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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

Doomsdaycomes's Avatar


Doomsdaycomes
04.13.2012 , 02:11 PM | #371
Quote: Originally Posted by DuckOne View Post
It’s nice to see some thought being put into a thread rather than hyperbole and emotion. Let me put some thoughts into this:

When a healer and a DPS are equal and the result is a stalemate, then nothing gets accomplished. This means that the status quo is more likely to remain (i.e. whichever team holds the objectives are given a dramatic advantage in keeping them). Taken to the extreme, each war zone becomes a 30 second foot race to the objectives with the team that starts with the more players almost automatically winning, and 12 minutes of meaningless hopeless stalemate thereafter. To some degree we’ve seen that prior to 1.2.

Damage needs to exceed healing in order to break the stalemates and give opportunities for change; a fluid and dynamic battlefield fortunes swing and tactics, coordination, and some amount of luck are meaningful variables.

Does this mean that the healer is a defunct class, or should be? No, but some offsets need to happen to make this latest change balanced. DPS should rule the day in the short term; being able to be destructive for short periods, but unable to sustain the damage for longer periods, and needing time to recharge and support from a healer to get ready for the next short period. Unfortunately the “rest” functions in the game serve as both, and DPS characters can refill their ammo and heal their wounds all too quickly on their own. That is the mechanic that is unbalancing the classes in my estimation.

As a dps character, I should be able go in and be destructive, and one-on-one be a threat to any class. But if after that engagement I am left vulnerable and needing the support of a healer, I would have to be wise and tactical about it, and certainly appreciate my healing friend. Then as a team we’d be more potent in the long term, which is what the tactics of a well-designed environment would demand.

To bring balance and tactics back, I would:
  • Remove the “rest” functions from PVP zones. Let the slow regeneration, med packs, and most importantly healers be the function that sustains fighters on the field.
  • Adjust the respawn times to give more meaning to the lives on the field. If you have to wait a bit more each time you die, you’ll think twice being reckless, and tactics of a well-balanced group will rule the day once more.
This is one of the few posts in here I've seen with any meaningful, thoughtful content. In fact, I feel sort of stupid for not thinking of it first. I agree the rest function should be removed in pvp, which would make healers much more of the support class they were meant to be.

(don't agree with the longer spawn times. Can't tell you how frustrating it is to miss the spawn door by half a second, and then wait the full time as it is. Individual spawn times set to 10 seconds or so might work.)

switar's Avatar


switar
04.13.2012 , 02:15 PM | #372
Quote: Originally Posted by FullMetalSith View Post
i as a lvl 50 healer have some complaints but it's not about the typical healing nerfs or dps buffs etc etc..instead my complaint is this..why is it that i can heal the crap out of my entire team, sheild them keep them alive to get the 40+ kills and sometimes get only 1 vote?

i was in a huttball game yesterday where i had 264k healing done, scored 3 goals, had several medals and objective points yet i recieved 1 vote..instead the majority of the team voted for the guy who had 42 kills, 0 goals scored, and 0 objectives..

my biggest complaint i guess is that sure getting kill credits for healing people is nice but teammates should remember to thanks those of us keeping you alive to do your tons of dmg and get lots of kills..

it makes no sense that a player like me who actually plays the warzones as intended and not as a personal team death match should be lacking in mvp votes. i personally vote for other likeminded players who do the game objectives and i wish others did the same.
At the end of 99% matches i play i just sort by healing and MVP first. Some people sort by medals, some by damage done, some by their own experiences like good passes or well thought leadership in Alderaan. If team lost, many don't vote, just quit. So nothing unusual, even one MVP vote is nice.

fungihoujo's Avatar


fungihoujo
04.13.2012 , 02:18 PM | #373
Well, here's my experience.

Pre-nerf, I was a hybrid sorc. Had CL, had my hot and 1.5 second infusions, had wrath- in return, I had no bonus CC.

I was a hard burster, but still able to heal myself pretty well, and throw out heals decently in a match- I could often end a match around 100k healing and 100-150k damage. Even fully buffed- would never get a 5k healing medal, and couldn't even break 4k damage, might get a 3.5k crit on CL with adrenals, WZ buffs, etc... all up against a gearless clothy.

