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Why no acknowledgement of overpowered heals?

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

Aramyth's Avatar


Aramyth
05.18.2013 , 11:48 PM | #241
It's mostly the Operative that's overpowered in WZ healing; not healing itself.

Jorojus's Avatar


Jorojus
05.18.2013 , 11:59 PM | #242
Quote: Originally Posted by Aramyth View Post
It's mostly the Operative that's overpowered in WZ healing; not healing itself.
I agree, that the cover mechanic makes a big difference in survivability for operative healers, compared to other healing classes.

However on the other side of the medal, concealment for operatives has been in a bad situation for a very long time, now on the other hand its viable in ranked imo.
The Progenitor
Shin'ju - Operative / Kor'n - Juggernaut / Lissa'nana - Sith sorcerer
Booya - Powertech

MotorCityMan's Avatar


MotorCityMan
05.19.2013 , 12:22 AM | #243
Quote: Originally Posted by Aramyth View Post
It's mostly the Operative that's overpowered in WZ healing; not healing itself.
Is that so? Where are these immortal healers? The ones that never die? Both my sorc and Op healers die plenty in warzones. 2 dps easily kills either one of them. 1 dps can easily occupy me and make me struggle to stay alive or have to run. And they are in full partisan with some conquerer. I have communed deeply with the force, but yet I am still mortal.

My PT, dps sorc, sniper or mara can easily tie up a healer, if not kill them outright.

You derp dps that want a free pass to run over everything and anything you see, ignoring objectives, need to go back to playing playstation.

This jewel of a quote is from one of the other multitudinous threads:
"PvP should be about damage, fight, kill not heal. If you are afraid to get killed in PvP, DO NOT PVP. Simple is that.This is pathetic it's not PvP."

That about sums up the attitude of so many, unfortunately.

JP_Legatus's Avatar


JP_Legatus
05.19.2013 , 12:31 AM | #244
Quote: Originally Posted by Jorojus View Post
Thank you, I am glad I was able to convince you to write something really useful imo. Do you think that in a very well coordinated team and thus ranked games there is definetely a chance to win against the other team ? And if you can win, what makes the difference ?

I mean just imagine, everyone has the same skill, same gear, but acts like a brainless robot that only looks at numbers, what would happen ?
Think about, you'll always have a stalemate, where nobody gets killed, nobody dies and everyone will have the same stats.

THAT my good sir is balanced pvp explained for you. The only way to counter that in competitive pvp is to actually use your brains.

I got another question for all the so called uberleet pvp players on this forum but where they are mistaken in. Who does the tank has to guard ?
You haven't made any points here that haven't already been addressed, and no, nobody dying in a wz is not balance, it's tipped in the favor of healing and tanking.
To begin with, the stats don't even matter, it's the objectives that win the games. People are just crying about healing because healers simply put out more healing than dps puts out dps. It's a fact you keep avoiding.
Plaje - 65 PVP Assassin
http://www.twitch.tv/plajje

Jorojus's Avatar


Jorojus
05.19.2013 , 12:39 AM | #245
Quote: Originally Posted by JP_Legatus View Post
You haven't made any points here that haven't already been addressed, and no, nobody dying in a wz is not balance, it's tipped in the favor of healing and tanking.
To begin with, the stats don't even matter, it's the objectives that win the games. People are just crying about healing because healers simply put out more healing than dps puts out dps. It's a fact you keep avoiding.
Its a fact that is true, healers put out more heals then dps, I don't disagree with you. Like you say, objectives win the game. In that view I think the PVP in this game is pretty balanced if you keep in mind that you have to play as a team with brawn, not like mindless robots.
The Progenitor
Shin'ju - Operative / Kor'n - Juggernaut / Lissa'nana - Sith sorcerer
Booya - Powertech

TonyDragonflame's Avatar


TonyDragonflame
05.19.2013 , 02:23 AM | #246
Bads cryin, what TTK was too short

BW buff healing for increasing TTK

Now bads crying was TTK became too long

/facepalm

Jorojus's Avatar


Jorojus
05.19.2013 , 02:29 AM | #247
Quote: Originally Posted by TonyDragonflame View Post
Bads cryin, what TTK was too short

BW buff healing for increasing TTK

Now bads crying was TTK became too long

/facepalm
/like
The Progenitor
Shin'ju - Operative / Kor'n - Juggernaut / Lissa'nana - Sith sorcerer
Booya - Powertech

Ajuntalee's Avatar


Ajuntalee
05.19.2013 , 06:43 AM | #248
Once again there is no need to argue about this class or that class, etc...

Operatives and sorcerers are outrunnig most of their opponents easily and are basically for different reasons, very good at using LOS to their advantage. Both are basically only moderatly annoyed by perma interrupts agains for diffrent reasons but the result is the same they only lose 20-25% of their healing power if they can't channel.
mercs don't run that fast but they have extremely high mitigation due to strong passive and active abilities they lose more healing power under perma interrupt but they are always long to take down.

I have several propositions to tweak healing output in BGs only.

