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Xaearth

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  1. I believe his point was that saving BI for burst means one (or a combination) of three things: 1) You're spending ammo faster (and dipping into lower regen tiers) to keep up with the healing 2) You're healing less efficiently in order to compensate for faster ammo spending 3) You're being carried by another healer so you don't need to keep up with the healing
  2. You folks seriously need to stop letting the devs troll you. Words mean nothing from this dev team. Georg Zoeller cashed that check long ago. Remember X and Y? Remember "underlying changes to almost every aspect of the game"? The words they say mean what they chose them to mean, not what Merriam-Webster, much less us unwashed masses on the forums, interprets them as. Edit: Ok, if you want to give them the benefit of the doubt, there's a good chance that the development cycle means any change in design philosophy wouldn't show up for another major update or 2. But don't blame me when blind hope bites you in the arse. I've seen good games killed by hubris before, and this dev team reeks of it.
  3. I'll give you the short version just because I can't be bothered typing out an analysis of the dev team's utter failure at class balance from launch till now when it's painfully obvious that they don't give a damn even in the rare cases that they do read this subforum. 1) People complained that Op/Scoundrel Concealment/Scrapper burst + "stunlocking" was OP. 1A) Devs release a patch on the PTS nerfing said burst less than 48 hours after a 50s bracket for PvP and a fix for buff stacking (warzone adrenal + warzone buff + biochem adrenals all stacked at launch for higher than intended damage values). 1B) Devs claim "metrics" are the cause for the balance. 1C) In a guild summit interview (if I remember right), the developers mention that people were losing warzones to "teams of stunlocking operatives" and quitting the game, and their metrics showed that the operatives/scoundrels were a part of it. - Essentially they admitted they nerfed the class because of ragequits and QQ. 2) The devs nerfed the scaling of surge, toning down crit-based burst damage (not the least of which being Concealment/Scrapper burst which was heavily reliant on crits ever since the previous nerfs). 3) Begin the massive and widespread QQ that healers are too hard to kill. Alluva sudden, the dev's "metrics" are telling them that healers are over target for PvE. Coincidence? 3A) 1.2 nerfs 2 of the 3 healers, leading to the complaints you're seeing now. 4) Begin the massive and widespread QQ that certain DPS classes are OP, tearing people to shreds. Note that those same DPS classes did not receive any significant buffs other than quality of life changes. So why are they OP now alluva sudden? It can't have anything to do with healers being less effective, no not at all. Now this is the short version. I didn't even touch on the problems that Op/Scoundrel healing had pre-1.2, how the healing community banded together with well-reasoned, logical, and civil/polite arguments to improve the aspects of the two healers (Op/Scoundrel and Merc/Commando) that were lacking, how the devs reassured us that 1.2 would bring wide sweeping changes (including changes to "every aspect of the game" and its underlying mechanics, which was proven false on the PTS), while only specifically pointing out changes to the Op/Scoundrel AoE heal but stating that it didn't mean it was the only skill buffs/changes (though it was, we were outright lied to),... I could go on, but the point is not only has the dev team consistently caved to whine/QQ, all they have done for the healing community, a community that, pre-1.2, was the most civil and reasonable group on the forums, is ignore us, lie to us, and troll us. And we're sick and tired of it. The reason you don't see much of this is the simple fact that those of us who cared enough about this game to discuss this are no longer bothering with it. The "theorycrafters" simply don't play SW:TOR anymore.
  4. Most of us who "rage quit" that you're addressing here in the Healer forums are doing so because we're tired of a team that can't understand the basics of balance much less the intricacies of the MMO metagame and consistently cave to whines from those in the community just as clueless. Devs can spew their "metrics" and "targets" as much as they want, keep the joke running. Rage quits are part of those metrics (not to mention the only metric that makes the least bit of sense with this joke of class balancing) btw. In other words, your lecture is 4 months too late.
