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were is this nurf?


Blotter's Avatar


Blotter
04.02.2012 , 03:41 PM | #11
Quote: Originally Posted by Parthis View Post
With respect, you should have to worry about something.

Sorc healing force management was really rather good. Ask a Merc about managing a much smaller pool and then take a look at their nerfs in 1.2.

As it stands 1.2 fixes some bugs in Sorc healer and makes your resource management a more important part of playing the class... which is as should be really. I don't understand the outcry.
Because you've never played the class no doubt.

"You shoudl have to worry abuot something"

Would that something be our force management or our health management? Why should we have to worry about both when no other class has them inextricably linked in this manner? That's not "balance." That's applying a unique and more detrimental mechanic to one class that you've singled out.
Captain Bubblevendor Targetdummy reporting for doody.

Parthis's Avatar


Parthis
04.03.2012 , 06:17 AM | #12
Quote: Originally Posted by Blotter View Post
Because you've never played the class no doubt.

"You shoudl have to worry abuot something"

Would that something be our force management or our health management? Why should we have to worry about both when no other class has them inextricably linked in this manner? That's not "balance." That's applying a unique and more detrimental mechanic to one class that you've singled out.
"Because you've never played the class no doubt." - Wrong.

The mistake you're making is believing that "force management" and "health management" are two different things; they're not. Non of our raiding Sorc healers have any problems with force management in the live game. Non of them. At all. Not only that but they're far and away the best healing class at the moment. Try doing some of the NMM stuff with 3 sorcs and then try again with 2 Mercs and an Agent.

Here's the kicker; if you manage to get yourself completely OOF you have a way of getting more force, at a cost. That cost is something you should care about otherwise it shouldn't be in the game period.

"Why should we have to worry about both when no other class has them inextricably linked in this manner?"

Because it's a mechanic of your class, just like variable regen rates for Mercs/Agents.

Every other class in this game has procs to track, resources to manage and more importantly consequences should they become completely OOF/OH/OOE; so should you. Sorcs have the largest resource pool of all the healers with the most reliable regen and a way of gaining more.

The nerfs are justified and long overdue; grow up, cowboy up, shut up.

Disappointed.

TheLeetPwner's Avatar


TheLeetPwner
04.03.2012 , 09:06 AM | #13
were iz yer spellung?
Just gonna stand there and watch me roar.

But that's alright because I'm a dinosaur. ~Rihana

namelless's Avatar


namelless
04.03.2012 , 07:54 PM | #14
Quote: Originally Posted by Karkais View Post
Im interested, do you often heal out of combat? Whats the difference between 'combat medic' and a normal one?
I mostly play on the republic, and combat medic is the commando healing spec(not to be confused with the medic spec for operatives).
Elagabalus- Sith Sorcerer(alt)
Commodus- Scoundrel(main)

Suzina's Avatar


Suzina
04.05.2012 , 12:17 AM | #15
I have trouble thinking of situations in which it would be a good idea to cast Dark Heal instead of Dark Infusion.

Dark Heal is worse health-per-second AND worse health-per-power than Dark Infusion. This is true whether you run the calculations including a Resurgance first for the extra crit or not. Dark Infusion alone ends up beating them out in those metrics.

Dark Heal is a bit of a trickster in that way isn't it? If you use Dark Heal, it seems like you are healing faster because the activation time is so short. Yet if you use Dark Heal constantly for a minute of a fight you heal less than a person who uses the "slow" dark infusion for a minute. As fast as Dark heal is, it just heals for so little and costs so much.
Member of Bane Fleet

pantalaimona's Avatar


pantalaimona
04.05.2012 , 03:26 AM | #16
Quote: Originally Posted by Suzina View Post
I have trouble thinking of situations in which it would be a good idea to cast Dark Heal instead of Dark Infusion.

Dark Heal is worse health-per-second AND worse health-per-power than Dark Infusion. This is true whether you run the calculations including a Resurgance first for the extra crit or not. Dark Infusion alone ends up beating them out in those metrics.

Dark Heal is a bit of a trickster in that way isn't it? If you use Dark Heal, it seems like you are healing faster because the activation time is so short. Yet if you use Dark Heal constantly for a minute of a fight you heal less than a person who uses the "slow" dark infusion for a minute. As fast as Dark heal is, it just heals for so little and costs so much.
Every situation where you dont wanna see someone dead in those 2,2 (2,0) sec. No one will cast Dark Heal constantly for a minute, and if someone would, kick him. Its called "emergency" heal.
Crit on Dark Heal will be quite usefull in pvp...
And... agree with Parthis... I wanna see a little chalenge in my class...

dlaselle's Avatar


dlaselle
04.05.2012 , 03:04 PM | #17
Quote: Originally Posted by Gamstun View Post
Force Surge no longer removes the health cost from Consumption.
Force Surge no longer removes the health cost from Consumption.
Force Surge no longer removes the health cost from Consumption.
Force Surge no longer removes the health cost from Consumption.

do you see it now? LOL

add the fact that the health cost is not based on BASE HP but total HP gained from gear and buffs and even with the two points in Dark Reiliance, you are still going to loose 11% HP to gain 8% force, which is almost what it will cost to heal the HP lost.

I'm sitting at just over 17k HP on my sorc, so it will just me around 1700-1800 HP to gain back 52 force (I have the set bonus so im at 650 force)

so basically, we're going to have to worry about our HP even MORE than we had to, which means we will be worrying less about healing others....

then as others have explained ,our other changes aren't much better and appear to actually be WORSE....

Its not a nurf its a Bug fix. The Devs plainly said in the pod cast that it was an exploit that they were going to fix all along!

Bugs are intended to be fixed.

Sulvan's Avatar


Sulvan
04.05.2012 , 07:17 PM | #18
Quote: Originally Posted by dlaselle View Post
Its not a nurf its a Bug fix. The Devs plainly said in the pod cast that it was an exploit that they were going to fix all along!

Bugs are intended to be fixed.
The removal of the health cost is a nerf

Parthis's Avatar


Parthis
04.06.2012 , 04:50 AM | #19
Quote: Originally Posted by Sulvan View Post
The removal of the health cost is a nerf
A justifiable one.

Be all you like.

Disappointed.

Midumass's Avatar


Midumass
04.06.2012 , 10:45 AM | #20
Quote: Originally Posted by Parthis View Post
With respect, you should have to worry about something.

Sorc healing force management was really rather good. Ask a Merc about managing a much smaller pool and then take a look at their nerfs in 1.2.

As it stands 1.2 fixes some bugs in Sorc healer and makes your resource management a more important part of playing the class... which is as should be really. I don't understand the outcry.
The outcry is from PvPers who, when faced with a sin/shad, sent/mara, op/scoundrel have no chance of surviving. As is. we typically run around and kite for as long as we can, then die or escape and heal ourselves, both of which already remove our heals from the fight. Longer heal = guaranteed death. We probably wouldnt be up in arms over the consumption thing if it had been done without the change to resurgence (minus the bug fix, which may utterly change the cast mechanics ANYWAYS).