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VixenRawR

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Posts posted by VixenRawR

  1. it already takes three rapid scans to make healing scan instant, unless im understanding your post wrong...

     

    What? No it doesn't. Emergency scan makes healing scan activate instantly. Using rapid scan 3 times in a row in bodyguard spec reduces the heat cost of healing scan to 0. Each rapid scan reduces it by 5 energy to a total of 15 energy which is the cost of healing scan.

  2. While nerfing the merc, the devs must not forget to nerf snipers' defenses and operatives' insane DPS with their annoying knife spam attacks.

     

    Lmao I love when I read post like this. "Annoying knife spam attacks" meanwhile you can't even name the abilities. They probably used backstab, veiled strike, crippling slice, and debilitate and you probably think its all the same ability.

     

    I love how simple minded people can be when calling for nerfs. Because the sound is annoying...the class needs nerfed. I remember reading a post years ago from a thread that went into page 40+ about this guy standing against operatives and how broken they were...his cries ended with them finally admitting that the operatives laughs made them really mad.

     

    So annoying attacks, and annoying laughs = reason why operatives MUST be nerfed. Operatives are probably the least team friendly class in the entire game. While they can do well in 1 v 1 they do not synergize with a team very well at all. Throw a sorc in any spec and it has perfect synergy. Great range, extraction, off healing, aoe knockback and so on. Operatives have poor off healing compared to mercs and sorcs by far.

     

    But yeah, let's nerf them because they sound annoying.

  3. That's why you hard stun them before or after their rolls are up then use your burst if it's white. Ops/maras die much, much faster than a sniper or merc. There's plenty of time to whittle their hp completely down after their rolls are exhausted, after all they aren't going to h2f suddenly or pop an invincible "you can't touch me at all" dcd or brb regaining 10% of my hp while I kite you.

     

    Not to mention if you just root operatives they are a sitting duck. Roll is is a double edge sword dcd. It prevents dmg, but also prevents dealing dmg. People complain about it to much but it's not as great. I would almost rather have real dcds on an op.

     

    I always here people say "Don't attack the merc when it has energy shield or reflect up so they don't heal. The same applies to op roll. Why do people keep attacking it while it rolls?

  4. It's especially dumb for Vanguards, who have a rifle. A 10m rifle, apparently.

     

    If we are going to RP, I could throw a stick further than 10m. Snipers can shoot over half a mile. Last time I checked, when I run away from a thermal detonator...it doesn't follow me. Though tab targeting in RL does work. It makes grocery shopping easy and finding friends in crowds.

  5. are you high? no they won't

    I'm going to recommend you go back in the patch notes and revisit 4.7, when sorc heals *finally* took a massive dent to their force management, which significantly reduced their HPS by requiring them to consume far more often than they had previously. Corruption has never been farther ahead of the other healers than it was from 4.0 - 4.7.

     

    mercs needed to get nerfed and it has more or less nothing to do with healer balance, spare us the salt

     

    "massive dent" You act like sorcs got gutted then and there. So, every other heal class has always had to manage energy...and now that sorc suddenly have to it's a massive dent? Their heals are still superior and easier to manage. The class is the most mobile, 3 cc escapes. Yeah, it was better before....but its still better now.

     

    That's like taking a machine gun with a 30 round magazine (Sorcs) and giving them a 10 round magazine while the other healers have to reload their guns like in the 1700's.

     

    I'm sure the next update using consume will instant proc some heal.

  6. You get a bubble and phase walk and we have nothing

     

    Yeah juggs don't have a h2f, 5 second reflect with utility...one of the best dcds in the game with only a 1 min timer. They don't have another heal timed with a medpack can be another h2f. Mad dash does nothing, can't absorb heatseeker or break roots. Honestly there are no better legendary utilities besides root breaker on mad dash and reflect duration. Let's forget the other dcds, aoe fear, chilling scream...the control a jugg has...leap immunity...yeah juggs are SO weak. The only reason juggs might feel weak is because class stacking. When you have 3 mercs tunneling you, staying ranged, timing net...you feel weak...but guess what. EVERY other class under the same situation is going to end with the same results. The same can be said about 3 juggs on a merc...merc is boned.

