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RotHC // 2.0 : Healing - It's ridiculous.

STAR WARS: The Old Republic > English > PvP
RotHC // 2.0 : Healing - It's ridiculous.

Tycoon's Avatar


Tycoon
04.25.2013 , 04:14 PM | #281
Quote: Originally Posted by Xsorus View Post
The whining in this thread about Healers is one of the reasons I look down on most MMO players now a days...Healers can be killed, Hell baddies were whining about Healers before 2.0 saying they were impossible to kill yet when i played Pyrotech I was able to instantly burst down some healers....and still the whining still happens.

Newsflash for everyone out there, If you think 1 DPS should be able to kill 1 Healer in a 1v1, You should leave this thread...You're not reasonable and your ability to determine balance in a game is pisspoor beyond belief.

2 DPS right now can lockdown a Healer so that he's forced to Heal himself and kite at the same time, If he doesn't do the kiting part, He will die... Horribly I might add.

2 DPS should not be able to take down a Healer/Tank Duo at all...or easily...

Most of the time, You killing a Healer is not actually needed...DPS in this game need to realize this. If you are able to keep him from Healing others, you've accomplished the same thing as actually killing the Healer. If you're forcing him to kite around and heal himself, He's not healing anyone else..Meaning those people who aren't being healed can be bursted down and killed.

Finally, you fools would of crapped yourself dealing with something like a Warrior Priest or DoK in Warhammer which had Tanks that were a 1000x harder to kill then tanks in this game and could do the same thing Tanks do in this game.
We are suppose to believe a someone like you, who just clearly wants to keep his god healer from being nerfed, knows anything about balance? I don't even need to provide in-game evidence to prove your are wrong. Anyone with a brain can tell how bias your post is, and therefore your credibility is non-existent.

I also like to point out how much of a noob you are when it comes to Warhammer. Warhammer was designed from the ground up to be a team effort, so there was a lot of rock, paper, and scissor classes. Warhammer was always suppose to be played with 4-6 other people in mind, never 1vs1 matches. For example, a WP or DoK was no match against a Witch Hunter, or Witch Elf. SWTOR, however, was designed very much like WoWs. Each class was suppose to be able to hold it's own against another. They accomplished this before 1.2, but ruined with every patch after. Warhammer Online and SWTOR are two completely different games.

Slurmez's Avatar


Slurmez
04.25.2013 , 04:40 PM | #282
Quote: Originally Posted by Princz View Post
I play a Sage healer and i have 2 insta heal casts.....
1 of them is only for me...
If you let me proc i can have an insta AOE cast (after minimum 2 long casts)

Now tell me what class you play and i ll tell you how many interupts you have....
Its one genius, the others that you will be referencing are CC, all of which fill the resolve bar, all of which only have a limited window of opportunity to work and have significant cooldowns. Even Bioware had to give up on the "cc is your interrupt" line for mercs/commandos.

What class do I play? All of them including a unkillable operative healer which was nearly unkillable pre 2.0 which is retired now because frankly its embarrassing and feels like punching kittens.

You playing a sage healer is NO surprise to anyone here.

sirullrich's Avatar


sirullrich
04.25.2013 , 04:53 PM | #283
I heal and just wondering if TTK is too short how can healers be too strong? I use to average 500-700k heals before 2.0 in bubble spec. Now I average about 800k-1mil. The old hp average was about 20k and now it is about 30k when geared. 20k/30k=67% and 500k/800k=63% The average gain is less than 5%. I think the problem with heals now is that melee dps is not that strong. I have no problems with melee, but range dps is a headache for me. Also tanks are viable again.

Arkerus's Avatar


Arkerus
04.25.2013 , 10:18 PM | #284
Lol. Just got out of a civil war where one of the healers, out of three, actually had time to global chat...

"Give it up you can't kill us"


Yah. Healing isn't a problem right now. Ha. Keep it up guys. Tell us its not a problem.
Hooning in the rex : http://youtu.be/xtXUM6yPMCY

Coldin's Avatar


Coldin
04.26.2013 , 12:07 AM | #285
Quote: Originally Posted by Arkerus View Post
Lol. Just got out of a civil war where one of the healers, out of three, actually had time to global chat...

"Give it up you can't kill us"


Yah. Healing isn't a problem right now. Ha. Keep it up guys. Tell us its not a problem.

I've been seeing that from the sorcs a lot. They toss up that bubble, then mock people as the other healer fills them up while we can't hurt him. Pretty annoying.

Astarica's Avatar


Astarica
04.26.2013 , 01:47 AM | #286
Quote: Originally Posted by Arkerus View Post
Lol. Just got out of a civil war where one of the healers, out of three, actually had time to global chat...

"Give it up you can't kill us"


Yah. Healing isn't a problem right now. Ha. Keep it up guys. Tell us its not a problem.
I had a game where it was a standard 300-0 Alderaan where we won and we pretty much never killed their healers in the entire game and they had time to type exactly the same thing.

