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A Healer's 1.2 Grievances: The story of why healers are upset

STAR WARS: The Old Republic > English > PvP
A Healer's 1.2 Grievances: The story of why healers are upset

CompassRose's Avatar


CompassRose
04.13.2012 , 11:49 AM | #291
To say more about the mechanic change to the Combat Medic:

Someone up on page 12 or so (servers down forums explode with posts) said that commandos have no mobility. This is just not true.

Hammer Shot, Kolto Bomb, and Bacta Infusion can all be done on the run.
We do have a skill that turns a cast with a channel time into an instant cast.

If you have your progression set right you can throw a full batch of heals while only having to stop for 3 seconds.

Trauma Probe can be cast on someone in advance, so that's a periodic heal every 1.5 secs they have in their pocket, and it lasts for 5 minutes. It's a fire and forget skill you use even before combat starts.

I think the ammo changes were fine. It makes you have to play smarter and manage your ammo better, which is a welcome change. It raises the bar for skilled players who I'm sure are up for the challenge.

I disagree with the nerf to healing PERCENTAGE. I think overall the sage / sorcerer had the advantage over the combat medic in terms of raw healing, based on the AOE heal and their neverending source of force power (now wiped away in 1.2).

But I thought the combat medic had an edge in the areas of mobility and SINGLE TARGET heals. Being able to use Bacta Infusion instantly and on the move was the bread and butter.

With the percentage nerfs to the progression openers (Supercharge Cells / Kolto Bomb)you just don't nerf one skill, you nerfed the whole tree. You hit the base of the pyramid. You hit the foundation. Whatever analogy you want to use.

I think if you undo the percentage changes but keep the ammo nerf changes, the commando will be right where it should be.

Vetril's Avatar


Vetril
04.13.2012 , 11:50 AM | #292
Quote: Originally Posted by Dartagon View Post
I out heal a lot of people. The fact of the matter is, no matter how much healing you are doing, the target you are healing still dies anyways, or you die. Yes, I run, cc, hide, it doesn't matter..
Workin as intended. What do you want to be, immortal? You're not gonna outheal a bunch of DPS running in circles around your mates. You're gonna die, as everyone else is gonna die. Sad fact of life that applies to TOR too.

Dartagon's Avatar


Dartagon
04.13.2012 , 11:51 AM | #293
Quote: Originally Posted by CompassRose View Post
To say more about the mechanic change to the Combat Medic:

Someone up on page 12 or so (servers down forums explode with posts) said that commandos have no mobility. This is just not true.

Hammer Shot, Kolto Bomb, and Bacta Infusion can all be done on the run.
We do have a skill that turns a cast with a channel time into an instant cast.

If you have your progression set right you can throw a full batch of heals while only having to stop for 3 seconds.

Trauma Probe can be cast on someone in advance, so that's a periodic heal every 1.5 secs they have in their pocket, and it lasts for 5 minutes. It's a fire and forget skill you use even before combat starts.

I think the ammo changes were fine. It makes you have to play smarter and manage your ammo better, which is a welcome change. It raises the bar for skilled players who I'm sure are up for the challenge.

I disagree with the nerf to healing PERCENTAGE. I think overall the sage / sorcerer had the advantage over the combat medic in terms of raw healing, based on the AOE heal and their neverending source of force power (now wiped away in 1.2).

But I thought the combat medic had an edge in the areas of mobility and SINGLE TARGET heals. Being able to use Bacta Infusion instantly and on the move was the bread and butter.

With the percentage nerfs to the progression openers (Supercharge Cells / Kolto Bomb)you just don't nerf one skill, you nerfed the whole tree. You hit the base of the pyramid. You hit the foundation. Whatever analogy you want to use.

I think if you undo the percentage changes but keep the ammo nerf changes, the commando will be right where it should be.
The problem with those heals is how little they heal, vs how much mobility damage dps have. I can pop all those cooldowns and still be loosing hp overall, all while kiting.
Arkiels Quickfinger
BAMF
Iron Citadel

Aikione's Avatar


Aikione
04.13.2012 , 11:56 AM | #294
I'm a war hero sorc healer and it sucks hard now. While the numbers at the end of the game seem fine(300-500k in a huttball on average), I cannot keep people alive. I can spam heal all i want and people still fall over. Not to mention if a DPS looks my way, i just fall over. It seems that bioware's intended purpose is for healers to slow down deaths by a few seconds and not prevent them. While some of you may be fine with that fact, I certainly am not. I've played a healer in pvp MMO's since 2003 and this is patch is a close second for ****tiness(age of conan being the first). This patch has ruined any fun that i had playing a sorc healer and i will not stand by and tolerate it and pretend it's ok. Fix it bioware, and fix it fast or you will have another pissed off customer ranting and raving about how much SWTOR sux for pvp. Word of mouth will destroy this game unless you start making people happy again.