But, the burst was ok- for a sorc. Even then- moving from the start of the ramp to the end in huttball- couldn't kill anyone with half decent CDs. In VS/Alderaan, getting people killed before reinforcements was a challenge- we weren't overwhelming for damage, nor for pressuring healers.

It was fine though, I had decent survivability, and other areas I excelled in.



Now, since there is no hybrid- I had a choice between an awful damage spec with zero burst, or a heal spec.

So I went healer.

Due to dark infusion no longer having 1.5 heals- entirely because BW couldn't figure out how to fix their bug so they just removed the ability- my survivability is lower now as a full healer than it was as a healer/damage hybrid with next to no CC- that's unacceptable. Healers shouldn't be this squishy, but two marauders on me means dead in six seconds every time, unable to move, unable to get them off with the knockback that barely gets them out of melee range, unable to cast a single heal due to their interrupts.

We're taking more damage, mitigating less, and healing far far less- if we can get a heal off that is.

Where is healing good? When nobody looks at you, or you're being hounded by worthless classes (like dps sorcs). Even so, a dps sorc even will eventually kill me, why? Because while I can heal myself for a while, eventually I have to start killing myself to regen force.

So, no survivability, no longevity- I find myself in a decently long fight (where nobody's paid attention to me) hoping someone will kill me so I can get a free force regen- I've begun paying attention to the intervals where the shield drops so I can plan to die seconds before and get right back into the fight.

Sadly, that's a viable strategy, and pretty much what is going to be used from now on.


That doesn't even get into medals- before, with far fewer medals- I could hit 3 medals in the first minute of a match (2.5k heal, 2.5k hit, KB). Now, it'll take most of a match to get that, and for healing I'll end up with 2.5k heal, 75k healing, in a long match where we aren't being stomped, 300k healing, and it's impossible to get a 5k heal in combat.... so consumption does help for that 5k heal, which is attainable through consuming, hitting my relic buff out of combat and throwing out dark infusions.


One other thing- it's not fun. I'm spending a good chunk of the match trying to get past the recent nerfs to be viable rather than just playing as a healer- and as someone who in WoW played a priest, shammy, druid and pally healer all at max level, from BC to Cata- it's pretty clear that everything good about being a healer has been removed in this game, including ability to live and heal.


You do have SOME survivability, though no additional ability to get heals off- if you're guarded. That said, that's the case for any class- and getting to the point of being 'almost' as survivable as a dps class only when guarded- whereas most DPS classes can do perfectly fine solo as well as in groups- is beyond stupid.

mSum's Avatar


mSum
04.13.2012 , 02:19 PM | #374
I was able to get my expertise over 800 last night and things changed. I wasn't getting killed before I could get a heal off anymore. So yeah I think people need to realize that expertise is king right now. Two weeks from now when we are all in at least full BM gear, then we can start complaining.

AkilZodiac's Avatar


AkilZodiac
04.13.2012 , 02:20 PM | #375
Quote: Originally Posted by mSum View Post
I was able to get my expertise over 800 last night and things changed. I wasn't getting killed before I could get a heal off anymore. So yeah I think people need to realize that expertise is king right now. Two weeks from now when we are all in at least full BM gear, then we can start complaining.
"Everything's fine for me, so everyone should shut up."

Yeah okay buddy .
DecemberCrew

We could pre-order in July? Whatever.

Lunez's Avatar


Lunez
04.13.2012 , 02:20 PM | #376
If I were able to post images, this is the image I would post for Republic healers....

And I would post this one for Imperial healers...

Moral to the story is.....

But on a more serious note....

mSum's Avatar


mSum
04.13.2012 , 02:31 PM | #377
Quote: Originally Posted by AkilZodiac View Post
"Everything's fine for me, so everyone should shut up."

Yeah okay buddy .
Sort of....but isn't that the point?

If you roll into a WZ now wearing full champion gear you will get owned by anyone in full recruit gear. I have a feeling a lot of these people don't realize that 600 expertise is nothing now.

bamsmacked's Avatar


bamsmacked
04.13.2012 , 02:33 PM | #378
Quote: Originally Posted by Darkammo View Post
But that's the thing. It was a different play style. You needed two good dps to work together. That's a team effort. People tell the healers that, "Oh pvp is a team effort. You are supposed to need people to help you."
I agree with a lot with what you said but this statement. If the game is such a team effort why can healers survive 1v1 encounters against DPS and it will drift into stalemate post 1.2?

