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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!?
First BioWare Post First BioWare Post

Senefera's Avatar


Senefera
12.28.2011 , 11:59 AM | #221
Quote: Originally Posted by Llenyd View Post
Healing should always be greater than damage. If healing and damage are equal, a healer can never win. Healing has to outpace damage enough to open a window of opportunity to mix damage/cc in with the healing. If the healer is focused solely on healing, they should be able to keep themselves alive indefinitely against a solo dps. At the same time, the dps won't die either because the healer is not dealing any damage. When the healer switches to a mixture of healing and damage is when the dps can kill the healer. Either the damage of the dps outpaces the half-healing of the healer, or the split focus runs the healer out of resources. Alternatively, two dps should be able to kill a single healer.
See, the difference here is that this game got this nifty little ability called Guard. It even has something called Taunt. When you combine skilled tank + Guard + Taunt, healing becomes very, very powerful. If there would be no debuff, healing would be way too powerful. I'm with a skilled tank and I almost feel OP as it is.

So. Should we remove Guard and Taunt just so healers can feel like they're in some other game, or... should we keep everything as it is and hope that people actually get a clue and start to use the tools given to them?
Charna Lord Calypho
Pre dinner Sage.
(It's good for you)

ShenLong's Avatar


ShenLong
12.28.2011 , 12:02 PM | #222
Quote: Originally Posted by Senefera View Post
See, the difference here is that this game got this nifty little ability called Guard. It even has something called Taunt. When you combine skilled tank + Guard + Taunt, healing becomes very, very powerful. If there would be no debuff, healing would be way too powerful. I'm with a skilled tank and I almost feel OP as it is.

So. Should we remove Guard and Taunt just so healers can feel like they're in some other game, or... should we keep everything as it is and hope that people actually get a clue and start to use the tools given to them?
Ooo, ooo can I answer that?!

We're not meant to be able to one-on-one others and kill them anyways. We're meant to keep our opponents distracted long enough that our allies can come and kill them. Oh, and keep our allies up long enough to kill them

Lindraskada's Avatar


Lindraskada
12.28.2011 , 12:04 PM | #223
Quote: Originally Posted by Senefera View Post
See, the difference here is that this game got this nifty little ability called Guard. It even has something called Taunt. When you combine skilled tank + Guard + Taunt, healing becomes very, very powerful. If there would be no debuff, healing would be way too powerful. I'm with a skilled tank and I almost feel OP as it is.

So. Should we remove Guard and Taunt just so healers can feel like they're in some other game, or... should we keep everything as it is and hope that people actually get a clue and start to use the tools given to them?
im 100% fine with that
when they put in an ability that means DPS do -30% damage unless they have a buff up on another person in their group within 20 feet of them AT ALL TIMES..

whats that ? its too much effort? right sod off then

healing is the ONLY archetype that REQUIRES other people to input for it to work. either remove that requirement, or make it affect -everyone-

Senefera's Avatar


Senefera
12.28.2011 , 12:08 PM | #224
Quote: Originally Posted by Lindraskada View Post
im 100% fine with that
when they put in an ability that means DPS do -30% damage unless they have a buff up on another person in their group within 20 feet of them AT ALL TIMES..
whats that ? its too much effort? right sod off then
Actually that sounds very interesting.
I'm always annoyed with how much some DPS only seem to care about their own e-peen stroking and big scoreboard numbers. If they were forced to actually do group play to get big numbers maybe they'd learn a thing or two about combat awareness and importance of keeping the battle under control..

Can't be done here, though. Too late to start implementing huge things like that, would need extensive testing, but the idea IS interesting.
Charna Lord Calypho
Pre dinner Sage.
(It's good for you)

Lindraskada's Avatar


Lindraskada
12.28.2011 , 12:25 PM | #225
end of the day, imo, it ties all the probs with healing in MMOs into a nice big bunch:

With crap teammates, you will fail - set groups etc , or dont bother basically, PUG healing is a nightmare in PVP

healers are the most undervalued , and most derided players, ever

getting the "across the board" 30% reduction is basically a slap in the face - is the mechanic needed ? maybe... but this is not the way to implement it


First Rule of MMOs :
Good outcome ? -> GREAT TEAM!
Bad outcome ? -> ***** HEALER!


we get the ****** end of the stick, we know, you dont have to poke it into our faces though

DarthOvertone's Avatar


DarthOvertone
12.28.2011 , 12:27 PM | #226
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.
Um...Healing in PvP is not reduced to 30%. You actually can heal at full power in Open World PvP.

Oh wait...you were talking about WZs? There's your mistake. WZs are carebear PvP. Who cares if Healing is nerfed there. There's your answer.
Alphanoob, Alpha-zen (among others) - Garbage S1 Champion
Ebon Hawk | Harbinger
SWTOR 4.3: It was good while it lasted. Thanks BW

Lindraskada's Avatar


Lindraskada
12.28.2011 , 12:28 PM | #227
Quote: Originally Posted by DarthOvertone View Post
Um...Healing in PvP is not reduced to 30%. You actually can heal at full power in Open World PvP.

Oh wait...you were talking about WZs? There's your mistake. WZs are carebear PvP. Who cares if Healing is nerfed there. There's your answer.
23 page thread say someone cares.. nice try tho, but not really

2/10

rlellis's Avatar


rlellis
12.28.2011 , 12:28 PM | #228
Exceedingly simple answer.

Healers are designed to heal through raid bosses that hit like trucks.

Players don't hit as hard as bosses. If healers are still capable of healing through raid boss damage, nobody in pvp they heal would ever die. Bioware clearly learned from WoW and fixed a major problem in PvP

Lindraskada's Avatar


Lindraskada
12.28.2011 , 12:42 PM | #229
Quote: Originally Posted by rlellis View Post
Exceedingly simple answer.

Healers are designed to heal through raid bosses that hit like trucks.

Players don't hit as hard as bosses. If healers are still capable of healing through raid boss damage, nobody in pvp they heal would ever die. Bioware clearly learned from WoW and fixed a major problem in PvP
not true
they cant heal through a raid boss

thats what epic gear + damage mitigation + tank abilities are for

DarthOvertone's Avatar


DarthOvertone
12.28.2011 , 12:42 PM | #230
Quote: Originally Posted by Lindraskada View Post
23 page thread say someone cares.. nice try tho, but not really
23 pages of confused Carebears...

What is this world coming to?
Alphanoob, Alpha-zen (among others) - Garbage S1 Champion
Ebon Hawk | Harbinger
SWTOR 4.3: It was good while it lasted. Thanks BW