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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

Arkerus's Avatar


Arkerus
04.17.2012 , 09:19 PM | #571
Quote: Originally Posted by Lt_Latency View Post
Healers are just OP vs bad players. The problem is there are lots of them. As sent I can Force Leap to block the first heal, kick to block the second, Choke to block the third, Then Awe to stop the 4th. That is a bad day for any healer. People need to learn their are more then just DPS buttons on their bars.

I actually feel bad for them

Good teams will always send everything they have at the healer all game. They need to be able to do more then get stunlocked and flop over dead.
I forgot, its not that healers are OP, its that they are just simply uber skill keyboard warriors. Please, spare me.
Hooning in the rex : http://youtu.be/xtXUM6yPMCY

Zhaker's Avatar


Zhaker
04.17.2012 , 09:20 PM | #572
It goes both ways, those with multiple strong HEALERS make a group nearly unkillable.

Those with multiple strong range DPS make any group dead meat.

In the Long run irregardless of the outcome focus fire > focus heals. Which is fine but.

Groups that go against Multiple HEALERS frustrate DPS because they cant kill anything or DO anything and becomes an attrition.

Groups that go against Multiple range DPS frustrated HEALERS because they're focus fire destroys any target within seconds.

In terms of an even match of multiple HEALERS, it becomes an endless battle where both teams cant push forward on the objective to do anything and becomes boring cause nobody dies and nobody can really do anything. Sort of like watching a football game where the same team passes back to each other in circles.

In terms of an even match of multiple DPS, it becomes a frag fest of who dies the fastest, and gear becomes king, thus those that out gear the other team usually win out.

1.2 is more melee DPS oriented but the Healer archetype is still viable. 1.1 was a heal fest, those that had more healers usually win out over DPS.

I think 1.2 is fine, those that can adapt as a healer will thrive, and those that can not will reroll or unsub. Healers are not to be godlike anyway. I prefer quicker matches then endless battles as a healer but thats just me, I can tip the balance alone as a healer. And besides Range DPS is boring, Melee DPS is getting more interesting.

Lt_Latency's Avatar


Lt_Latency
04.17.2012 , 09:27 PM | #573
Quote: Originally Posted by Arkerus View Post
I forgot, its not that healers are OP, its that they are just simply uber skill keyboard warriors. Please, spare me.
Every Pug Warzone I see that is in tears about healers, Not a single one of them is focusing or interrupted healers.

Yeah if you don't use any tools they give you to deal with them yeah, You going to get spanked.

I listed mine.


I kick them, Which stops that heal from being casted again for a while
I force leap them, Which blocks it again
I choke them, Which stuns them for a long time
I awe them, Which stuns them again for along time, By now kick and leap are getting close to recycling so he might get one or 2 of before I kick and leap again.

and

I can reduce healing by 20%

You should be able to put a target on the ground with your team by then

If there are 2 of us. Forget about it.


Healers should be useful. A balanced group should always be stronger then a group stack with only one type of class type.

Arkerus's Avatar


Arkerus
04.17.2012 , 09:45 PM | #574
Quote: Originally Posted by Lt_Latency View Post
Every Pug Warzone I see that is in tears about healers, Not a single one of them is focusing or interrupted healers.

Yeah if you don't use any tools they give you to deal with them yeah, You going to get spanked.

I listed mine.


I kick them, Which stops that heal from being casted again for a while
I force leap them, Which blocks it again
I choke them, Which stuns them for a long time
I awe them, Which stuns them again for along time, By now kick and leap are getting close to recycling so he might get one or 2 of before I kick and leap again.

and

I can reduce healing by 20%

You should be able to put a target on the ground with your team by then

If there are 2 of us. Forget about it.


Healers should be useful. A balanced group should always be stronger then a group stack with only one type of class type.

Most of us DO use our whole toolset. Healers just have hte mindset that because they have heals they are supposed to beat DPS all the time. It can't work that way.
Hooning in the rex : http://youtu.be/xtXUM6yPMCY

Lt_Latency's Avatar


Lt_Latency
04.17.2012 , 09:50 PM | #575
Quote: Originally Posted by Arkerus View Post
Most of us DO use our whole toolset. Healers just have hte mindset that because they have heals they are supposed to beat DPS all the time. It can't work that way.
No, there have a mind set that there addition to a group should be useful.

If you roll a support class and your addition to a team of DPS doesn't improve the group. Why the hell would you want to be a support class????

Like say if 4 dps = 3 dps and 1 support. Why would you roll the support?? No one in their right mind would. It's the same reason you don't take 4 dps to a pve instance and then scratch your head when you wipe.

Wesgile's Avatar


Wesgile
04.17.2012 , 09:55 PM | #576
Quote: Originally Posted by Lt_Latency View Post
Like say if 4 dps = 3 dps and 1 support. Why would you roll the support?? No one in their right mind would. It's the same reason you don't take 4 dps to a pve instance and then scratch your head when you wipe.
3 dps + 1 support wins against 4 dps even in 1.2.
no, it doesnt mean the support should keep all 3 all alive all the time.
大丈夫だ、問題ない。

Arkerus's Avatar


Arkerus
04.17.2012 , 09:59 PM | #577
Quote: Originally Posted by Lt_Latency View Post
No, there have a mind set that there addition to a group should be useful.