People need to realize the difference between unkillable and unwinnable. Unless your team has no healers, the so-called 'unkillable' healers work in your favor too. You just have to make sure they never take an objective, which isn't very hard when they can't kill you either. By the way, it's still easier for DPS to stop and attempt to capture an objective compared to a healer in a total stalemate. After all, if a DPS stops to cap something it's not like the healer then unleashes his own DPS to kill the DPS, but the reverse is definitely possible.

Astarica's Avatar


Astarica
04.26.2013 , 01:50 AM | #287
Quote: Originally Posted by sirullrich View Post
I heal and just wondering if TTK is too short how can healers be too strong? I use to average 500-700k heals before 2.0 in bubble spec. Now I average about 800k-1mil. The old hp average was about 20k and now it is about 30k when geared. 20k/30k=67% and 500k/800k=63% The average gain is less than 5%. I think the problem with heals now is that melee dps is not that strong. I have no problems with melee, but range dps is a headache for me. Also tanks are viable again.
When you consider Sorc got Force Barrier but nobody got 'dispel invulnerability' of course healing is slightly ahead just because they've access to some new abilities that they never had while DPS did not get anything that'd counter the said new abilities. So of course the balance leans toward the healers a bit more than before, but this really only applies in the no healer versus at least 1 healer scenario. Those games are always very difficult to win, but they're harder than before now. Still, that's more like a matchmaking issue because it's hard to imagine to design a game where a team with no healers can consistently keep up with a team that has at least one.

DroidDreamer's Avatar


DroidDreamer
04.26.2013 , 01:55 AM | #288
I don't know the solutions but healing does seem a little overturned right now. The number of healers seems to determine the outcome of matches very often.
The DroidDreamer Legacy (Pot5 Server)
Eblen 50 Sorc heals | Sodan 50 Sniper | Trilliant 37 Immortal Jugg | Somnis 50 TankSin
They mark me with the lightning bolt in Huttball.

LovarBoy's Avatar


LovarBoy
04.26.2013 , 02:02 AM | #289
Quote: Originally Posted by Xsorus View Post
2 DPS should not be able to take down a Healer/Tank Duo at all...or easily...
What?

2 DD's should not be able to take down a healer? Are you serious?

You can't make this calculation, because 1 Healer = 2 DD's, 2 Healers = 4 DD's, 3 Healers = 6 DD's, 4 Healers = 8 DD's.

Can you see the issue with that?

At last 2 DD's should be able to kill a healer without any higher effort. But right now, good healers can outheal ( with hit & run - especially Sorcs ) 2 DD's.

SkinzOCAU's Avatar


SkinzOCAU
04.26.2013 , 02:05 AM | #290
NO NO NO NO NO.

We saw what happened the last time they hit healers with the nerf bat. DPS have ruled the roost for over a year, and finally healers can do something, and we have people crying nerf. Before we over-react, why don't we wait for people to max out 55, and see where things lie. I guarantee you that top DPS players will know how to lock down and burst down healers, with the exception of perhaps OP healers, which are seriously well resourced right now. Roll cannot be countered, not even by electronet.

The last time healers got the nerf, most classes didnt even know how to interrupt. My best mate played a top sentinel and didnt even know what it was. He never had issues bursting down healers.

And can we please, for the love of all that is good in the world, agree that Merc and Commando healers should stay exactly as they are. They have limited mobility, limited cool downs, and are easily interrupted.

Quote: Originally Posted by Slurmez View Post
Its one genius, the others that you will be referencing are CC, all of which fill the resolve bar, all of which only have a limited window of opportunity to work and have significant cooldowns. Even Bioware had to give up on the "cc is your interrupt" line for mercs/commandos.
Most DPS will interrupt the healer with their opener (leap, shoot first etc), then dps, then use their interrupt, then dps, then stun, then dps, then interrupt again, finally if they really need to, stun or push. If then can't kill them in this time, then they are at least keeping him out of the game and he isn't healing anyone else.

Like has already been said, DPS have been tailored to for so long, that they feel they should be able to kill any healer they focus alone. Why do you think that you should be able to kill any healer you attack in a 1v1? This is an 8v8 game. Things should be relatively even between the roles, unless you have superior skill, or they are outnumbered. A dps deals damage, a healer heals damage. When they fight, it should be a relative stalemate, but dps are so accustomed to winning that heaven forbid a healer survive a conflict.

I will agree though, that scoundrels and ops need some slight nerfing. Their hots ad instant heals allow them to stay up and ignore interupts. This means you have to completely burst them down during stun phases which is way too hard.

Quote: Originally Posted by LovarBoy View Post
What?

2 DD's should not be able to take down a healer? Are you serious?
He mentioned a 'tank and healer' duo. As in a 2v2.