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Why no acknowledgement of overpowered heals?

STAR WARS: The Old Republic > English > PvP
Why no acknowledgement of overpowered heals?

sirullrich's Avatar


sirullrich
05.17.2013 , 01:37 PM | #141
Quote: Originally Posted by Raansu View Post
Yeah I watched it and I know they were bads. The other team is attacking the jug getting heals. But no one bothered to attack the healers or CCCCCCCCCCCCCCC THE HEALERS. No firepull setups, filling resolve. So what does this video show. Lack of coordination. The other team was on ledge giving you the opportunity to jump back on while getting healed by 2 different people. So what you showed us a video of bads playing huttball all wrong.

foxmob's Avatar


foxmob
05.17.2013 , 01:40 PM | #142
Quote: Originally Posted by Saerith View Post
Krack, if you take away our insta-salvation proc, we'll probably cap out at like 1300 hps and STILL be the squishiest healers in the game. Two (good) combat sentinels can burn me down pretty quickly since every other skill is a root or a slow. I know you're jealous, but trust me, every sage healer out there is mad jelly of commandos and scoundrels for their survivability right now (and by right now I mean since launch).
if you look a little closer at what I said -- or maybe I just wasn't clear -- we all have too many tools to ignore interrupts. salvation is probably the single biggest heal in the game; that's why I singled it out. no. you shouldn't be able to instant cast it. likewise, I shouldn't be able to sit there for 15s and cast w/e I want to cast. I love the abil. but the fact of the matter is that all of these instant cast procs and immunity to interrupt abils make alacrity pretty worthless. that means more power stacking, which means bigger heals.

the fact that you're the squishiest healer in the game doesn't come into play here at all. we all need to cast more so that we can be interrupted and we'll need alac. hell, half the time, you WANT to be interrupted so you can drop an instant heal. I would also say nerf the op hots and buff their cast heals for the same reason. iunno. it's one solution. as it stands right now, though, I kinda laugh at the interrupts. they only matter with 2 or more ppl are on me.

if my pipedream change were instituted, they'd have to get rid of those extra effects that reset or add a cd to an abil once it's been interrupted. the emphasis on casting across the board would fulfill this function.
Krack

Raansu's Avatar


Raansu
05.17.2013 , 01:40 PM | #143
Quote: Originally Posted by sirullrich View Post
Yeah I watched it and I know they were bads. The other team is attacking the jug getting heals. But no one bothered to attack the healers or CCCCCCCCCCCCCCC THE HEALERS. No firepull setups, filling resolve. So what does this video show. Lack of coordination. The other team was on ledge giving you the opportunity to jump back on while getting healed by 2 different people. So what you showed us a video of bads playing huttball all wrong.
As usual you missed the entire point. It's amazing that you seem to think that it is ok for an entire team to dps a guy and him never really fall below 60% hp.

Baedwulf's Avatar


Baedwulf
05.17.2013 , 01:41 PM | #144
Quote: Originally Posted by Astarica View Post
Okay, I think I get it now.
I don't think you do... from my experience healers have always out stat'd DPS for reasons I stated before. Check my previous posts. It's as simple as math is and healing and DPS have scaled in a similar fashion from pre 2.0 to post 2.0.

It's as simple as this.

If you took 3 teams of equal skill.

Team 1: 2 tanks/2 DPS/4 healers (DPS out stat)

Team 2: 2 tanks/4 DPS/2 healers (Healers out stat)

Team 3: 2 tanks/3 DPS/3 healers (Stats are equal)

In team 1 the DPS will out stat the healers and in team 2 the healers will out stat the DPS. Of course there are variables involved such as facing a team of 4 healers improves DPS stats since stuff isn't dying and you're able to attack constantly for the duration of the WZ but you should get the idea.

But basically this is the argument... and of course there are variables such as the other teams composition. And of course it's not EXACT or perfect but... This is what I see from my experience.
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Baedwulf's Avatar


Baedwulf
05.17.2013 , 01:42 PM | #145
Quote: Originally Posted by Raansu View Post
As usual you missed the entire point. It's amazing that you seem to think that it is ok for an entire team to dps a guy and him never really fall below 60% hp.
If that ever happens... that entire team should macro alt + F4
Money may not buy you happiness, but it can buy you another account after you've been banned from the forums.
The UGLY guy

sirullrich's Avatar


sirullrich
05.17.2013 , 01:45 PM | #146
Quote: Originally Posted by Raansu View Post
As usual you missed the entire point. It's amazing that you seem to think that it is ok for an entire team to dps a guy and him never really fall below 60% hp.
It was like that pre 2.0 also. I don't see the difference. If 2 healers are healing the same person free casting it is possible. CC the healer kill the ball carrier. I mean since 1.4 we have been doing the same thing. CC the healer who probably doesn't have guard because tanks are usually carrying it. Which means it is easier to kill the healer. Either way with the proper cc and coordination someone should've died.

Raansu's Avatar


Raansu
05.17.2013 , 01:51 PM | #147
Quote: Originally Posted by sirullrich View Post
It was like that pre 2.0 also. I don't see the difference. If 2 healers are healing the same person free casting it is possible. CC the healer kill the ball carrier. I mean since 1.4 we have been doing the same thing. CC the healer who probably doesn't have guard because tanks are usually carrying it. Which means it is easier to kill the healer. Either way with the proper cc and coordination someone should've died.
You're still missing the point here. It shouldn't be possible, period.

sirullrich's Avatar


sirullrich
05.17.2013 , 01:56 PM | #148
Quote: Originally Posted by Raansu View Post
You're still missing the point here. It shouldn't be possible, period.
But it is and I am telling you to deal with it. It was always possible. Even before 2.0 two healers free casting will be able to keep up a tank.

Baedwulf's Avatar


Baedwulf
05.17.2013 , 01:59 PM | #149
I'm still trying to figure out WHY it shouldn't be possible?

Why not?

Because you don't want to play in a coordinated fashion and you feel solo play should be just as effective as well coordinated teamwork?

That's the overall message I'm hearing.
Money may not buy you happiness, but it can buy you another account after you've been banned from the forums.
The UGLY guy

Raansu's Avatar


Raansu
05.17.2013 , 02:05 PM | #150
Because there is nothing balanced about it. It's one thing for a tank and a healer to survive 2-3 dps(albeit they should be struggling to do so), but an entire team beating on him and surviving without ever running going below 60% hp...? It should never happen. I would say it baffles me that anyone thinks this is ok, but then I realize that all of you are just hiding behind that veil and realize that if they balanced out healing you would suddenly be terrible at the game.