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Healers in PvP - resources no longer needed?

STAR WARS: The Old Republic > English > PvP
Healers in PvP - resources no longer needed?

Tankqull's Avatar


Tankqull
05.27.2013 , 05:39 AM | #11
Quote: Originally Posted by Cretinus View Post
In SWTOR, one single healer is able to keep himself + 3 DPS alive for 5 minutes without ever running into resource problems.
Now, please enlighten me why it is me who has to l2p cause healers are fine?
because you and your team either consists of total re.ta.rds or have a horrible team composition tanks & healer and no dds.
if you have to fight enemys that actually know what they do hots and insta heals are not enough to keep anyone alive, so you have to rely on casted heals wich cost 25% of your resources. including regeneration after 6-8 heals that do keep someone alive your oo-power

Arkerus's Avatar


Arkerus
05.27.2013 , 07:20 AM | #12
I think the healer problem is two fold:

1. As mentioned here, resources. If healers want to stay as powerful as they are right now in PvP their resource consumption needs to go up. I really don't care if this affect PvE because its obvious healers aren't having any resource issues in PvP or PvE. Lets just call a spade a spade, healers have it really good right now.

2. Cross healing. Healers healing healers is simply unstoppable at some points. Two healers can hold up a node indefinitely. Even one healer can defend so long that the rest of their team has minutes to get there. As soon as the cross healing starts, its game over for any attacking team.

A simple fix to overhealing in PvP is a debuff called exhaustion. After your character has received X number of heals you begin to build stacks of exhaustion.

One stack is 10% healing debuff.
Two stack is 30%...
Four is 75%
Etc

This debuff would not diminish self healing.

There is the opposite version as well. Exhaustion could debuff your SELF healing making sure you can't spam heals on yourself. It would force healers to be team components and not tanks.
Hooning in the rex : http://youtu.be/xtXUM6yPMCY

Ghost_Spectre's Avatar


Ghost_Spectre
05.27.2013 , 07:23 AM | #13
Quote: Originally Posted by AngusFTW View Post
Only healer in 2.0 who i'd say has op resource management is scoundrel/operative.
Sorc/sage healing resource management is actually quite tricky at times the instant aoe heal can take alot without you even noticing.. Op/scoundrel can spam there hot on the whole group and never run out of energy.
Exactly. If I'm not careful I'll burn through my force leaving myself in a pickle. I found this more evident when I respect my Lightning Sorceress to healer. There is a huge difference between those two specs in regards to resource management. I think the OP needed to identify the healer in this case. He didn't, so he just painted every healer with the no resource problems brush.

Ghost_Spectre's Avatar


Ghost_Spectre
05.27.2013 , 07:29 AM | #14
Quote: Originally Posted by Cretinus View Post
SoIn SWTOR, one single healer is able to keep himself + 3 DPS alive for 5 minutes without ever running into resource problems.
Really? I beg to differ. I was caught between a Guardian (sweep spec'd I believe), a Shadow, and another Guardian and I was able to last 15 to 20 seconds on my healer. I wish I could last that long, I'd be the ultimate tank tying up that many people for that long!

Quote: Originally Posted by Cretinus View Post
Now, please enlighten me why it is me who has to l2p cause healers are fine?
I don't have to, you already have. And yes, healers are fine now. They are where they should have been a long time ago before the Almighty Nerf Hammer from G.O.D. (Game Operating Developer).

Yeochins's Avatar


Yeochins
05.27.2013 , 08:09 AM | #15
The people posting on this thread complaining about healers are baddies.