  5. From what I've seen/heard, the problem is Sorc/Sage had an efficient "rotation" pre-1.2. They still have an efficient rotation post-1.2. Notice the removal of quotation marks. In other words, while it's "essentially" the same gameplay, their gameplay has been reduced to a rotation at the point of near exclusion of anything else. I've said it multiple times. The purpose of 1.2 was to nerf/dumb down the other healers to the point of Op/Scoundrel healing. The problem with Op/Scoundrel healing was the utter lack of utility. The devs gutted Merc/Commando utility buffs, then hit both their and Sorc/Sage resource management, with the intent of making utility a non-issue. If you can't afford to choose utility over throughput, the utility ceases to be utility and instead becomes either a wasted skill slot or some slight addition to the throughput formula. Other than a really stupid (and unsuccessful) way of bringing the other healers down to the "target" of Op/Scoundrel healing as I mentioned above, nobody does.
  6. It's a bit of both of these. My point is that, as you said, pre-1.2 healers should still have the grasp of their class to heal effectively, but also that the group of players that aren't skillful enough to heal effectively, although it exists, does not exist on the forums. Because of the vast simplicity of healing here, anyone that puts the effort into learning their class will be able to heal effectively*, so his 1A point only holds up if there are people coming to the forums to complain about their inability to heal effectively without taking the time to learn their class. Since coming to the forums, specifically the healer subforum, shows an interest/effort on their part to learn their class, it's a self-defeating notion to say that these people are proof of his observation. * Yep, I put one of these by "effectively", because, as is my point, the effectiveness of healing is no longer reliant on the healer and instead on the group, so any healer that reaches the dev's target for healing is healing effectively, but can and will still fail to effectively heal because the effectiveness of their healing is no longer in their hands.
  7. I'm not the one insulting them. You (or those that agree with you) are. For the most part, the people that bother to take the time coming to the forum for help have already put forth the effort to learn their class. There may be a few tweaks they could make to their rotation (yes, I said rotation, because that is what healing has been reduced to) and gear, but there is nothing you can tell them that will make a world of difference for the simple fact that there isn't a world of difference between a good healer and an average healer anymore. Telling them what they already know (most of which is obvious when playing the class - consumption hurts now, kolto infusion is a faster "meh" version of kolto injection, ammo/heat is a painfully tight resource, etc. - and reading the tooltips) followed by "L2P" or "adapt" doesn't change anything. Intricacies and subtleties are practically non-existent in the current state of healing. Those that do exist could be considered bugs/exploits (clicking off Merc/Commando buff, double-dipping Sorc/Sage buff, vanish-rez Op/Scoundrel) and should be expected to change at any time. There is no complexity to healing. To say that healers are challenged because they need to learn/adapt is an insult. I would go on, but it's late, and I came to a realization... My previous reply explained all of this and you snipped it for 1 sentence that you could throw back a "but but there's these whine threads" in reply. Well, how many of those threads has the infinite wisdom of you "2Bs" been able to change the "1As"? I'm sure you're right and the reason is that they're just either bad players or healing is just too much for them. And I'm the one insulting them. :rolleyes:
  8. The problem you're missing is the fact that 1A and 2A are the same group. The only thing distinguishing the two, unless you're going to try and argue that healing in SW:TOR is the least bit complicated, is the people they play with. Healing wasn't complex pre-1.2. It's now dumbed down even more with very little room for actual skillful play. Any two people of the same class you take with similar gear that understand their class are going to end up putting out roughly the same numbers. So why would one succeed and one fail? Because the target numbers a healer needs to reach to be successful relies directly on the skill, gearing, and awareness of their group. The success of healing has always relied on how the group itself is handling damage, but by forcing healers to conform to their target metrics, the dev team has eliminated any appreciable skill buffer in healing. Whereas before you could apply skill to your healing, going over-target for healing, to make up for slight deficiencies in your group and their play, now you cannot. There is no learning or adapting about it. There's only so much healing the devs want us to put out, and being able to make choices that diverge from that healing target goes against their design philosophy. If we can't make choices to increase our healing potential, then, by the very design of the game mechanics, we can't adapt. We just have to hit our target and let the rest of the group adapt to the limits set upon us by the dev team. The end result is the fact that a well scripted bot could heal just as well as a player, because the healer's role in healing has been reduced to math and if-then logic. That's something the dev team (along with most people who support the current state of healing) doesn't understand. TL;DR: Quit thinking that the success or effectiveness of a healer relies on the player of that healer. You're only insulting yourself by claiming it takes that much skill to use the simplistic healing systems the devs keep force-feeding us.
