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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

barbafin's Avatar


barbafin
04.18.2012 , 11:42 AM | #661
Quote: Originally Posted by Darkammo View Post
Response to Immense Feedback

There has been a lot of good feedback, and I've summarized the issue in a more concise form. The original post follows below at "Introduction."

The main divide really boils down to what the death rate should be. Pre 1.2 the death rates were a lot lower, and healers could do more. The dynamics of warzones were heavy on logistics before. In war, lives are valuable and losing one was costly. You don't just throw endless numbers at stuff. Pre 1.2, transitioning from one objective target to a next was key, sending the right number of people to the right zone because you could get caught up in long fights. Knowing when and how to disengage was also important. No one told you to sit on a healer for a full game with the net result of not killing him. For healers, their effect on the battlefield was apparent and pronounced. You could heal people, they would live. Similarly, a dps who could interrupt lock down a healer was important, was threatening, and was the difference from being able to push through a defense line.

By changing how much heals could heal, some of that was lost. Timing and coordinating your cc's, kb's, and interrupts although important isn't vital post 1.2 because DPS can kill things with sheer burst rather than all that extra stuff that was critical before. Healers are marginalized, but can be important when the whole team pays attention and takes care of them. But, for pugs it's a lot of respawn and running back. But even for more organized teams, it's back to the common system of dispatching people back to respawn than dealing with disengaging and transitioning between objectives with more macro strategy. Show of force in power rather than in mind and coordination.

Both designs are valid. One favors the heals and the other favors the dps. Dps and heals will never agree on this point because their goals are different. A dps wants kills. A healer wants to keep people alive. Their desires are exclusive. There is no satisfaction in healing if your target dies. There is no satisfaction for dps if they can't kill.

But, the gameplay that favors the healer is not often seen because the healers are usually the minority population. The healer favored system still offers the dps the satisfaction of locking down a healer as a sense of accomplishment. But, it's not in the nature of most dpsers to have that team mentality. So once again it rests on the shoulders of healers to bear the burden that there is an upper limit on what skill can do for your class without the aid and support of the rest of the team. Namely, your healing role has less depth being a reactive sort of play style to begin with, handicapped by the fact that it is what other people do to protect you and don't do to you offensively that enables you to do anything.

I'd like to point out though that in the healer favor system, healers didn't stop you from doing damage. You just don't have the satisfaction of killing. In the dps favored system, dps stops the healers from doing their job completely. Not negating their healing, but taking another step further by eliminating their target, be it the healer itself or the healers target. This system favors people spending more time waiting for respawn rather than alive and doing stuff.

So the experience of healing from one system to the latter is extremely disheartening.



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*
+1 i personaly have stop playing pvp now, because i cant contribute to the team my dps is worthless and my heling is worthless. today the teams with most healers will loose.

have also dps friends that have stoped playing because the get killed to fast and makes games like hutball almost meaningless.

hairlessOrphan's Avatar


hairlessOrphan
04.18.2012 , 11:51 AM | #662
Quote: Originally Posted by Codename_Quincy View Post
ya know i'm seeing the healers that were good before 1.2 getting back up to the 600k + healing. maybe it's a L2P issue ? not sayin it to be a dck but hey, i see some are adapting. i haven't played my healer because it's not on my main server so i dunno firsthand.
Heal total is a dismal metric for healer success in PvP. Just like damage total is a dismal metric for DPS in PvP. What matters, in both cases, are the changes in kills.

Let me put it this way:

If Tank has 10HP, DPS does 6 damage / second, Healer heals 5 damage / second. Over 10 seconds, DPS 60 total damage, Healer has 50 total heals, Tank dies once.

It Tank has 10HP, DPS does 8 damage a swing, Healer heals 5 damage a cast, then in the same amount of time:
DPS does 80 total damage, Healer has 50 total heals, Tank dies FIVE times.

If Tank has 8HP, DPS does 7 damage a swing, Healer heals 5 damage a cast, then:
DPS does 70 total damage, Healer has 50 total heals, Tank dies five times.

The balance of power has nothing to do with total damage or total heals, here. Though the heal totals are the same for all three cases, the healer is utterly ineffectual in cases two and three.

EDIT: har har math fail due to copy pasta.

