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Soshla

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Everything posted by Soshla

  1. Actually, from my napkin math, you spend about 40% of the Force gained on self heals. However, that includes Force gained from just sitting around for 3 seconds. If you take out the three seconds, you spend a little over 60% of the Force gained on self heals.
  2. The objectives make it pretty hard for a heavily healer stacked team to really progress. In Voidstar, if you have a bunch of healers and no DPS, you're never going to kill enough people to get a door down. End result is more likely to be a tie (50% win/lose). Ditto for Civil War, if you don't have enough DPS you simply won't be able to take turrets. You can defend the heck out of the ones you have, but getting new ones is extremely tough. In Huttball, if the other team gets the ball before you, good luck healing the ball carrier to death. I've lost multiple games where my team had 3-4 healers, there's just not enough DPS with that many healers for a lot of the objectives. The main difference was a team with 0-1 healers vs. a team with 2 healers. 2 healers was the sweet spot, and it's a reasonable number of healers to have. If the teams weren't so small to start with, there wouldn't be such huge swings in the healer/DPS ratio.
  3. Your criticisms are interesting. Many healers are leaving expressly because they feel healing is moving towards "healers have a heal button", which you yourself don't seem fond of. They've increased the difficulty while removing complexity. You could "tightly balance" fights by giving healers one button and making sure they have to be healing the right person at all times with good reflexes, but many would find that incredibly dull to play. SWToR seems to be heading in that direction. It's not a teared rage for some people, I regret having to unsub. I wish they had taken the high road and developed around the complexities (and add some more complexity to Ops) rather than dumb down the game.
  4. We can't even say, yell at you for not having a high shielding up-time. Swtor logging needs a lot of work.
  5. Logs are brand new to SWTOR and apparently not at all like in other games. How is not obvious that it's a lack of information? It's really hard to make any sort of meaningful contribution without the missing data. It's interesting to see that you healed yourself as much as your tank though. I'm guessing that's because of Consumption. So things that aren't in the log: Healing done by the other healer. Damage caused by Consumption. Damage taken/absorbed by anyone other than healer.
  6. I think it's a mistake to assume that every poster complaining about healing no longer being fun is performing poorly. People who think healing isn't fun because it's too easy, as Bioware did, are somewhat by definition not having a hard time, but still not enjoying themselves. I stopped playing because healing got boring. They've dumbed down a lot of the mechanics. Equivalent nerfs that didn't affect healing mechanics would've been greatly preferred. It's about how Combat Medics/Sages etc. have had their specific mechanics become more shallow. You could easily redress a lot of the valid criticism as a dislike for homogenization.
  7. This is the main reason I'm leaving. It's not that I'm butthurt over nerfs. I have a Sage and a Commando, and I was leveling an Op. I could always play the stronger healer, so character strength wasn't an issue. The simplified play style is. D3 promises to be hacky-slashy fun though, only a few weeks away.
  8. I doubt BW as a company focuses much on the forums. The little unsub blurbs are much easier to parse and generally more meaningful. I'm not sure if they're losing that many subs just yet. They might get a few who bandwagon in terror at the first server merge. I do expect them (and honestly, they should be expecting) to lose a fair amount of subs when D3 goes live. In general, I don't think they put enough resources into Community Management. GZ should simply not be a mouthpiece at this point anymore. He should stick to developing and let someone else parlay information.
  9. I am finally done complaining about the 1.2 changes. It's clear they don't take our feedback seriously, preferring to use non-representative test groups, metrics, and haruspices. So I've unsubbed. D3 will be out just in time for the end of school and Aion is free-to-play in the meantime.
  10. Pretty much. I unsubbed the other day. I haven't been logging in because the healing has gotten a bit stale. Healing mechanics are boring/easy right now and I don't see them becoming more interesting with the planned changes.
  11. And apparently a root that's only guaranteed for 2 seconds and fills up 70% resolve would change that? *eyeroll*
  12. A Seer with Salvation doesn't have zero defenses. The root on knockback is one extra defense tool, and it's not like knockback is completely useless without the root. I do fine against Marauders without it. Spam Cleanse the DoTs off, Snare, and Sprint behind a pillar. Plenty of time for your Tank/DPS to get the memo that you've got a Marauder on you.
  13. Kolto Shell isn't front loaded though. It functions like a HoT that only ticks when the target takes damage.
  14. Kolto Shell is reactive, which causes it lose a lot of the utility of bubble spells. Also, they said they did the test while sitting around, so it wouldn't have actually caused any healing in a sitting around test.