Healers should have TEAMS protecting and guarding them, when a single DPS with skill can't kill a single healer I think we have a problem on our hands.

Believe me I was using Awe, Interrupts, Stasis, Push, Leap as interrupts but still in 1v1 situations I could not bring a healer down to Dispatch range. Could NOT do it. Interrupts didn't lock out an entire tree, Stasis, Push are on 1 minute cool downs Awe is on 45 second cool down a single DPS that's skilled should be able to defeat 1 healer that just throws out heals mindlessly with no system of fake casting or negative-consequence to follow.

It's a double standard here than when 1 DPS can't kill a healer, healers scream and shiyt about team work. But now team work is even more essential to prolong the life of a healer healers scream and cry about them being nerfed into the ground.

The game needed some re-balancing, I don't agree with this huge *** nerf of the operative/smuggler, and healing classes meanwhile damage output has been increased and Mara/Sentinels have becoming invincible vanishing gods of destruction. I wanted a balance and I wanted all classes to be brought up to the same playing field as far as mechanics goes. That didn't happened. You got major nerfs where they weren't needed and buffs that weren't needed.

I unsubbed because of this. I'm not wasting my time on a damn game that from the gitgo to me, rewarded less skilled players and 1 button mashing champions. The game was fairly balanced before compared to this patch but now it's just ridiculous and now looking back at all the things I was complaining about they seem trivial compared to the changes now.

Most of my complaints centered around balancing CC with a system of diminishing returns or simply make Resolve more powerful by making you immune to ALL forms of CC - which include roots, pulls, snares and etc.

TzachNahRood's Avatar


TzachNahRood
04.13.2012 , 02:37 PM | #379
Quote: Originally Posted by bamsmacked View Post
I agree with a lot with what you said but this statement. If the game is such a team effort why can healers survive 1v1 encounters against DPS and it will drift into stalemate post 1.2?

Healers should have TEAMS protecting and guarding them, when a single DPS with skill can't kill a single healer I think we have a problem on our hands.
This is just bizarre logic. The fact that you cannot see the glaring contradiction in your statement shows how self-focused you are.

A healer should need a team to stay alive, but a dpser should be able to solo a healer?

Isn't true balance that 1 healer vs 1 dpser cancel each other out and either needs a team to defeat the other?

It should take two dpsers to kill a healer. And it should take a healer's teammate to come along and kill the dpser.

Any team that had a clue already had this under control and it was working fine.

noladev's Avatar


noladev
04.13.2012 , 02:38 PM | #380
Quote: Originally Posted by Darkammo View Post
Introduction

There are a lot of threads arguing for and against the changes to healing. The healers are obviously up in arms and upset, where as the dps is cheering as they are draped in the blood of said healers. None of what I've seen so far really explains why healers are upset in a way that makes non-healers understand. This thread hopefully will shed more constructive light on that by a telling of a long story from a healer's perspective.

I encourage more healers to write about their gameplay experience as I am about to in this long thread.

"The nature of how pvp healing works has been changed. It's ruined," is something I've told people. The responses from healers were sympathy and consensus that this statement was true. Some DPS respond unfavorably with "You are exaggerating and over generalizing", "Get over it, you were imbalanced and now have to get used to how it should be", and "Healers shouldn't be able to be that unbeatable." But, the statement is true and this long story will explain why.

Starting Out as a Healer in TOR

So some background. I play a Republic Commando, level 50 obviously, in full Battlemaster Gear, valor rank 75. I slacked off after completing my gear. I did not warzone much until I hit level 50 so I had a long and terrible valor rank grind around the time when the Ilum fiasco reported by Kotaku occurred.

I enjoy healing, played as a healer for most of my long World of Warcraft career. But, what captivated me with The Old Republic was how the PvP was vastly different for healers. I went with very little and dated gear and stepped fresh into warzones and found out to my surprise that tanks can tank in PvP. It was like what?! Someone can actually guard and defend me? That's crazy. That's amazing. Someone's job is to be there for me, and watch my back. That was so refreshing that I immediately loved doing warzones. Healers felt appreciated. Tanks would ask at the start of warzones who was a heal so they could guard you. Someone actually cared.