     

    The issue is with mercs DCD's. Rework those, less mercs, less nets, less class stacks and so fourth.

     

    Honestly I think balancing the game thru ranked is the worst idea. I've said it before. The result of mercs in 5.0 is straight from complaints from Arena. Mercs were more than fine in 4.0 in regs. Not because "regs are noobs" It's because objectives, 8 team mates creates a different environment that allowed mercs to shine without godly dcds. They had range mobility...way better than any other ranged class short of mayble a lightning sorc.

     

    The use of dcds while stunned should be removed 100% Only stun breaker should work.

     

    Sorcs shouldn't get phasewalk at all.

     

    And honestly...I don't really have the problem people seem to have on a jugg. If people tunnel me because they think I am an easy target I still put up a fight and I don't drop dead because "I have nothing." People die under focus...people SHOULD die under focus...without the ability to kill while focus target...how would anyone ever die? Are dps juggs supposed to survive like a guarded sorc healer?

     

    Most of the problems in this game stem from the current Meta of mercs, and sorc heals.

     

    I DO agree that juggs get a dps boost, along with pretty much every class to counter guards and heals and h2fs. Acting like they are useless and defenseless is a joke though.

     

    If you focus a jugg with 3 players...it still takes awhile to kill it, regardless of how you cc..they got cc too. Operatives and PT's are probably the only classes I feel can melt quickly under direct focus. Timed roots will prevent an op from rolling and they will get ganked. sure they can escape combat...but they might as well be dead because their dps is zero until they get healed...that or jump into combat and repeat with roots but now no escape.

  7. Net, ironically enough.

     

    Yeah, but the way people are acting Mercs biggest dcd will be kolto shot and that will cost 100 heat and have a 3 min cooldown to replace kolto overloads which will be deleted.

  8. Listening to everyone on this forum post is disgusting. All of you are frothing at the mouth at the very IDEA of a merc nerf. "BAN IT" "DESTROY IT" "NERF IT INTO NOTHINGNESS" yeah just so another broken class can come back.

     

    Honestly, I think most of the merc haters are sorc FOTY enthusiasts who have been ruling swtor for years and suddenly the inflow of mercs and net *which has never changed but suddenly a major issue* that actually counters Supreme leader Sorc to actually try. I am all for toning down mercs dcds...but dmg shouldn't be touched.

     

    I take back everything I said about heals...just put dark heal on a 9 second cooldown and the ability to instant cast it and the healing in the game is balanced.

     

    Well once the mercs are nerfed im sure the Swtor Justice Warriors will demand more nerfs to everything but precious sorc heals.

  9. hunting merc rerolls is going to be such fun

     

    Why? They will all be on sorc healers again queing as premades of 4 heals. We will be back to 2-6 healer/tanks in every single warzone on each side. I just can't WAIT! 5.0 was better than 4.0 imo...even with mercs. At least snipers countered mercs...what countered sorc heals? Nothing.

  10. I can tell you aren't very good at pvp. Maybe you play OK in regs but you obviously have no idea about ranked.

     

    Also, I stated very clearly that jugs are difficult to balance and we can't just increase their dcds. I find it funny when you say it is bad thinking on my part and then spew that garbage which just assumes I was saying something completely different than what I wrote.

     

    I would actually slightly decrease sniper/merc dcd's, leave mara as is, and slightly increase dps sorc single target dmg. Ptech's and Jugs would then need buffs but more thought and a bit of reworking would be required for those two classes. I would also look at the new meta (after sniper/merc/sorc changes) and determine whether dps ops and dps sins needed a slight buff.

     

    Also, the problem with people not dying has nothing to do with dps (well except that most dps players are bad). It has everything to do with the lack of matchmaking and healer/tank heavy teams with no cross healing penalties.

