. At the moment, a full team of healers would beat anything (I have nightmares about a full team of Sorc healers *shudder*). I mean there are PvP videos of people outhealing 2 or more dps attacking them whilst they dps AS WELL and end up killing them.

Healers should fear DPS, not just brush them off/ignore them. They should have to use utility to escape them, not lol while spamming 1 or 2 heals.
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KnightVane's Avatar


KnightVane
02.15.2012 , 05:53 AM | #138
OP too many words.

Short answer is that healer is under represented in the game because it is far from over powered. I will always stack at the base of the medal table as a healer that heals for the benefit of the team win, and cannot kill anything 1 to 1 unless they are really bad (which is fine I never started a healer to be uber 1v1 pvper).

If you made a healer any less apealing you would find the few of us left who didn't already respec or reroll would do so.
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RealAeiouy's Avatar


RealAeiouy
02.15.2012 , 05:57 AM | #139
Quote: Originally Posted by Aphexdash View Post
The biggest roadblock is that healers think they should be able to outheal a dps attacking them. I have encountered this attitude (mostly in MMOs) a lot recently.

Healers are a support class, they aren't tanks. They are the one the team is supposed to protect. At the moment, a full team of healers would beat anything (I have nightmares about a full team of Sorc healers *shudder*). I mean there are PvP videos of people outhealing 2 or more dps attacking them whilst they dps AS WELL and end up killing them.

Healers should fear DPS, not just brush them off/ignore them. They should have to use utility to escape them, not lol while spamming 1 or 2 heals.


Thinking a healer should not be capable of out healing a single dps class is to not understand a healers role in team pvp.
I put the AssAssIn assassin.

RealAeiouy's Avatar


RealAeiouy
02.15.2012 , 05:59 AM | #140
Quote: Originally Posted by KyoMamoru View Post
To mindlessly Dps a dummy with a simple rotation, yes; however to actually DPS in tandem with another to take down a Healer+Tank? I think not. The ease of use certainly goes to the Healer/Tank combo over the dps/dps. The healer/Tank will hit their optimal configuration far easier than the Dps/dps, since it ultimately falls down to the Healer using LOS to absorb less damage while ccing/doting/slowing dps threats, and the tank taunting/pulling/ccing/aoeing. Timing is left to the Dps/dps to figure out, since that's the only way to take down the Healer without taking a significantly longer period of time to do so. The longer a fight goes on, the better off the Healer/Tank will be, while the DPS/DPS needs properly timed CC/Burst to win.

A random Healer/tank can work through not having voice chat or having teamed together prior far easier than a dps/dps can. I don't see it as an issue, since the Healer/Tank is supposed to be a force multiplier, while the Dps/dps is just straight additive. It requires high levels of cooperation to make two DPS work together in the same regards.


I really don't think I could disagree more. Two dps working together takes little communication and awareness. A tank/healer combo requires much more.
I put the AssAssIn assassin.