Gone were the days (well mostly gone) were people would complain that there aren't any healers cause they are dying when you were in fact there healing your butt off. If your main is a healer, you know how disheartening it is for someone to make those complaints and not be recognized. In TOR, people noticed.

As a commando healer, I soon also quickly found out that I was amazing even without gear. Sure, I was squishy but it felt like I could still do stuff. Right away, I had imperials recognizing that I was a great healer because I did a lot of things healers should do but neglect to. I would line of sight often, using hammer shot to heal when I moved, cc'd every cd on appropriate targets, help dps when I could, even knock back. Sweet baby jesus this is amazing. It's active and engaging with a lot of stuff to do and I excel at all of it.

Then my gear slowly, and I mean slowly improved. As I said, most MMO's don't show appreciation to their healers. So although the community was warm and welcoming to my heals, the game surely was not. Ilum and warzones did not originally give kill credit for healing. You had to stop and tag stuff for killing. On my server, there were a lot more imps than rep in Ilum the majority of the time so stopping to tag targets was an insane waste of time when so many people needed heals and they need it now. Stopping meant death against the Imp zerg.

Gearing from scratch, the medal and valor system was brutal on healers. I could earn very few medals. 2.5k heal that even a dps could earn. A killing blow if I was lucky. 75k healing sure. Anything past that not guaranteed. While other people earned 6 medals easy. But, the community appreciated healers. People would MVP vote healers and you'd feel the love.

The change in the medal system and giving healers kill credit through healing finally gave healers game recognition for their deeds. Game was now giving credit, and healer valor gain doubled, maybe even tripled, making it way easier for healers to gear when they used to gear half as fast with the old system. I was past that already, but I was happy for new healers who wouldn't have to go through the horrible grind I did.

Then Came 1.2

Then came 1.2. I heard rumors that it was going to suck. Brushed it off as over exaggeration and was excited about a lot of the other features. The commando nerfs looked harsh, but I was like I'm going to get through this. I didn't put points in med zone reactive shield and was unkillable as is so I'll be fine. Or so I thought.

The damage buffs on dps and the med pack nerf came as a tidal wave against us. Compounded from the fact that Imperial 4 man groups have a lot better gear on average versus my servers Rep groups. I'm not exaggerating on the gear difference. I recognize the same Imps and guilds and groups on my server. It's kind of nice having that tight community. But that's digressing. Another strange anomaly of our server is our side doesn't have a lot of great dpsers. Empire had the DPS, we had tons of tanks and heals. It is not abnormal on our server to have 4 healers in a warzone. I've seen a game with 6. This lead to disaster in 1.2 as heavy organized 4 man Imp groups decimated a weird dynamic that used to play out on our server of having long games where Rep side couldn't kill, but wouldn't die. Now it was Rep side just dies.

Weird composition of my server warzones aside. The amount of dps that geared marauders and powertechs were doing was crazy. People were falling over left and right, and heals meant nothing. It went from, "Yeah, I can save you" to give everything you got to delay death slightly. Against two geared dps going down on one person, person is just dead. Nothing you can do about it.

As a commando I didn't need a tank pre 1.2. I could tank it myself. Throw me a good, geared tank and we were a two man god team. Me and my tank against the world. Couldn't necessarily kill anything, but we wouldn't die. That was the thing though, we couldn't necessarily kill anything. People lived for a long time. To kill a healer required a lot of coordination and focus fire. 1v1 as a healer was easily a stalemate. A good dps could lock you down so outbound healing to other people was hard to do, but couldn't necessarily kill you. Your health might spike and stuff, but if you managed your CDs you knew you could make it out if you were good enough. Two dps should be able to kill me but a lot of dps don't interrupt. That was their biggest problem. They never interrupted the right thing or at all. Medical probe should've been their target, not advanced. That goes on cooldown anyways after using it unless I have supercharge up. Wait for reactive shield to pass, lock out medical probe after the adv probe I used to make it cheaper, then burst with your adrenals and relic. How do you think I'm keeping up with tanking a bunch of you, managing my wz expertise adrenal and relics carefully. Never had to juke heals much cause people just don't interrupt in the first place and there's so many stuns, kb etc, juking isn't always worth it.

