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Healing reduced by 30% in pvp. WHY!?

STAR WARS: The Old Republic > English > PvP
Healing reduced by 30% in pvp. WHY!?
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raelimar's Avatar


raelimar
12.25.2011 , 11:05 PM | #51
"This is a team game. You shouldn't be able to survive 1v1 on your own, unless you play DPS, in which case you'll probably be fine."

That said, the argument that healers should tank an entire team is equally stupid.
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Aghar's Avatar


Aghar
12.25.2011 , 11:08 PM | #52
Quote: Originally Posted by CHRISGG View Post
*** does "PERFECTLY TIMES" mean? Is it hard for you to press your interrupt on a 2 second cast or something? MAN, THAT SURE REQUIRES PERFECT TIMING. Are you that slow?
wow your ability to comprehend proper sentence structure is so bad I am surprised you can even figure out how to log in. Ignore obvious and terribad troll.....now!!!!.

CHRISGG's Avatar


CHRISGG
12.25.2011 , 11:11 PM | #53
Quote: Originally Posted by Aghar View Post
wow your ability to comprehend proper sentence structure is so bad I am surprised you can even figure out how to log in. Ignore obvious and terribad troll.....now!!!!.
You can barely type in english and you just used the term "proper sentence structure." This is after complaining about having to "perfectly time interrupts" on 2 second long spells. Slothlike in more ways than one, I see.
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Fiontar's Avatar


Fiontar
12.25.2011 , 11:30 PM | #54
30% was too harsh, first of all. When developers balance anything post launch by more than 5% to 10%, it shows a flaw in game design, ham handed balancing, a reactionary response to people moaning on the forums; or some combination of the three. It never, ever speaks well of an MMO developer to be ham handed when it comes to balance and nerfs.

The second point I'd make is that if a skill, or a type of skill, is deemed overpowered, before nerfing it, an eye has to be cast as to what the balance of effected classes are on the whole, how the nerf will effect them and what may be done to offset the nerf to keep the effected classes balanced and fun.

Healers were not over powered pre-nerf. One can argue that their healing was overpowered, but with healing taking a major nerf, most healing classes are now underpowered as a result. There should be something to offset the nerf. If my heals can't keep my team mates alive and I can't win 1 vs. 1 fights because my heals are too weak and my DPS too ineffectual, then what is the point of playing those classes in PvP? Keeping oneself alive for an extra 15 seconds or allowing one team mate to take three or four more hits before going down does not make playing a healer in PVP worthwhile.

I think that when the trauma debuff is in place, to balance the 30% loss in healing per cast, your force pool and force regeneration rates should be boosted, so that a healer can heal the same amount as they used to be able to before running out of force, while the debuff means that it takes 30% more casts (and thus 30% more time) to accomplish.

Even that may not be enough. Some combination of force regen boost and damage boost may be more warranted.

In the end, if healers become easy to kill, can't keep team mates alive and have trouble killing anyone, what is the point?

(No one likes nerfs, but extreme nerfs, when fine tuning should have been enough, signal problems that are worrisome).

Aghar's Avatar


Aghar
12.25.2011 , 11:34 PM | #55
Quote: Originally Posted by Fiontar View Post
30% was too harsh, first of all. When developers balance anything post launch by more than 5% to 10%, it shows a flaw in game design, ham handed balancing, a reactionary response to people moaning on the forums; or some combination of the three. It never, ever speaks well of an MMO developer to be ham handed when it comes to balance and nerfs.

The second point I'd make is that if a skill, or a type of skill, is deemed overpowered, before nerfing it, an eye has to be cast as to what the balance of effected classes are on the whole, how the nerf will effect them and what may be done to offset the nerf to keep the effected classes balanced and fun.

Healers were not over powered pre-nerf. One can argue that their healing was overpowered, but with healing taking a major nerf, most healing classes are now underpowered as a result. There should be something to offset the nerf. If my heals can't keep my team mates alive and I can't win 1 vs. 1 fights because my heals are too weak and my DPS too ineffectual, then what is the point of playing those classes in PvP? Keeping oneself alive for an extra 15 seconds or allowing one team mate to take three or four more hits before going down does not make playing a healer in PVP worthwhile.