If you roll a support class and your addition to a team of DPS doesn't improve the group. Why the hell would you want to be a support class????

Like say if 4 dps = 3 dps and 1 support. Why would you roll the support?? No one in their right mind would. It's the same reason you don't take 4 dps to a pve instance and then scratch your head when you wipe.
That didn't even make sense.

This isn't PvE. If healers can DPS and Heal themselves on the basis of 1v1 against a DPS, they will never lose and thus cannot be beaten. Ramp that up to multiple healers and the problem scales.


Throw a tank on those healers and now they can't be touched.

Healers have to eventually die for PvP to even work right.
Hooning in the rex : http://youtu.be/xtXUM6yPMCY

kiwoo's Avatar


kiwoo
04.17.2012 , 10:01 PM | #578
Quote: Originally Posted by Vetril View Post
I would agree. With my marauder (or even my slinger, whatever) I now can make sorcs and sages implode in very little time. That means they have to be proactive to survive: most just try to outheal me (won't work), or they just run away (which just gives me extra time to bash them on the head without retaliation).

Still, the easiest way to shake a marauder off your back is to lead him into your team. At that point HE will implode, not you.

I find the guy who spits out stuff about karma, *****es, snipers and DPS quite amusing. I guess he raged about getting ganked for a while and now is past it, but still sour. Truth is we DPS don't care if we die. Or at least, I don't care. It comes with the game, and I walk into a WZ expecting to die a number of times. For me, it's all about making others die. As long as I can kill people more times than I die (or even just kill priority targets a few times), I'm good about it.

But starting a war zone expecting to never die and to keep up most of your team mates is just unrealistic. You want to tone down your expectations, if that's your goal.
So your saying a healer has to rely on their team to survive a DPSer, but a DPSer doesnt need to rely on anyone else to kill a healer.

And you think thats balanced?

Misaki-chan's Avatar


Misaki-chan
04.17.2012 , 10:01 PM | #579
Since you deleted my post for no real good reason what so ever =(, I'll put it here now. Maybe some agree... Maybe some don't.

Before you read this I would like you to know this is only my views and opinion on the current state of 1.2 pvp from a sage healers point of view nothing else.... Different classes all see things one way or another =), That and English isn't my main so please get past it if theres a few mistakes here.

I would like to first off point out that, Yes i do understand that healers did need to be fine tuned before 1.2. That being said were here in 1.2 now and I see healers saying things about healing not being good enough in its Current state. Needless to say, I have a problem with this. It's not that healing itself isn't good enough.... It's seeing how quickly people die even with me healing them. I see people die within 2-3 gcds when I can pump out 800+k healing in a wz ... Well in my eyes i see no point in doing that healing if it has almost zero impact on a person being able to live. I see this patch as more of a zerg fest style game play (I thought it was a bit zergy before with the way resolve worked before to be honest now its just over the top.)

Reverse side is - I see a lot of people who think this patch is much better due to the fact they say people could never die before. This is where in my opinion it comes down to what style pvp you prefer, I can say I honestly don't enjoy fights at the current state of the game. I've also seen things like it takes higher skill because people can kill each other much easier now. Maybe that could be a case, but in my honest opinion if the fights were slightly longer where crowd control actually means more than is his movement impairing / stun removal cd off cooldown or not to score a kill.

So i guess i want to say that I sort of sit in the middle of everything...Where I believe that Pre 1.2 healers were slightly to good and did need some fine tuning in how some things worked (In my case I did think sages energy regen source was far to good) and the overall pace was most likely to slow when a healer had guards, etc. Now we have what I think is almost the polar opposite of before where people drop much to fast and DPS has become to a role where you start to think...Why even bring a healer when a dps would be of more use in his place.

For my final thoughts I guess i just really wanted to say I don't think 1.2's problem is really healing in itself, I believe that the (pace of combat i want to say?) is just to fast in its current state to a point where healing has to little of an effect on how fast someone dies.

So i just want to ask others around here if they see it this way or even how you think it is (maybe you think its perfect now?) Tell me why.
I'm curious to see real thoughts instead of just angry posts to each other


--Handchoi from wound in the force

PS I wish i could this from all 3 healers point of view...But sadly I don't have them all at max level.
We must be swift as a zealot with speed.
With all the force of a nine nine proxy,
With all the strength Of a raging twelve nex.
消委会更!

Lt_Latency's Avatar


Lt_Latency
04.17.2012 , 10:01 PM | #580
Quote: Originally Posted by Arkerus View Post
That didn't even make sense.

This isn't PvE. If healers can DPS and Heal themselves on the basis of 1v1 against a DPS, they will never lose and thus cannot be beaten. Ramp that up to multiple healers and the problem scales.


Throw a tank on those healers and now they can't be touched.

Healers have to eventually die for PvP to even work right.
Yes it does, If support doesn't compliment a group Why would you be one???? pretty simple.

Healers should be able to out heal you but go OOR if all the do is try to heal.