But, then we were told it wasn't ever supposed to be that way. We weren't meant to be able to last that long. Granted some of commando nerfs I'm okay with. We didn't need to manage ammo, but since I played with a lot of movement and hammer shot to begin with, the ammo management change didn't phase me much at all. I'm glad that was added.

Survivability was killed though. Went from super hard to kill to yeah, they can kill me. Consequently, can't save other people because I have to worry a lot more about myself. It took myself and my sage friend to heal her to keep her alive from one marauder. That's two healers healing to stop one dps. My heart goes out to those sages. They can't take care of themselves as easily as before, and before there was a lot of "keep running, they gonna kill you!" Her deaths I would say doubled each warzone. She comes out of the spawn and gets sent quickly back.

Output wise, I can get the same numbers. I can still push past 300k healing in a warzone. Think I did 500k one warzone tonight. But, a lot more people die cause the damage is insane. My tanks die. I can't save them if they guard me like I used to because taking care of myself takes so much more, can't heal other people as well. Sometimes I'm left to free heal and still can't save people. It didn't make things harder. It just made things more depressing. Pre 1.2, it was hard to keep everyone up alive. But, by jolly, it could be done!

Pre 1.2 healers felt like they had a huge impact. They did. They could do so much. People would rage about focus firing healers. People made a fit about marking healers. Healers would point out in their ops that they must be marked cause they are being focus fired hard and dying now as a badge of honor and frustration at the same time. Some void stars never got passed the first door both rounds. A healer was important. Vastly important. You want to kill someone, you can't ignore that healer. Someone has to lock it down or you all have to go and kill it.

Post 1.2 dealing with the healer is optional. Can just bypass the healer, kill the guy directly. Or just outright dispatch the healer like it was nothing.

That's why healing has fundamentally changed. That's why healers are all upset. Feels like a bait and switch. From a game where we were super important, then changed to a minor nuisance that is optional to deal with. We lost our independence, our time in the lime light. Back to other MMO styles where we require other people to hold our hands, peel things off of us constantly.

Sure, might make DPS a lot happier. Sure, it might be in line with intended balance. But, it doesn't feel good to be reliant and dependent again. Doesn't feel good to not be the center of attention in warzone dynamics. Doesn't feel good to be treated same way other MMO's have treated us.

The proof of the change is a new trend I've noticed in mvp votes. Gone is the emphasis to give healers votes instead of the person with the most medals. Votes are now given to the person with that crazy damage doing 600k a warzone. DPS is the one that is important. People don't remember you helping them as much cause they are dying which was a huge change from holy heals batman, I didn't die that whole warzone. That's amazing, Mr. Healer. No more Healer is immortal. That was an amazing day when I got immortal as a commando healer. I was so happy. Now I'll be happy to get unbeatable.

Like every other MMO


I was losing a lot of games. Then I found a 600k damage person to carry me. I could heal again while he did his thing and killed people. People would focus fire on him to kill that crazy Vanguard dpsing hard. I wouldn't be able to save him even though I could free heal, and spent the time reminiscing about the days I used to be that guy that people focus fired, I used to matter.

Healers hoped that it wasn't a flavor of a month sort of deal. We'll all get used to the change back to mainstream style of DPS being king, but a long time ago, in a patch far far away, there was an MMO were healers were appreciated, a promise land of you being a key piece that others were dependent on and not the other way around. The Old Republic wanted to make players feel more heroic. You made healers feel heroic till you changed your minds about it. What other MMO let a healer heal himself and take care of 7 other people like a baus. It didn't have to be unintentional. It could have been a game design decision, and it's depressing that it was never intended. BW could have stood by that stance. Healers were OP. Now DPS is OP. Why do healers have to work for it now, and certain DPS classes don't have to work for it? Nothing's ever completely balanced.

I put those points into med zone to give me that extra 20% healing to myself I didn't have before. Tanked two dps at once as I watched people die around me and noticed that these bad dps didn't interrupt as usual. Yeah, I'm living again, but it's not me. They are just bad. It's not me being awesome. They are just bad. Awesome was the low death rate of warzones of old. *sigh*
My healing numbers are the same as they always were. The problem? It is all self-healing. I can barely spare any heals for the team.
Now you see the problem with basing balance changes on end of war zone stats/metrics??
Unsubbed 04/12/12 GG Sorc nerfs.