I think that when the trauma debuff is in place, to balance the 30% loss in healing per cast, your force pool and force regeneration rates should be boosted, so that a healer can heal the same amount as they used to be able to before running out of force, while the debuff means that it takes 30% more casts (and thus 30% more time) to accomplish.

Even that may not be enough. Some combination of force regen boost and damage boost may be more warranted.

In the end, if healers become easy to kill, can't keep team mates alive and have trouble killing anyone, what is the point?

(No one likes nerfs, but extreme nerfs, when fine tuning should have been enough, signal problems that are worrisome).
This 30% debuff was not added post launch, it was in beta, about 2 of the beta weekends had it. And pretty much the same reaction, ZOMG WHY YOU HATE HEALERS SO MUCH. It is there to prevent healers being able to take on huge groups of people alone, and by alone i don't mean kill everyone, but 1 healer and 1 dps should not be able to kill 3 or more people with little to no effort. It allows healers to be able to out hps raid bosses, but not be totally unstoppable in a pvp environment.

Fiontar's Avatar


Fiontar
12.25.2011 , 11:44 PM | #56
Quote: Originally Posted by Aghar View Post
This 30% debuff was not added post launch, it was in beta, about 2 of the beta weekends had it. And pretty much the same reaction, ZOMG WHY YOU HATE HEALERS SO MUCH. It is there to prevent healers being able to take on huge groups of people alone, and by alone i don't mean kill everyone, but 1 healer and 1 dps should not be able to kill 3 or more people with little to no effort. It allows healers to be able to out hps raid bosses, but not be totally unstoppable in a pvp environment.
The force pool is pretty limited. In the heat of a pitched battle, it's easy to run out well before the engagement is decided, which leaves me to spamming my no cost, puny light saber strike until I have enough to heal, or running away, if possible, then waiting forever for the "in combat" to end, so I can meditate and regain force.

It's entirely possible that 30% is fine, but there should be an offset to balance the reduced healing rate; most appropriately a boost to force regen and/or force pool while the debuff is active.

(The game has no equivalent of "mana potions". There is something wrong with PvP in a game where, as a healer, you frequently face the circumstance where when you are out of force and surrounded by foes, you actually want someone to quickly kill you, so you can respawn with a full force pool)!

Scelerant's Avatar


Scelerant
12.25.2011 , 11:56 PM | #57
Quote: Originally Posted by Fiontar View Post
The force pool is pretty limited. In the heat of a pitched battle, it's easy to run out well before the engagement is decided, which leaves me to spamming my no cost, puny light saber strike until I have enough to heal, or running away, if possible, then waiting forever for the "in combat" to end, so I can meditate and regain force.

It's entirely possible that 30% is fine, but there should be an offset to balance the reduced healing rate; most appropriately a boost to force regen and/or force pool while the debuff is active.

(The game has no equivalent of "mana potions". There is something wrong with PvP in a game where, as a healer, you frequently face the circumstance where when you are out of force and surrounded by foes, you actually want someone to quickly kill you, so you can respawn with a full force pool)!
Considering that I on my assassin more or less have the "Not enough force" message burned into my monitor, that's not a healing only issue.
FYI, it’s not “elitist” to expect people to be competent at a task to which they have dedicated hundreds of hours.
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Golbez's Avatar


Golbez
12.26.2011 , 12:06 AM | #58
Quote: Originally Posted by Aurinax View Post
I want and am entitled to a THOROUGH explanation as to why this is necessary.

NOW.

Not later.

NOW.
Yes, sir, Sgt. Eversman!

*******

kainsec's Avatar


kainsec
12.26.2011 , 12:08 AM | #59
There was a point in beta where there was not trauma and healers where way way OP irc. Current healing is fine our healing operative has no problem healing she posts quarter million+ every warzone. The real issue with healing is the stupid raid health display.
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CapuchinSeven's Avatar


CapuchinSeven
12.26.2011 , 12:31 AM | #60
Quote: Originally Posted by CHRISGG View Post
Being subpar for a long time is not to your credit FYI.
Senefera is well known across a number of EU MMO servers as being a quality competitive PVP healer.

Senefera heals as well as you forum rage, so as you can see Senefera heals pretty well.
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