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A Healer's 1.2 Grievances: The story of why healers are upset

STAR WARS: The Old Republic > English > PvP
A Healer's 1.2 Grievances: The story of why healers are upset

malistyx's Avatar


malistyx
04.13.2012 , 07:41 AM | #31
Seriously I am getting a bit tired of hearing the 1 vs 1 argument as far as healers. When one says a healer and a dps should cancel each other than they should actually strip the healer of ALL form of dmg even the basic attack for this to be sound, as many dps do not have a way to heal. Or to be fair they should give them a stim that does dmg with a 1 min cd or something, then the comparison would be fair.

Now this has nothing to do with the changes made, maybe they need adjustment I am NOT saying otherwise. IMHO just wait it out and it will balance itself one way or the other (fix or nerf). Meanwhile try to be fair on your comparisons.

Again IMHO healers are still needed they always will be, but that is good healers not button spammers. Of course unlike pre 1.2 full healer teams WILL NOT be viable and again IMHO this is a GOOD design decision. And finally NO, it is not a good design if you and your tank friend can hold off 3-4 people, in a game whose objective might be to capture the node you are defending...Did you ever consider in the past that YOU and your friend might not be as good as you think you are, and that the game mechanics were actually assisting you to some extend?

Vellusix's Avatar


Vellusix
04.13.2012 , 07:43 AM | #32
Quote: Originally Posted by Malloron View Post
You already added the protest remarks: "You are exaggerating" etc. So I will try to refrain from using those.

But. I think the healing role has changed. Yes. THe fact that healers stop healing will only make life harder for your faction / team. You say Tank/healer combio is still strong, you cant kill anything, but you wont die either. Well. I dont see the problem with that.

As a dps player, it is frustrating that you cant defeat a healer. In my opinion, a dps vs healer fight should come down to skill, all things equal.

It used to be impossible for a dps to defeat a healer. Who would be able to heal himself and others a little bit while doing so. You still can. I saw it happen yesterday. THe difference is this: If you heal others while trying to stay alive, you will be eaten by someone who tries hard, and is skilled at, killing you.

Imagine the frustration for dpsers pre 1.2 - Youd need at least two good dpsers to take down a healer. And it wouldnt necessarily happen in 10 seconds.

Many classes die in ten seconds if focused by 2-3 people.

healers should be protected by tanks and their team. In my opinion, people need to look at healers value more strongly after this and not just mark enemy healers for quick zerg kills, but protect their own.

I feel your pain, but I think skilled healers will still be invaluable after this. Personally, I am even more determined to level my own healer fast so I can start healing in this game. I was fulltime healer in WoW, and I miss it.

/Mallo
I will never take seriously the opinion of someone who thinks they should be able to solo a healer, and neither should anyone.

Ayami_no_baka's Avatar


Ayami_no_baka
04.13.2012 , 07:45 AM | #33
I absolutely agree with the nerf commando healers got. The reason for them suffering most out of all the healer classes is, that they are so damn stationary. Every mobile healer is still fine, even with the nerfs...but not our poor commandos. I do not play healer myself, but when fighting them I notice the tremendous difference. It's crazy. They can't even heal themselves properly anymore, get nuked, come back same thing over again. It's really not hard anymore to just completely lock them out of the game.

All other healers are fine. Especially our little stealthy healer XD The healing nerf was needed, but commandos got it a bit too hard in my opinion. I was always happy to have one in my team before 1.2 now I'm like 'Yeah whatever...' and don't even care anymore. In general I am much less worried about the healers now because they are much easier to beat. I wish it was a little harder. Because easy fights are no fights are a waste of my time. So yeah. I feel for you guys.

Neo_Aeron's Avatar


Neo_Aeron
04.13.2012 , 07:48 AM | #34
Pre 1.2 as sage healing in 4 seconds: around 8k in pvp ( force potency activated after first instacast). Now it is down to 5.5k. Deliverance/Di is kinda useless under focus now. 2.1 sec with ala relic lol.
same goes to commando - probes now cost one more barrel, and they out of ammo in like in not time if insta healing.
and yet again - not sure about scound/op - but looks like their heavy heal casts is prolonged as well.

pre 1.2 I was 703 expertise, 10.81% bonus healing. now 989 - 10.81 bonus healing. and damage buffed to 19%+

and still we got pvp trauma. most stupid idea.

P.S. giglled hard when they gave a free month after 24 april. most ppl playing from strart have bill dates around 10-20th of april. Looks like I just recieve my 30 free days and cancel sub to hell at 25 april.