1 - Transform expertise bonus "~30% damage reduction" into a "~30% endurance boost", where no healing/self healing is involved it equates to no change but with the actual mechanics the following setup
A hammering B at 2000 DPS and C healing B at 1800 HPS, B having 30 000 HP buffer you have a 150 seconds fight. with the new state you would have
A hammering B at 2850 DPS and C healing B at 1800 HPS, B having 42857 HP buffer you have a 41 seconds fight.


Also putting back people to full health would become more important and woudl take longer, giving more importance to big fat channeled heals because buffer would be important.

2 - Reduce the healing buff of expertise by 10%
Again where no healing/self healing is invloved obviously no change,
A hammering B at 2000 DPS and C healing B at 1800 HPS, B having 30 000 HP buffer you have a 150 seconds fight. with option 2 would turn into
A hammering B at 2000 DPS and C healing B at 1671 HPS, B having 30 000 HP buffer you have a 91 seconds fight.


3 - Tweak the interrupt mechanic so that it penalises the caster for all casts, or penalyse the caster's spell for a longer time.


4 - Introduce more debuffs to heals done and heals received. That would certainly boost the desirability of certain specs that are frowned uppon atm. Or expand the depth further than the actual duality of sustained dot pressure / big fat execution moves. Take the powertechs for example, the tank spec has a crucial role in BGs and outside, both other spec are just doing damage, one elemental in melee, the other classic at mid range, but they serve the exact same purpose, taunt and deal period, having one of those two specs emphasize on big fat debuffs and a bit less damage, while the other stays a taunting damage dealer.

It will always be time to see if there is a real average imbalance between healing classes, but in all modesty I don't think I have enough data to state there is nothing "concrete", and I think none of you here have enough data to backup any claim have read here or there about this or that class.

On the other hand we kind of all agree on the fact that killing people takes very long when everybody in the team does his job, whether you are someone who likfes to adapt and you use "very long " or someone who likes to whine and you use "too long", having heal slightly less efficient would give a bit more importance to other mechanics like mobility, stealth/surprise attacks, buffering health, respawn waves etc... and it can certainly not hurt.

BambulaGTS's Avatar


BambulaGTS
05.19.2013 , 07:20 AM | #249
Quote: Originally Posted by Ajuntalee View Post
Once again there is no need to argue about this class or that class, etc...

Operatives and sorcerers are outrunnig most of their opponents easily and are basically for different reasons, very good at using LOS to their advantage. Both are basically only moderatly annoyed by perma interrupts agains for diffrent reasons but the result is the same they only lose 20-25% of their healing power if they can't channel.
mercs don't run that fast but they have extremely high mitigation due to strong passive and active abilities they lose more healing power under perma interrupt but they are always long to take down.

I have several propositions to tweak healing output in BGs only.

1 - Transform expertise bonus "~30% damage reduction" into a "~30% endurance boost", where no healing/self healing is involved it equates to no change but with the actual mechanics the following setup
A hammering B at 2000 DPS and C healing B at 1800 HPS, B having 30 000 HP buffer you have a 150 seconds fight. with the new state you would have
A hammering B at 2850 DPS and C healing B at 1800 HPS, B having 42857 HP buffer you have a 41 seconds fight.


Also putting back people to full health would become more important and woudl take longer, giving more importance to big fat channeled heals because buffer would be important.

2 - Reduce the healing buff of expertise by 10%
Again where no healing/self healing is invloved obviously no change,
A hammering B at 2000 DPS and C healing B at 1800 HPS, B having 30 000 HP buffer you have a 150 seconds fight. with option 2 would turn into
A hammering B at 2000 DPS and C healing B at 1671 HPS, B having 30 000 HP buffer you have a 91 seconds fight.


3 - Tweak the interrupt mechanic so that it penalises the caster for all casts, or penalyse the caster's spell for a longer time.


4 - Introduce more debuffs to heals done and heals received. That would certainly boost the desirability of certain specs that are frowned uppon atm. Or expand the depth further than the actual duality of sustained dot pressure / big fat execution moves. Take the powertechs for example, the tank spec has a crucial role in BGs and outside, both other spec are just doing damage, one elemental in melee, the other classic at mid range, but they serve the exact same purpose, taunt and deal period, having one of those two specs emphasize on big fat debuffs and a bit less damage, while the other stays a taunting damage dealer.

It will always be time to see if there is a real average imbalance between healing classes, but in all modesty I don't think I have enough data to state there is nothing "concrete", and I think none of you here have enough data to backup any claim have read here or there about this or that class.

On the other hand we kind of all agree on the fact that killing people takes very long when everybody in the team does his job, whether you are someone who likfes to adapt and you use "very long " or someone who likes to whine and you use "too long", having heal slightly less efficient would give a bit more importance to other mechanics like mobility, stealth/surprise attacks, buffering health, respawn waves etc... and it can certainly not hurt.
Bro u just do not understand what is expertise. It has no direct impact on survivability - damage. What it do is that expertise soaks points in gear budget from other stats.