If your facing a healer 1 versus 1 and you aren't making any progress towards killing them, then:
  1. You're a terrible DPS, you ned to L2P your class
  2. You don't even know its a 2v1 or multiple people versus you, because you're being taunted or the healer is being guarded

Healer's are fine if your team is making the right moves. Otherwise you're gonna loose.

xxIncubixx's Avatar


xxIncubixx
05.27.2013 , 08:26 AM | #16
Quote: Originally Posted by Khragon View Post
There is no doubt that healers are strong in TOR, pretty sure that's why you see so many of them lately, I typically see at least 3 per match both sides. If you are a smart player you are attacking a healer with the intention of just stopping them from healing others and just keeping themselves alive, killing them is just bonus. The only time I can't kill a healer is when they are getting additional heals from another source as well as their own. The trick to healers is to save your interrupts for the right times to keep them locked down as much as possible, for example if you interrupt an operatives diagnostic scan you deserve to lose.
this,after 2.0 theres scoundrel and sage healers everywhere even people that played DPS. simple answer is that people tend to play what is easiest, hence why so many healers.

xxIncubixx's Avatar


xxIncubixx
05.27.2013 , 08:27 AM | #17
Quote: Originally Posted by Arkerus View Post
I think the healer problem is two fold:

1. As mentioned here, resources. If healers want to stay as powerful as they are right now in PvP their resource consumption needs to go up. I really don't care if this affect PvE because its obvious healers aren't having any resource issues in PvP or PvE. Lets just call a spade a spade, healers have it really good right now.

2. Cross healing. Healers healing healers is simply unstoppable at some points. Two healers can hold up a node indefinitely. Even one healer can defend so long that the rest of their team has minutes to get there. As soon as the cross healing starts, its game over for any attacking team.

A simple fix to overhealing in PvP is a debuff called exhaustion. After your character has received X number of heals you begin to build stacks of exhaustion.

One stack is 10% healing debuff.
Two stack is 30%...
Four is 75%
Etc

This debuff would not diminish self healing.

There is the opposite version as well. Exhaustion could debuff your SELF healing making sure you can't spam heals on yourself. It would force healers to be team components and not tanks.
and this.

JackNader's Avatar


JackNader
05.27.2013 , 08:43 AM | #18
Swtor has issues with power creep and has had since launch. Bioware has a really bad habit of jacking up damage, mitigation and hp at a reasonably balanced rate but forgetting to "offset" the increased healing power through gear. This has led to healers becoming increasingly more potent with each gear patch. The last major healer balancing was 1.2
Back around 1.3 I mentioned in numerous posts that if Bioware continued to toss out new gear without actively offsetting healing output they would end up with healers being grossly overpowered "again."

RStoney's Avatar


RStoney
05.27.2013 , 09:02 AM | #19
Quote: Originally Posted by Khragon View Post
There is no doubt that healers are strong in TOR, pretty sure that's why you see so many of them lately, I typically see at least 3 per match both sides. If you are a smart player you are attacking a healer with the intention of just stopping them from healing others and just keeping themselves alive, killing them is just bonus. The only time I can't kill a healer is when they are getting additional heals from another source as well as their own. The trick to healers is to save your interrupts for the right times to keep them locked down as much as possible, for example if you interrupt an operatives diagnostic scan you deserve to lose.
This +1

If you leave the healers to free cast - they will generate enough heal points to negate two of the opposing team dps numbers PER HEALER. Yes..that is a huge force multiplier. As it should be. Start taking out the healers quickly, so they spend more penalty box time, than heal time - that number will drop significantly, and mainly reflect the healer trying to keep themselves alive. This negates the 2 to 1 force multiplier effect --WHICH IS THE HEALERS REASON FOR BEING THERE !!

And do not forget - both factions have healers. So, while you are complaining about "healz is so op, derp derp derp" -- it is likely a healer that is keeping you alive long enough for you to face-roll those huge DPS numbers you epeen about.

So - in that I do quite a bit of PvP (esp. prior to 2.x patches) I can post up some ridiculously large heal numbers **if left to free-cast untouched** Start attacking me, making me self-heal, FOCUS ON ONE PLAYER AT A TIME so my heals are less effective -- and those numbers start to mean less and less.

Ajuntalee's Avatar


Ajuntalee
05.27.2013 , 09:33 AM | #20
Quote:
One stack is 10% healing debuff.
Two stack is 30%...
Four is 75%
Etc
Yes i was thinking something in that taste, i have yet to understand why we get a movement exhaustion debuff for fighting too long, and why we couldn't get a healing debuff for the same reasons.

At some point reinforcement has to come help you, and bring fresh meat to the grinder.

Of course the game is fine now, but such a mechanic would make it a bit more nervous, it can never be bad.