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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

Zekiirah's Avatar


Zekiirah
04.19.2012 , 06:25 AM | #791
Quote: Originally Posted by Wesgile View Post
I've said this a couple of pages back, or probably in a different thread altogether, kinda forgot, but my main point is that PvP and PvE is different. In PvE content, your objective is to go through the whole run/mission/dungeon without getting a wipe, on easier dungeons a single or a few death is generally okay and won't affect much, but usually you need to keep basically everyone alive at all time throughout the whole ordeal. The same cannot be said for PvP, especially when the mechanics are respawning (instead of e.g. round based where people die once per round, or stuff), in which dying IS the point of the mechanic of respawns. You can't expect the team healer to be able to keep everyone alive everytime, and things would become ridiculous if the other team plans to do the same thing.

And no, I've been running with a healer friend of mine, and I'm not seeing cases where people died without getting on a single heal if possible. That people died in a single GCD is an over-exaggeration.
I realize this, I did not say otherwise. I stated what I did in the effort to further my opinion about what players assume the job of a healer should be compared to that of DPS. In my opinion, the two should be opposites. As for keeping everyone alive for a prolonged amount of time, I've gotta say the funnest PvP experience I have had is when I was in a raid fighting for a boss where I healed for over 20 minutes straight. Prolonged PvP where tactics come into play is my idea of a true PvP experience.

I do not recall stating that a player died in one GCD. I said that at times I am unable to heal a player against one DPS. Nowhere did I state that it was within the time span of one GCD.
Zek-anlai Zekoyah, Elite Warlord & Healing Sage.

Esther, Healing Sorcerer - The Darker Side of Me.

Arkerus's Avatar


Arkerus
04.19.2012 , 06:46 AM | #792
Loving 1.2. This thread is the longest list of whining I have ever seen.
Hooning in the rex : http://youtu.be/xtXUM6yPMCY

Syylara's Avatar


Syylara
04.19.2012 , 06:52 AM | #793
Quote: Originally Posted by Arkerus View Post
Loving 1.2. This thread is the longest list of whining I have ever seen.
Only because the "nerf healers" threads that filled half the first page on a daily basis before 1.2 weren't conveniently consolidated in one thread.
Syyl'ara - Twi'lek Smuggler Yaan'su - Chiss Agent
www.swtor-rp.com - Roleplaying community and discussion

unixbomber's Avatar


unixbomber
04.19.2012 , 07:00 AM | #794
Quote: Originally Posted by mjohnsonfhk View Post
healers were greatly overpowered pre 1.2

no wonder you enjoyed it. Now admittedly they are overnerfed.

Somewhere in between would have been a better solution.
Seriously, is this your first MMO? Healers were far from overpowered. There's unfortunately just a lot, and I mean a LOT of bad players who didn't know how to maximize their dps, interrupt or focus fire targets.

pathiss's Avatar


pathiss
04.19.2012 , 07:04 AM | #795
Quote: Originally Posted by mjohnsonfhk View Post
healers were greatly overpowered pre 1.2

no wonder you enjoyed it. Now admittedly they are overnerfed.

Somewhere in between would have been a better solution.
Not quite accurate. That statement would be accurate for my mercenary across the board, but wouldnt have been accurate for my sorcerer. The only time my sorcerer healing was OP was against people that let me stand around free casting because they didnt know how to interrupt. My operative healer had a good mix of survivability and healing output and was fairly balanced.

Post 1.2 a sorcerer is completely non-viable as a healer unless fighting completely and utter idiots the both ignore you and never interrupt you. My operative feels slightly over powered now due to the buffs, and my merc would feel about right post nerf if it wasnt for the across the board change in TTK causing -everything- to die faster.

pathiss's Avatar


pathiss
04.19.2012 , 07:11 AM | #796
Quote: Originally Posted by ProfessorWalsh View Post

I have seen good healers post 1.2 who have made a difference in Warzones, who have handled being attacked by Marauders, and Bounty Hunters, and have healed and turned the tide. The fact that you can't do it doesn't speak ill of your class, it only speaks ill of your ability to play a healer.
Making a difference and having fun playing are completely different things.

My operative can make a difference still and survive fairly well and do a good job of keeping people alive.

A good marauder can single handedly take my sorcerer out of a fight without breaking a sweat, and a crappy maurader can do it with only shedding a drop or two. The change to ttk and the fact that my big heal takes a full second faster to cast ...a class that was already extremely susceptible to interrupts is now neutered by them.

I play all three healing classes and there is a gross difference in effectiveness between my sorcerer and my operative or merc. Can my sorc be effective? Sure. Unfortunately it takes fighting against idiots that either leave me alone or do crappy dps -and- completely fail at using interrupts ....and having a guard bot. Honestly, I am not sure what your idea of fun in this game is, but playing a sorc healer right now isn't anyone's example of it.

pathiss's Avatar


pathiss
04.19.2012 , 07:15 AM | #797
Quote: Originally Posted by Darth-Malkaevian View Post

Before 1.2 Healers simply could not be killed, period. in huttball they could carry the ball from one end to the other and never go below half health with the entire opposing team wailing on them. THAT is unbalanced.
No ...THAT is an extremely gross and inaccurate exaggeration. I am guessing you are on of these people that whined about 'sorc healers' that were actually assassin tanks... and you chased them across a huttball match beating on them though their defensive cooldowns ignoring the healer behind them healing them. LMAO, so so typical.

pathiss's Avatar


pathiss
04.19.2012 , 07:21 AM | #798
Quote: Originally Posted by MrXen View Post

Yes pre 1.2 patch 8 healers > any other combo outside of a more skilled 8 healers. You can "argue" that they wouldn't have enough dps to kill anything for an offensive...but you'd be wrong. 8 healers means an invincible team (literally unkillable) meaning they can slowly dish out numbers (that wouldn't be healed by the enemy team).
Wrong.
8 dps working together like the 8 healers in your fiction scenario would kill a target in a single GCD cycle. You can't heal through damage that happens that fast even if you had 100 healers.

Sorry, you fail.

JustTray's Avatar


JustTray
04.19.2012 , 07:25 AM | #799
Quote: Originally Posted by pathiss View Post
Wrong.
8 dps working together like the 8 healers in your fiction scenario would kill a target in a single GCD cycle. You can't heal through damage that happens that fast even if you had 100 healers.

Sorry, you fail.
In fact, even 4 healer teams couldnt win pre 1.2. Dps burst is and was much much more important after your second healer.

pathiss's Avatar


pathiss
04.19.2012 , 07:27 AM | #800
Heh, the voidstar I was in last night my teammates were whining about not being able to kill anything because of their healers. Why? Because everyone was beating on different targets. Brilliant players.