  15. I realize you're coming from a position of ignorance, but I can tell you here that you didn't see what you thought you saw. Those numbers simply aren't possible, notably the "HoT ticks". They all tick for the same value, though they can crit. There's no way to see such large swings. The big 2k-5k numbers are the main heals, one of which is on a 9 second cooldown. Mercs also have no bubble. It may have seen to have been off a single cast, but I can assure that it's simply not possible to have Proactive Medicine tick for that much. You would get a better idea of Merc/Commando healing from watching one of the numerous videos showing it in action. Here's one such video:
  16. I think it's a mistake to conflate more buttons with more fun. I know it's a tired reference, but most people consider WoW to have had more interesting healing mechanics. And most WoW classes do 90% of their healing with 5 or so abilities. A large problem is that a some abilities either don't fill a unique niche (Kolto Infusion) or their niche isn't ever meaningfully brought up (Benevolence). Also, the pacing is slower. Since there's much less in the pressure of using abilities quickly, we should expect to derive the entertainment from using abilities deliberately. But there's almost no deliberation to have when choosing your next abilities. Rotations are pretty simple, and the speed with which sims were made attest to that. So there's a fairly big gap in time where you know what you're going to cast next and when you may actually have to cast it. A large part is that you generally know your next move and the one after that, sometimes multiple steps ahead.
  17. One person's interrupt isn't terribly effective unless timed wisely. Two people interrupting the same healer is very effective. I don't see how that's a problem. The only way it isn't effective is if they're completely uncoordinated, but that goes for any CC. There are also multiple abilities that can interrupt in some fashion. Knights/Warriors have 4 abilities that interrupt spell casting, and can spec into a 5th (interrupt, stun, knockback, charge, and talent charge). Given these other abilities, and the relatively short cooldowns, it makes sense that interrupts aren't that strong in themselves. You can interrupt a healer for an extended period of time and do little DPS, or you can interrupt and DPS causing them to focus on self healing. Those are fine options. All you need is an additional player to turn the balance.
  18. I know I've brought it up somewhere. I actually thought that it would be the opposite, with lower geared players being affected the worst. I expected heals to scale better. The clincher is probably in that a.) Rejuvenate doesn't benefit from Alacrity, and b) You reach soft caps at a fairly low gear level. Nadia's set has no no Alacrity (because it's useless for her), so it maintains very respectable Crit/Surge for its ilevel. I mostly gain Willpower, Power, and Alacrity switching to my gear, one of which doesn't affect Rejuvenate at all. I also wear PvP gear, which has lower Endurance and Willpower. My guess is that it's likely a fair degree worse when considering PvE sets.
  19. A big part of killing bosses as quickly as possible is to wedge more DPS in at the expense of healer slots. Since the topic has since moved to regen ability scaling. Has anyone looked into how Noble Sacrifice scales with Health as compared to the ability to self heal as gear level increases? A quick test shows that going from Nadia's gear to my own gear gains a healing done benefit of a ~2%. However, over the same gear change, my health increased 6.5%. My calculations were a bit lazy, but I would put a conservative estimate at Noble Sacrifice damage scaling about twice as fast as healing stats, assuming you're using Rejuvenate to self heal. This probably also increases as secondary and tertiary stats face DR.
  20. Sages still have the best AoE by a mile in PvE, that alone makes them worth bringing to some places. But I don't PvE... They've reduced my proccable cast heal's effectiveness by about 30% and this will go up as my gear gets better. Also, many of the people posting that they've unsubbed had/have long (3-6 month) subscriptions and are essentially saying that "If this makes me unhappy, you have this long to fix it afterwards".
  21. Utter nonsense. My moonkin was perfectly capable of removing curses (though for some entirely stupid reason not poisons). With appropriate raiding mods, anyone can remove curses easily. And it's much less likely in 99% of fights with dispel mechanics that a momentary lull in DPS will lead to another death as compared to a lull in healing. Which is why in my raiding guild, it was prioritized that DPS should dispel, battle rez, etc. (I've raided on all healing classes, as well as a DPS Mage and Moonkin, so I can say that)
  22. You know that the current Conveyance buff reduces the cost of Benevolence by 50%, right? That's actually more efficient than extra 60% crit chance, because the reduced cost ones will still crit ~30% of the time. They made it less efficient (by a fair margin) and gave it more HPS (also by a fair margin, ~35%). Essentially they've switched the HPS and HPF gains. Except a 90% crit Benevolence heals for less than my fast Deliverance hit, and Deliverance would still crit 30% of the time.
  23. Dispels can almost always be handled by metrics. I remember in my WoW days I would call out Mages for failing to decurse on my Druid. <3 Recount. You could tell a lot of things from combat logged data. However things like Lifegrips are a bit iffy and the usefulness of off healing would require you to pretty much go through the combat log line by line.
  24. The complaint isn't necessarily about the change in Force management. I think my Sage had too easy a time of maintaining Force, and that something needed to be changed. I just think the specific way they went about doing it was the wrong way. Having to nuke 15% of your HP in PvP instantly to gain Force back sucks. It's fine in PvE where damage is predictable and you don't need to be 100% all the time, but not so much in PvP. You also have to spend an extra GCD on self heals now. Assuming you use Healing Trance to get Force back on cooldown, you're spending a third of your time managing Force. That's not fun, even at an average of once every 15 seconds you're spending 20% of your time managing Force. Outright nerfing the amount of Force given by Noble Sacrifice 40%* would've been a better fix for me, but not great (because it lessens the reward for actually using it). The change in Conveyance to nerf Sage burst healing is entirely unnecessary with the incoming bug fix to stop double dipping. Without the shorter cast time, our only efficient non-cooldown heal is very interruptable. *My estimates put the cost of self healing yourself after a Noble Sacrifice around here in best case scenarios.
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