  9. No, it didn't. It's just a combination of rerolls from DPS/other healers and arguably being the best single target healer that colors people's judgement of the class. None of the problems with the class changed. It just went from being a nightmare of a prostate exam to a "good" prostate exam, while the nearest competition went from being a blood pressure screening to a nightmare of a prostate exam with a free, all expense paid colonoscopy.
  10. Oi. Here we go again. Your lack of knowledge of any class other than your own shows, and I'll explain why shortly. Actually it's more likely that we'd say that isn't burst healing. That's your sustainable, relatively energy neutral, healing rotation. You're getting less healing for a .5s faster heal that costs slightly less energy and a UH. While less efficiency for faster output is practically the definition of burst, it doesn't change the fact that this option sucks compare to just using your .5s longer heal that gives you UH to boot. Remember what I said in the beginning? Here comes the fun part. You shot yourself in the foot with your first sentence here. If that's what you enjoy about scoundrel healing, you'd enjoy the other healers more despite their recent nerfs. Defense screen is a joke of a cooldown, even with the increased healing talent, because all it takes is something to sneeze in your general direction and it's gone. So, you have the best survivability in every situation where your group is already failing (and if you need 2 in-combat rezzes, they're failing hard). And that matters because?... Sure it cuts repair bills, but that doesn't make it something to get excited over. Do you not realize other classes get CC too? As an added bonus, those other classes either have >10m range on their CC or the means to stay alive and do their job in melee range of the enemy. Considering this and and the vanish-rez are the only things that could remotely be considered utility in your statement, I'm guessing you've already realized it's the extent of our utility. I'm here to tell you that not only does that utility suck, it sucks hard compared to every other class. If by "lot", you mean pure healing numbers, you're right, especially since the 1.2 nerfs to the other classes. But don't fool yourself into thinking you bring anything more than that. You don't.
  11. The sad thing is you actually believe this game to be so complex that all of us who don't find it the least bit enjoyable must be doing something that is so completely opposite what the rest of you are doing and therefore need to learn to improve and "adapt". That's why the dwindling group of regulars here find this next point of yours quite ironic, considering the shoe is on the other foot from where we stand: Unfortunately, the BioWare team agrees with you, so what we say doesn't matter. But that doesn't change the fact that we're going to say it. Call us trolls all you want, cuz that's all that's left under this rotted bridge. Including the ones here to do the calling.
  12. You're new to the healer forums (or at least not a long time regular), and not a native english speaker, so I'll give you the benefit of the doubt here. Don't agree with the trolls around here, it makes people less likely to take anything else you might say seriously.
  13. Their "fix" was to remove the lower cast time portion of the buff. Yes, instead of actually fixing it to work properly, they removed functionality from the skill.
  14. Kolto Infusion is not good. Kolto Infusion never was good. Kolto Infusion is now viable, and can be used without being a complete hindrance on the caster, thanks to 3-stack, longer duration TA and, to a lesser extent, the faster Diagnostic Scan. Being an option that is no longer counter-intuitive because it doesn't work quite so harshly against the core mechanics of the class does not a good skill make.
  15. Xaearth

    The nerfs

    Just want to point out that your methods are unfortunately still just as successful as ours... Before someone else tries to offer a "better" way of getting feedback to the dev team.
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