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Chain-Healing getting a little crazy?

STAR WARS: The Old Republic > English > PvP
Chain-Healing getting a little crazy?

QuietGoneJinn's Avatar


QuietGoneJinn
11.18.2012 , 08:28 PM | #1
So I've noticed a trend where if 3-4 healers enter a warzone they can literally prevent a single death by the sheer number of round-robin healing. Not just prevent death, but keep players from getting anywhere near below 50%.

Granted, I do enjoy not dying (I actually got 700k damage on Novare Coast, and I'm 50/50 WH/BM, not even near BiS yet). but it just doesn't seem right when the scoreboard pops up and your entire team has goose eggs for deaths. That same game, one of our healers put up nearly 700k and the other two were in the 400-500k range.

It seems like there should be some diminishing returns when healers begin doubling/tripling/quadrupling off each other's outputs. With crits of 5-6k from 3-4 healers doing this simultaneously, you can easily understand why Death is forced into being a benchwarmer.

I understand they don't want to discourage people from specing healers, but it really messes up Warzones when Incredibly geared healers can just grant [GOD MODE] to their entire team.

So-low's Avatar


So-low
11.18.2012 , 08:57 PM | #2
The other team was just bad. If a team has that many healers, the dps need to focus down targets one at a time. If the dps cannot coordinate themselves to attack a single target, or if their dps is too weak to burn down said target, then they are simply bad dps. No healer, or even a group of 4 healers, can keep a single target up if its being focused by the opposing team's dps, especially if they are focusing a healer and interrupting their heals.

Please don't suggest healing nerfs without properly understanding strategy.

Angel_of_Cain's Avatar


Angel_of_Cain
11.18.2012 , 09:18 PM | #3
So is chain stunning...
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The community itself ended any chance at open world pvp by rolling imperial in mass.

SajPl's Avatar


SajPl
11.18.2012 , 09:24 PM | #4
Quote: Originally Posted by QuietGoneJinn View Post
It seems like there should be some diminishing returns when healers begin doubling/tripling/quadrupling off each other's outputs. With crits of 5-6k from 3-4 healers doing this simultaneously, you can easily understand why Death is forced into being a benchwarmer.
I am supporting diminishing returns for lolsmashspec, when 3 lolsmash warriors/knights jump the same person and instantly lolsmash him to the spawn room or diminishing returns when one uses force choke and the toher two use ravage.

ArchangelLBC's Avatar


ArchangelLBC
11.18.2012 , 09:55 PM | #5
Quote: Originally Posted by QuietGoneJinn View Post
So I've noticed a trend where if 3-4 healers enter a warzone they can literally prevent a single death by the sheer number of round-robin healing. Not just prevent death, but keep players from getting anywhere near below 50%.

Granted, I do enjoy not dying (I actually got 700k damage on Novare Coast, and I'm 50/50 WH/BM, not even near BiS yet). but it just doesn't seem right when the scoreboard pops up and your entire team has goose eggs for deaths. That same game, one of our healers put up nearly 700k and the other two were in the 400-500k range.

It seems like there should be some diminishing returns when healers begin doubling/tripling/quadrupling off each other's outputs. With crits of 5-6k from 3-4 healers doing this simultaneously, you can easily understand why Death is forced into being a benchwarmer.

I understand they don't want to discourage people from specing healers, but it really messes up Warzones when Incredibly geared healers can just grant [GOD MODE] to their entire team.
The diminishing returns come when the team that has 4 healers doesn't have the DPS to actually clear a node because by the time people die their compatriots are back.
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GHoppa's Avatar


GHoppa
11.18.2012 , 11:26 PM | #6
I'm not sure if your just trolling? ... I mean really?

If your team have 3-4 healers, then guess what: They aint killing ****, and if they lose a node they will almost never get it back.

Blasphemerr's Avatar


Blasphemerr
11.18.2012 , 11:56 PM | #7
It doesn't take much dps to clear a node if the other team doesn't have equal number of healers.
Something pretentious.

The_Stig's Avatar


The_Stig
11.19.2012 , 12:06 AM | #8
Quote: Originally Posted by Blasphemerr View Post
It doesn't take much dps to clear a node if the other team doesn't have equal number of healers.
Incorrect. With 1/2 of the team being healers you can only win IF you cap both nodes first and hold them. In the situation where you don't do that, you can't retake the node as you only have four functioning DPS players. Four healers with 500k healing each, means that they did almost 0 for damage. Great for holding points, pointless for trying to take them.
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Kajuana's Avatar


Kajuana
11.19.2012 , 12:22 AM | #9
I think you are assuming healer's can't DPS?

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robegan's Avatar


robegan
11.19.2012 , 12:31 AM | #10
Yeah I've been a healer in that situation. Two things to refute your complaint:

1) With that many healers, DPS is pathetic. Good luck capping a node.

2) Enjoy getting killed inside of 2 GCDs by the elite WH Juggs and Marauders that you can't kite or stun/cc effectively.
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