Jump to content

Lalainnia

Members
  • Posts

    1,196
  • Joined

Everything posted by Lalainnia

  1. At the very least its neat for me anyway to see who ppl look at for pvp. Its amazing how things change
  2. #1 player skill no matter how nice the match up is its not easy to hit high healing numbers on mandos in pvp be it warzones or arenas. Outside of that tho just from looking at the scoreboard the game was a 1 side death trap(0-100%) with what looks like high steady incoming damage from a balance sage maybe a AP vg and a possible gunnery commando. Take those 3 main dps and ram them against obviously 2 boss tanks for that game (healthy prot numbers) and finish it up by adding in a co healer (the sorc) and its nirvana for any healer numbers wise. How its actually done, I'm guessing its mostly kolto bomb farming which is pretty much using kolto bomb on cd and making sure it hits max targets and also having high up time on kolto shell and the best for last hopping someone uses some form of soft cc on you such as roots or a mez that gets broken quickly for the wondrous and every living gyro alignment jets/para combat stims so u don't overheat/run out of ammo.
  3. So.....when you have a dps/tank team both teams close to if not equal in skill sorcs still take the cake by a lot. They aren't just easier to play they actually out perform the other 2 in crucial points of healing compared to operatives and mercs. Something very important to note for healers in general at higher/highest tiers of playing healers weakness become pretty distinct. In a group ranked setting Operative heals with a tank/peels mainly tend to lose out to a sorc almost strictly because being intteruptible and ramp up to burst healing big reason why heavy cc comps work so well against them. For merc heals they don't mechanically work well, they have low hps because their resource regen is bad and actually relies on them being soft cc'ed or even hard cc'ed to get back heat/ammo. While sorcs have neither of these issues with or without a tank on top of this they simply outright out healing operatives and mercs outside of extremely niche scenarios. This was all before 5.0 and still continues today which is just sad.
  4. Juggernauts have no dr while stunned utility and just general dr utilites that are significant enough. Jugg dcds are pretty much just hp cushions/healing outside of saber ward so just slap trauma on them which if u have a tank in ranked group or solo its easy as ever to keep up.
  5. They are perfectly fine have clear cut weakness in how they heal/perform which is how it should be. They lack consistent methods to uninterruptible big/burst heals they also have no "DR while stunned" utility. On the other side they excel in sustained healing and have great mobility, stealth, and an aoe mez. All this shows though is sorcs/sages heals are simply tunned better for pvp even after the so called hps nerfs bioware gave them.
  6. Reason why no one really cries about snipers is honestly from all the servers iv'e hopped around to and faced from my own personal perspective is that a great deal of them are outright bad. Like one of the dumbest things i see ppl complain about is cover when its literally nothing but a boon. I'm even pretty sure they took away cover requirements for the ppl that find it to hard to keybind and hit cover before using certain moves. They have amazing offensive output, a trauma debuff, amazing mobility, strong defensive dcds( longest cc immunity), and now enough self healing for them to do considerably better in solo Q without a healer present.
  7. Bonk the only thing op and 100% overkill on mercs atm is trauma regulators it's not needed at all on any spec.
  8. This is some really mixed info your taking balance which is a dot spec and comparing it to a burst spec arsenal in terms of a 1 hit move right... If there was something u want to be upset about with arsenal it would be it's sustained damage output. The only thing that's silly on mercs as a class all 3 specs is the amount of insane and absurd healing tied to utility points and dcds. O and their reflect in pve along with Assassins and operatives, is broken for some reason bioware thought it would be a good idea to not cap the reflect amount compared to Juggernauts/Guardians.
  9. Healing became easier not a real shocker here. Hp pools, Healing, Damage all went up. The biggest drastic difference compared to your typical class balance change is that just about every single class got pretty big or op defensive cd boosts.
