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Sheikshufti

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Everything posted by Sheikshufti

  1. To tell the truth, i am deeply torn on this point. As an introduction, i play a scoundrel healer and i normaly enjoy playing PvP. As the opening post said, TOR was, and to some point, is different form other MMOs when it comes to PvP. I started back in the days with DAoC, and especially pre 1.2 TOR reminded me of those days. It was rewarding players, especially tanks and healers, that could and would think about how the game works, what was important and it strongly supported teamplay. With 1.2 there came several changes, and while i think, that most of these changes were needed, for me it is the combination of these, let's call it efforts, that make playing a healer no more fun. I noticed three major changes that came with the recent patch: first of the overall damage output was increased, second most healers underwent major changes and the healing output was reduced. Third, the idea of hybrid specs was more or less completly removed from the game. I want to start with the third point, Hybrid specs. Something that has no real impact on the current situation, but shows on how narrowminded the 1.2PvP has become. As a Scoundrel/Ops you could deal decent damage, do some healing, never en par with pure dmg/heal specs, but most important you could go and try things on your own or with a partner: e.g. planting a bomb in an Voidstar, capturing turrets in an Civil War. It felt like 1,5 dmg dealer and 0,5 healer, and that gave you the edge in most 2vs2 or so. Bioware obviously didn't want to have such things, so they "fixed" it. Fine by me, although i prefere games that challenge you, but most people disagree on that. The other two points, dmg increase and healingoutput decrease work now in combination and that is, where the problems for healers beginn. I agree, it was hard to kill a healer pre 1.2, especially hard when he was guarded and geared. So it was right to increase the dmg output of dps classes, so that it doesn't take ages to kill a healer with guard. OR it was right to decrease the healing output healers do, so that a healer can't keep himself and others alive while being beaten with lightsabers. BUT the combination of both aspects, and my bet is, that bioware never really tested the effects, makes healing very frustrating. There are games where i spend more time in the starting box, then actually participating in the game. And while i can understand the frustration a dps class feels, when they have to beat some target for ages and the victim still does not die, they at least can "play" the game not just wait and watch. Most people say "learn to play, it is a team effort now"! Right you are, it is. But why are dmgdealers allowed to have fun playing the game on their own, while healers have to wait for someone with a teamoriented gameplay in mind to enjoy TOR? If i team up with a tank and a dmg dealer, playing is totaly different for me, i get protection, i get someone peeling nasty meeles of me and so on. It feels a bit like pre 1.2, just people still die faster. But once you play on your own, as a healer you are screwed. And that is probably the most frustrating thing and the reason why healers are uspet. But as long as you didn't enjoy the view of the other side, this fact is probably hard to understand.
  2. Schwabing, zwar "nur" West aber dennoch Schwabing!
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