Expertise formula for dmr - damage is so, that for as long as 2 players expertise is equal in absolute numbers (be it 1 expertise or 100000000000 expertise) damage boost is cancelled by damage reduction.

Player A does 100 damage to player B. Both having same max expertise 2018. Player A does 100 + 60 % = 160 damage and then it is reduced by 37 % = 100 + 60 - ((100+60)/100*37) = 100,8 damage. So expertise damage just was cancelled by damage reduction.

So instead of inflating damage with adding more mainstat/crit/surge etc. that item budget goes to expertise keeping damage at bay.

The same logic with healing increase with expertise vs trauma debuff with only exception that currently formula is so that vs trauma (30 %) heals are cut by approx. 12 %. So instead of healing 100 on player in pvp combat healer will heal 89, but then this 89 will be raised ofc with healing increse talents from healing trees and actually it will be close to 100 anyways, and in some cases even higher than 100 (heals on self under shield probe on oper, under energy shield on merc, for example).

Ajuntalee's Avatar


Ajuntalee
05.19.2013 , 08:01 AM | #250
Quote:
Bro u just do not understand what is expertise.


well i do better than you obviously.

Quote:
It has no direct impact on survivability - damage.


wrong

Quote:
What it do is that expertise soaks points in gear budget from other stats.


not since 2.0 read patchnotes/devblogs

Quote:
Expertise formula for dmr - damage is so, that for as long as 2 players expertise is equal in absolute numbers (be it 1 expertise or 100000000000 expertise) damage boost is cancelled by damage reduction.

Nope the whole point behind expertise being to include other games "PVP/BG" balance mechanic where they tweak damage, buffer and heal throughtput to something more suited for pvp engagements.

Quote:
Player A does 100 damage to player B. Both having same max expertise 2018. Player A does 100 + 60 % = 160 damage and then it is reduced by 37 % = 100 + 60 - ((100+60)/100*37) = 100,8 damage. So expertise damage just was cancelled by damage reduction.


you meant "damage x ( 100+60 ) / (100 -37) " the result being effectively 100,8% of "damage" you are not as bad at maths as your flawed formula suggests.

Nevertheless accoding to your logic the healing buff should be 60% aswell, it is 40%, so the current tweaks intend at balancing ganking and tanking while giving handicap to healing. Maybee you can see where it goes, these layers can be changed at very little coding expense to tweak the global pvp balance in Bgs or in wild pvp,

Expertise as you have stated also have the second interest of separating pvp dedicated and pve dedicated gear, and it is compensated with the 55 bolster system so that you are not completely gimped in pve gear since there is no "partisan" gear anymore. but you are mistaken thinking it serves only that purpose it is a double edged tool.

The fact that damage increases and damage reduction evens out atm is a coincidence, it might not be true in 3 months, it might be true again in 6 month.

Quote:
So instead of inflating damage with adding more mainstat/crit/surge etc. that item budget goes to expertise keeping damage at bay.
As said above, it is not true anymore, since patch 2.0 expertise is budget free on items, and the bolster system gives a very good share of expertise for free to items which have none, ensuring everybody remains in a reasonable bracket of the pvp tweaks people at 2018 merely having a 10% efficiency edge over people who have none on their stuff.

In conclusion :
you are off topic,
you have your facts wrongs
your understanding of the pvp bolster / expertise purpose is uncomplete.

Now that this is fixed, please hold your horses do consider the following changes propositions and see how they could improve/ depreciate the pvp experience and let us know if they are or not needed.

1 - Transform expertise bonus "~30% damage reduction" into a "~30% endurance boost", where no healing/self healing is involved it equates to no change but with the actual mechanics the following setup
A hammering B at 2000 DPS and C healing B at 1800 HPS, B having 30 000 HP buffer you have a 150 seconds fight. with the new state you would have
A hammering B at 2850 DPS and C healing B at 1800 HPS, B having 42857 HP buffer you have a 41 seconds fight.

Also putting back people to full health would become more important and woudl take longer, giving more importance to big fat channeled heals because buffer would be important.


2 - Reduce the healing buff of expertise by 10%
Again where no healing/self healing is invloved obviously no change,
A hammering B at 2000 DPS and C healing B at 1800 HPS, B having 30 000 HP buffer you have a 150 seconds fight. with option 2 would turn into
A hammering B at 2000 DPS and C healing B at 1671 HPS, B having 30 000 HP buffer you have a 91 seconds fight.


3 - Tweak the interrupt mechanic so that it penalises the caster for all casts, or penalyse the caster's spell for a longer time.


4 - Introduce more debuffs to heals done and heals received. That would certainly boost the desirability of certain specs that are frowned uppon atm. Or expand the depth further than the actual duality of sustained dot pressure / big fat execution moves. Take the powertechs for example, the tank spec has a crucial role in BGs and outside, both other spec are just doing damage, one elemental in melee, the other classic at mid range, but they serve the exact same purpose, taunt and deal period, having one of those two specs emphasize on big fat debuffs and a bit less damage, while the other stays a taunting damage dealer.