Dayin's Avatar


Dayin
04.13.2012 , 11:58 AM | #295
Quote: Originally Posted by Aikione View Post
I'm a war hero sorc healer and it sucks hard now. While the numbers at the end of the game seem fine(300-500k in a huttball on average), I cannot keep people alive. I can spam heal all i want and people still fall over. Not to mention if a DPS looks my way, i just fall over. It seems that bioware's intended purpose is for healers to slow down deaths by a few seconds and not prevent them. While some of you may be fine with that fact, I certainly am not. I've played a healer in pvp MMO's since 2003 and this is patch is a close second for ****tiness(age of conan being the first). This patch has ruined any fun that i had playing a sorc healer and i will not stand by and tolerate it and pretend it's ok. Fix it bioware, and fix it fast or you will have another pissed off customer ranting and raving about how much SWTOR sux for pvp. Word of mouth will destroy this game unless you start making people happy again.
USE A SURVIVAL HEALING SPEC. you will get less bonuses to your healing but do the same amount if not more in the end because you will die less and not fall over from one dps. Use CC spec into more CC CC CC CC CC

CompassRose's Avatar


CompassRose
04.13.2012 , 11:59 AM | #296
Quote: Originally Posted by Dartagon View Post
The problem with those heals is how little they heal, vs how much mobility damage dps have. I can pop all those cooldowns and still be loosing hp overall, all while kiting.
I'm not talking about healing yourself, I'm talking about healing others. Now if we're talking about personal survivability....

You have your personal heal 15% over 10 secs. You have your reactive shield.

When the stuns come (and they will come) You're looking to survive with your on the move heals long enough for that last stun to fill your resolve bar.

Use your breakout move.
Use reactive shield (which if you skilled properly, just made you immune to interrupts for 12 secs).
Fire off supercharge cells and then go to town with your heals / warzone adrenal.

Plan your escape route / line of sight options.

These warzones where I take north of 200k damage? Sometimes, I don't die. Not once. Or the majority of the time, I die the LEAST of anyone in a warzone. I take that as a small victory. You'll take any victory after getting wailed on that hard for 15 minutes.

YeknomStun's Avatar


YeknomStun
04.13.2012 , 12:00 PM | #297
.....

Arlette's Avatar


Arlette
04.13.2012 , 12:01 PM | #298
Quote: Originally Posted by Happy-Killer View Post
1. if a dps is doin 4x your heals then your just a bad healer... skill, spec, gear or otherwise.

2. your a healer!! not Rambo the one man army... you of all people should be around your team at all times. Any teamate with half a brain that sees their healer getting beat on will pop snares/stuns/knockbacks to protect them.

3. If you are really being targeted say by 3 or 4 people, and all you can do is heal your self. YOU ARE CONTRIBUTING TO THE TEAM. While every1 is attacking you, there are many players on your team that could ninja cap, focus fire some 1 else, etc.

"Team based objective games". Healers are just used to being god, and being worshipped. They're all pissed off that they may not be the most important player on their team anymore. Hurt egos


Seems like you have been spoiled and are upset now that you can have your way. Healing is going to require a lot more teamwork now, and you won't be able to go dominate by yourself. But thats how it should be, the healers should be the most dependent on their teamates than any other class.
Benevolence with ~1000 Expertise crit heals for 1900-2100. Has a 1.5 secs cast time which can be interrupted but no1 bother to do so anyway. Yesterday I got crit for 2599 by a BH through Guard and Taunt on him... which means I took about 34% of the whole damage add 20% from armor + rejuvenate buff so let's say I took 29% of his damage and that was 2599... so he actually crit me for about 8k. Simple math says I'm gonna need 4 Benevolence casts to recover from that damage which totals 6 secs. Or 2 Benevolence and 1 Healing trance which totals 6 secs again. Granted I have some alactiry that time is dropped to let's say 5.5 secs. In those 5.5 secs that guy won't be sitting around he's gonna be setting up for another 8k+ attack which won't be taunted this time, and in the process of him setting up for it he's gonna do another let's say 5k. So in reality while I'm taking my 5.5 secs to catch up to the 8k+ hit I'll be actually getting only 3k of effective healing cuz of the other 5k that I took while healing the first 8k.

I trust you can see where this is going.

Moondragon's Avatar


Moondragon
04.13.2012 , 12:02 PM | #299
Played my Commando Medic last night for more then a few rounds. Only lvl 20.

Loved it...to a point. The only thing I would have liked is to have maybe another 10% boost to healing.

For me, healers were too buff before. They shouldn't have been able to go 1 on 1 vs. a dd (damage dealer). If equal skill (we'll say mediocre pvp players)...the dd should win. That's their job. Kill stuff. Make things go dead. Two DD's? Should be destroying ish. And that's what it finally felt like. I was getting troooounced by dd's. Anyone else trying to fight me and it was...fairly evenly matched actually.

So yeah. Really brief but to the point of...it feels more balanced for me. I enjoy it. Maybe now Tanks will get votes for protection?
Dai'alastar Moondragon .
Jedi Guardian
Jung Ma • Looking for Guild

Arosonomy's Avatar


Arosonomy
04.13.2012 , 12:02 PM | #300
Might I add as a level 32 LIGHTNING SORC with 0, thats right 0 expertise rating; I have absolutely no issue whatsoever staying alive in PVP. The only thing I do when I am dying is force speed behind a wall at 50%, use my alacrity buff, and then spam dark heal while protected by my sheild. I NEVER use my CC unless they are trying to heal or theres a ledge/hazard to kill them faster. Force conservation you know?

I do not see at all how we have been 'nerfed'. Being the lowest armor ranked class, and not even being spec'd to heal, with 0 expertise it still takes 3-4 people to down me. Is that OP? Some may argue yes. I say no. It takes math, coordination, strategy, skill, and just pure dumb luck. If you think your character is terrible or that you're at an 'unfair disadvantage' play a different class.

Might I suggest people who are having issues to re-think their strategies, or realize that perhaps those in max level warzones just have a lower expertise rating then everyone else?

EDIT: Fixed grammar :P