JustTray's Avatar


JustTray
04.18.2012 , 11:52 AM | #663
Quote: Originally Posted by Masont View Post
What is wrong with crying for help? You know your team is supposed to help you, and switching guard to you is one of the best possible ways.
If your assertion that healing is fine based on premades being able to peel and support healers, then you are indirectly agreeing that healing is currently underpowered compared to dps.

It is not, and has never been a valid argument to say that you have to play as a premade. I see this faulty logic in a lot of games that have terrible design from the same type of people who are incapable of logical discussion.

Thats why.

pathiss's Avatar


pathiss
04.18.2012 , 12:10 PM | #664
Quote: Originally Posted by NoTomorrow View Post
So pls eat this bitter nerf and learn to live with it. You played a FOTM role in PvP pre-1.5, Sorcs also had been using the exploit to do some crazy healing while having virtually no resource management do care about. Now you are put back in your place where you belong.
Sadly you are clueless about this. Prior to 1.2 a sorcerer healer was extremely easy to shut down because they were completely susceptible to interrupts. Combined with the fact they were extremely squishy, it led to a situation where they seemed OP in pugs, but were mostly worthless against competitive players.

Balancing something is ok and understandable. Making something completely unviable is bad business.

Khoraji's Avatar


Khoraji
04.18.2012 , 12:13 PM | #665
Quote: Originally Posted by JustTray View Post
If your assertion that healing is fine based on premades being able to peel and support healers, then you are indirectly agreeing that healing is currently underpowered compared to dps.

It is not, and has never been a valid argument to say that you have to play as a premade. I see this faulty logic in a lot of games that have terrible design from the same type of people who are incapable of logical discussion.

Thats why.
You dont have to play as a pre-made, but you do have to use teamwork. PUGS can guard/peel as well you know.

The fact remains. 1 healer can still out-heal 1 dps.

pathiss's Avatar


pathiss
04.18.2012 , 12:28 PM | #666
Quote: Originally Posted by Khoraji View Post

The fact remains. 1 healer can still out-heal 1 dps.
Not a fact when you are wrong. This is completely false for sorcerers who were completely neutered. Might be true if you are beating on an operative using cool downs on himself though, or you are completely inept at interrupting casts.

PostalTwinkie's Avatar


PostalTwinkie
04.18.2012 , 12:30 PM | #667
Quote: Originally Posted by Khoraji View Post
You dont have to play as a pre-made, but you do have to use teamwork. PUGS can guard/peel as well you know.

The fact remains. 1 healer can still out-heal 1 dps.
Uh...no. This is completely false....

We as healers are not getting Crit heals in the 7 to 8 thousand range, yet DPS are busting crits at this level.

This issue was even discussed on PTR and how DPS was completely negating healing. PvP is not balanced, healing is now extremely difficult and near worthless because our heal per second is nothing like damage per second numbers.
Quote: Originally Posted by Blavatsky View Post
Problems of the First World.

"My Video Game Dev implements improvements to my gaming experience in a clandestine manner , this is costing me virtual money "

Khoraji's Avatar


Khoraji
04.18.2012 , 12:54 PM | #668
Quote: Originally Posted by Dreydin View Post
This guy is right. Anyone saying that a healer can outheal a single good dps is wrong, and uninformed. The guy your debating with, should not be argued with. He will just waste your time, and provide more material for less then "sharp" people to eat up , and take as valid info.

Bioware has dumbed down everything. And upped damage output to appease unskilled players. If you love the new PVP, it says a lot about you, in my opinion. And its not saying good things....
I am not wrong. I out-heal DPS all the time. If you cant it is L2P issue.

pathiss's Avatar


pathiss
04.18.2012 , 01:15 PM | #669
Bad dps that doesnt interrupt. My point stands.

I guarantee you that I would heal circles around you as well. You are clueless about competitive play and it is obvious by your posts.

Khoraji's Avatar


Khoraji
04.18.2012 , 01:24 PM | #670
Quote: Originally Posted by pathiss View Post
Bad dps that doesnt interrupt. My point stands.

I guarantee you that I would heal circles around you as well. You are clueless about competitive play and it is obvious by your posts.
This guy might actually have a point though, i heard sorcs got the worst of it. I only speak from personal experience and I honestly dont know any Sorc healers personally in-game. I see this one sorc healer every once in a while and he is getting creamed in 1.2...but he was terrible before 1.2 as well so not much difference lol.