Carillion's Avatar


Carillion
04.13.2012 , 07:48 AM | #35
Quote: Originally Posted by xdvesper View Post
Basically, healing is a hard job and takes real skill. Bad players thought they were good at healing. but in reality it was that healing was overtuned.

Now healing is balanced, the bad players will leave, the good players will continue to heal, life goes on.

Hilarious, another nuggest of wisdom from generic dps #43685.

Slow, reactive heals and no mobility coupled with low hp pools (compared to damage output) vs massive frontloaded burst and boatloads of CC. You tell me what the outcome will be, regardless of skill lvl.

exphryl's Avatar


exphryl
04.13.2012 , 07:48 AM | #36
Get a Guard from a tank.

Problem solved.
E x p h r y l | <Exiled Disciples> Daragon Trail
| ---------- Want to see Pyro Burst Potential in 1.2? Watch This! -----------|
| Valor 90+ Powertech | |Thinking of Rolling a Pyro or Assault VG? Read this Guide |
|
|Guild Website | Youtube| Cassie - 50 Operative | Krelia - 50 Sorcerer|

VoidJustice's Avatar


VoidJustice
04.13.2012 , 07:49 AM | #37
This wasn't a class specific or faction specific nerf. This was a game mechanic change. I personally find PVP much more enjoyable now. Take some time and adapt, the entire game doesn't revolve around healing now, OH NOES... WHAT EVER WILL WE DO...

COWBOY UP PUP.

Guarding available for those that KNOW how to heal, my healers don't die, we still win every warzone we enter.

This is an obvious L2P issue.
Understanding is the true weapon of a Jedi and willpower is the iron clad arm that wields it.

Decoygaming's Avatar


Decoygaming
04.13.2012 , 07:49 AM | #38
The problem i have now is that alot of times people are dead before i can even get 1 cast of in Warzones. The so called "combat" balance is not there, matter of fact there is no combat since people drop like flies. One of my friends is a tank in pvp, he used to be very hard to kill now he is just some random guy that does no damage and dies like any other dps/healer. I do agree that nerfs were needed but this is way more imbalanced and something has to be done. I mean before you had several classes that could one shot people now every class seems to do it and that takes away from the "combat" in pvp since it will only last for 10 seconds tops.

amnie's Avatar


amnie
04.13.2012 , 07:49 AM | #39
Quote: Originally Posted by Ayami_no_baka View Post
I absolutely agree with the nerf commando healers got. The reason for them suffering most out of all the healer classes is, that they are so damn stationary. Every mobile healer is still fine, even with the nerfs...but not our poor commandos. I do not play healer myself, but when fighting them I notice the tremendous difference. It's crazy. They can't even heal themselves properly anymore, get nuked, come back same thing over again. It's really not hard anymore to just completely lock them out of the game.

All other healers are fine. Especially our little stealthy healer XD The healing nerf was needed, but commandos got it a bit too hard in my opinion. I was always happy to have one in my team before 1.2 now I'm like 'Yeah whatever...' and don't even care anymore. In general I am much less worried about the healers now because they are much easier to beat. I wish it was a little harder. Because easy fights are no fights are a waste of my time. So yeah. I feel for you guys.
do you play a healing scoundrel?

yes, it's true we are the ones that have the least problems with this nerf, basically because our base class/tree didn't really get nerfed at all, but that still won't change that we often don't get medals for healing now (unless you are close to a turret we own and the likes)

how often will you join up a warzone knowing you will just get ganked (scoundrels are super squishy) and getting zero commendations out of it?

Darkammo's Avatar


Darkammo
04.13.2012 , 07:50 AM | #40
Quote: Originally Posted by Icebergy View Post
OP has a couple decent points, mixed in with his "I'm sad because I am not OP anymore". But its mostly just "I'm sad because I'm not OP anymore".

Hard to take seriously when he talks about how happy he was being "immortal".
Pre 1.2 because of the way getting the Immortal announcement worked was not dying and getting 8 or 9 medals without dying. It's something dps and tanks get quite easily. As a commando healer, it was quite an achievement on figure out that it was even possible.

Civil War was where I managed to be able to get it because the defense medals helped push you over. The medals I got I think were....

2.5k heal, 5k heal, 1k defense, 3k defense, 10 kills, 25 kills, Killing Blow, 75k healing, 300k healing, 75k damage done.

Post 1.2 don't think healers will have the freedom to goof around to pursue such extra funsies.

You'd be happy to if you got "You are Immortal" announcement. That's actually the point of those announcements.