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RotHC // 2.0 : Healing - It's ridiculous.

STAR WARS: The Old Republic > English > PvP
RotHC // 2.0 : Healing - It's ridiculous.

Lasica's Avatar


Lasica
04.27.2013 , 12:48 AM | #341
The only time you will find it difficult to kill a healer is if that healer is backed up by another 2 good healers and a tanks who are actually using guard and taunt to reduce damage. Of course then you aren't fighting just the healer you are fighting a whole team and might actually need to think rather than mindlessly smash stuff.

Volxen's Avatar


Volxen
04.27.2013 , 01:03 AM | #342
Quote: Originally Posted by Charunks View Post
/bump.

Healing is to strong in pvp imo.

Seen plenty of matches where 5-6 dps try to take down one healer. It survives easy.

tbh it makes pvp pretty boring.
Nice try.

0/10

Volxen's Avatar


Volxen
04.27.2013 , 01:18 AM | #343
Quote: Originally Posted by FodderofCannon View Post
Yeah your arguments aren't really compelling. The vast majority of people pug, not all of them are brain dead, but cc in particular has to be highly coordinated in order to work against healers right now. Interrupts are a joke in this game, they need to be used only because it's all dps has to mildly slow down the healing of a healer, but perfectly timed stuns are the only way to really kill them.

1 Tank+1 Healer= 3-4 dps
1 Tank+ 2 Healers= 4-6 dps

Maybe with voice comms or just really good skills can 2 dps kill the tank/ healer combo, but only then after an extremely long time. Meanwhile the WZ is over. Reinforcements have arrived, ect..

2 dps vrs 2 dps it's the better skilled ones that win, pug or not. That is balanced.

2 class tank/healer combo beats 4 dps in almost all scenarios. This is the definition of unbalanced.
The number of DPSers it takes to kill a couple of healers cross-healing or a healer/tank combo has been vastly exaggerated in this thread. Four DPSers can most certainly take out a healer/tank combo........ unless they are really, really, really bad. Guards and taunts only go so far, and there is no cross-healing in this case since we are only talking about one healer. Four DPSers vs one healer/tank combo is basically the same as two DPSers vs one healer (since guard reduces the damage the healer takes by 50%). And two DPSers (especially melee/stealthers) can most certainly kill a lone healer, unless they are really, really, really bad.

Volxen's Avatar


Volxen
04.27.2013 , 01:20 AM | #344
Quote: Originally Posted by Lasica View Post
The only time you will find it difficult to kill a healer is if that healer is backed up by another 2 good healers and a tanks who are actually using guard and taunt to reduce damage. Of course then you aren't fighting just the healer you are fighting a whole team and might actually need to think rather than mindlessly smash stuff.
But you see, it's "overpowered" because it forces them to actually think, coordinate, and not just mindlessly DerPS.

NathanielStarr's Avatar


NathanielStarr
04.27.2013 , 01:35 AM | #345
Quote: Originally Posted by Volxen View Post
But you see, it's "overpowered" because it forces them to actually think, coordinate, and not just mindlessly DerPS.
But you can mindlessly heal

Astarica's Avatar


Astarica
04.27.2013 , 01:55 AM | #346
1 healer versus 1 tank is barely possible for a short period of time. It'd usually involve several major CDs and you can't do it for very long.

Usually when people think 1 healer held off 4 DPS there's really another guy healing (doesn't have to be a healer, could be a DPS who has a healing spell, that still counts), and also other DPS can directly (killing your DPS) or indirectly (drop a CC on your DPS). Protection by itself doesn't really tell you much either. The biggest impact the tanks have is with their various denial tools. For example you see a guy leap to your healer, you Grapple/Force Pull him, well that melee isn't coming back to that healer anytime soon. You can consider his DPS neutralized by 100% for the next 10 or so seconds before he can leap again. Keep in mind that a lot of classes require 4m to do most of their dps, so even a small KB can create the space your healer needs to stay alive.

And if the enemy team has multiple healers and multiple tanks, you simply have to approach this fight differently. You've to realize that team cannot easily kill anyone either, and generally in this case it's better to simply do the mirror strategy they're using. If you can't kill them and they can't kill you, then doing exactly the same thing as they do is completely safe. You can then use the stalemate to think about how to break through their defense.

szczypaczek's Avatar


szczypaczek
04.27.2013 , 02:02 AM | #347
Quote: Originally Posted by Morpurgo View Post
Umm, what is that you are interrupting exactly... Ever seen Operative healer casting something???
Yes i saw, and i use my UM in pvp, if i have time for that.

Astarica's Avatar


Astarica
04.27.2013 , 02:14 AM | #348
Quote: Originally Posted by szczypaczek View Post
Yes i saw, and i use my UM in pvp, if i have time for that.
The only spell I see Op cast is Dianoistic Scan!

But yeah if you're applying enough pressure at some point they'd actually have to use a spell with a casting time. HoTs and instant heal alone isn't enough to keep up against respectable DPS, not to mention if that's the Op's sole plan of healing what you do is just stun him whenever he or whoever you're trying to cast is at 30%. Half of the time having 2 executes hitting the same time will overpower the instant heals anyway.

jboehm's Avatar


jboehm
04.27.2013 , 02:42 AM | #349
This:
Quote: Originally Posted by Thrasymicus View Post
Again. Balance shouldn't be scaled to pugs playing terribly. If they are bad and fill the resolve too quickly then that is their fault, not the fault of balance. If you balance the game to the terrible pugs then the rateds will be all out of whack.
And this:
Quote: Originally Posted by Volxen View Post
That is essentially the center piece to their entire "healers are OP" argument. They want healers to be "balanced" around the inability of tunnel visioned pugs to coordinate, focus fire, and use their brains.
Pvp balance decisions shouldn't be made based on what pugs can and cannot do. A bunch of Rambos running around just smashing and pew-pewing are probably going to have some difficulty with healers. Does this mean healers are OP? No. But it does mean you are going to have to use some strategy and team coordination, though. But in all honesty, even pug groups made up of a good amount of skilled players can handle healers, despite the extra disadvantage of not having real team coordination.
Quote: Originally Posted by Morpurgo View Post
Umm, what is that you are interrupting exactly... Ever seen Operative healer casting something???
^ Oh and saying something like this is a really good way to lose credibility and make people lol. I think Alba already briefly pointed out the hilarity of this statement, but just for good measure: If you're a scoundrel healer and you don't use underworld medicine and kolto pack... lol is you. If you're playing against a scoundrel healer and you don't interrupt his underworld medicine casts... lol is you.
Tayren

Astarica's Avatar


Astarica
04.27.2013 , 02:47 AM | #350
Honestly most Op I see don't bother casting spells with a casting time when a good melee is on them because they know it's just going to get interrupted anyway, and having a spell interrupted at 1.9/2.0 is usually worse than not casting it at all, as if they didn't cast that they can usually sneak in another free instant heal or another HoT on someone else instead of doing nothing. There's a reason why Diagnoistic Scan is cast pretty often because they know nobody will interrupt that (and if it's interrupted then you cast your real heals) so at least you get some healing done instead of risking none.