  10. People that think this is the worst pvp balance in swtor history haven't played the game long enough tbh. For starters nothing will ever top the insanity that was bubble stun( when it stunned and could be placed on the whole team) this actively prevented ppl from playing the game nothing is worse then this period. After bubble stun for me it's gotta go to operative healers when they were full force op strictly during 8v8 ranked while merc healers and mercs are stupidly op in terms of defenses in 5.0. Operative healers during 8v8 ranked were literal gods/goddess they had everything ranging from mobility.defense. output and even cc. Third is the stupid dongcleave strictly for arena 4v4 when AP powertechs had a devastating flamethrower. 3-4 carbonizes 3-4 flamethrowers would honestly melt almost anything even while being healed or guarded and you had team comps of really good players losing to this just because of the sheer power. There are plenty more op balance issues throughout the game but thats my imo on top 3. Bubble stun era should be everyone top worst pvp balance pick tho unless you weren't around for it.
  11. Also not able to fart blast without a cannon aka propulsion round
  12. I also think its a great idea to give maras and sents saber reflect about time! Great thread!
  13. If everything stays the current course for whats to come sorcs and the rest of the healers should be all decently close.
  14. Sorc/Sage heals aren't unkillable they're just the clear better choice over the other 2 healers by a pretty decent margin, was worse before when resources were practically ignored. They can match and even surpass merc burst heals given both have all cds available, they even come quite close to operative sustain healing while having the entire process be considerably easier to pull off and up keep. Then you add in the fact that they have superior mobility while being able to pump out high healing on top of 2 cc breaks plus phase walk when used properly to essentially avoid death or heavy pressure.
  15. ^This this this this this so much of this its not even funny. So many ppl had to deal with this even more so then now tbh when the first server merges happened and ppl were taken out of their small ponds and thrown into the sea and it had and has def made ppl better players especially when it comes to analyzing like stated above.
  16. prob just like the nim rancor got a reskin not shocked.
  17. This was nice and fun to watch thx for sharing and feel no shame taking health orbs in 1v2s or in general tbh, if your smart enough to back out and grab it just means you were the smarter player they're there for a reason.
  18. Sorc utility is fine anyone that honestly played a sorc in the past before they became the fotm healer not because of gimmicks but because they are the best knows this. Sorc heals main issue imo is that they healed for too much with little to no resource management required. A lot of inexperienced sorcs will feel the change, normal and above will really only feel a small difference and mostly from hard matchups and anyone in ranked where healers tend to not have another healer for help will feel it if the fight lasts long enough. Sorc is still the best but it's no longer mindless which for me and biowares track record is a good start. Next 2 things I would personally touch on sorcs heals is roaming mend a couple of ppl mentioned to change its bouncing mechanic somthing like bouncing slower or unable to bounce to the same person. Next I would reduce the crit chance or all together change the 60% crit buff to dark heal with resurgence buff up near auto crit healing in pvp is very strong sorcs have amazing crit potential already. Then if more sorc healer changes were to ever happen again something else very important that would need to be touched is the ever dreadful carbonize and dps tanks or else you end up with no healer being able to counter stuff even if they played like they were the g.o.a,t in organized play.
  19. Even near the start of the game mercs and mando heals had weren't kings and queens we may have been the best at staying alive but sorcs had top hps output in all scenarios just throw a guard on them back then and they were gtg. As for force barrier its needed as u said anyone that played a sorc before it knows sorcs used to be the number 1# tunnel target before mercs and snipers even. Overall I'm happy with this change sure sorcs burst healing power may still be to strong but at least playing this spec has trade offs now for going too hard compared to before between being a super strong healer having top tier utility with the added benefit of 0 consequence energy management.
  20. Lalainnia

    Sorc healer nerf

    Good I am pleased.
  21. All incoming healing no matter what it is gets buffed by 20% that I know of while it's active even wz medpacs
  22. Jugg tanks aren't bad per say, powertech tanks r just that much better with higher base mitigation while no def cds are active, aoe stun and the best trauma spread and cleave damage. Only 2 things are very very special on a juggernaut tank 4 sec *****lap hard stun and intercede.
  23. Arsenal is fine IQ is ok Bodyguard is bad considering what it's competition is.
×
×
  • Create New...