     

     

    Ranked is the worst standard for balance in this game. In fact I could bet my account that Mercs OP state now comes directly from complaints from ranked players. Mercs 4.0 were gods in Regs. People act like regs are just filled with nobodies as if the term "regs" vs "ranked" prove actual skill. There are bads and pros in both. I loved my merc in 4.0 I had so much fun but now it's dismal and depressingly boring to play.

     

    If sorcs get more single target then they should lose some aoe capabilities. I've seen plenty of lightning sorcs hit into the 30-35k range and they can still proc additional dmg.

     

    Still don't see the issue with juggs. Ive seen other posts where people whine about being globaled on a jugg. 1 v 8 and I know for a fact I could last at least 10+ seconds. That's just an extreme example.

     

    I do agree with cross healing penalties. When two heals on each side are in a warzone it's just a stalemate and really boring.

  11. I don't agree with much the OP said but one aspect I would expand on is that jug is rather hard to balance.

     

    Lets look at a few scenarios based on class balance as it is now.

     

    Scenario A: Regs and Jug is in a premade (with a healer)

     

    Scenario B: Regs and Jug is pugging

     

    Scenario C: Solo Ranked when not focused

     

    Scenario D: Solo Ranked when focused

     

    In Scenario A jug is just a beast and 2nd only to mara for classes I would put on my regs premade.

     

    In Scenario B Jug is still very strong if played well and definitely not UP (not OP either of course)

     

    In Scenario C Jug is a powerhouse and your dumb team just lost (why didn't you focus the jug you idiots!)

     

    In Scenario D the jug gets raped and his team flames him. However, I have seen several jugs this season that can actually make jug work even when focused. Don't ask me how.

     

    It is just a hard class to balance. The dmg output is great and I really feel like a beast when I play jug in regs. However, it is weak to extreme focus.

     

    In other words Jug is kind of like dps merc last season. If you left the merc alone he was a huge threat to your team but if you focused him hard there was nothing he could do. BW buffed merc to make up for the weak under focus part but all this did was make Mercs over the top OP. The same could easily happen to jug. Jug is pretty much a class that needs a fair amount of rework if you want it to be balanced in both regs and ranked. A straightforward buff is likely not a good idea. This may even by why Jug was not included in the July update and maybe they are thinking about what to do. Of course, being bw it is just as likely that they just forgot to type Jug in their roadmap :) .

     

    You know, I think it sounds great in your head but in reality it's just bad thinking.

     

    "Juggs can't survive being focused"

     

    Uh...that's the point? People have been spoiled to long by sorcs, mercs....and yes even juggs. These 3 classes created the meta of not dying while focused and granted since 5.0 mercs can live longer than juggs it makes it feel different. These 3 classes are like this why? H2f abilities. While sorc lost some bastion healing its healing spec and dps off heals is still the best.

     

    NO ONE SHOULD SURVIVE FOCUS!

     

    "Focus target."

     

    "Can't it has anti focus abilities that make it impossibe to kill."

     

    "You mean the training dummy?"

     

    The ENTIRE point of focusing a target is to kill it. And while a class shouldn't just crumple up and die when attacked by 2 or 3 players they also shouldn't be living long unless team intervention. The point is if someone over reaches to 3 v 1 we can only hope the rest of the team is doing the same to another player.

     

    And juggs have great anti focus. With utility 5 seconds of reflect ever min. ED every 1 1/2 mins basically a h2f. I use mad dash to absorb heatseekers all the time and thermal detonators and such.

     

    I dont see the issue with juggs. An operative will die WAY faster under focus they have 2 minor dcds and are pretty much dead if chain rooted. Since no resolve and root prevents rolls its easy to focus an op. Most people cant focus well and thinking juggs are bad because they die in focus is a bad mindset. Imo everyone should die quick when focused. Use a tank or heals taunts and peels to stay alive. People should die in pvp.....soon it will be whoever caps nodes first wins.

  12. Love this idea.

     

    I'd also like to see small quest chains on planets with Strongholds that a required to be completed to "earn" the privilege of owning a Stronghold.

     

    Something like "save prominent local's family from kidnappers" and said prominent local grants you a Title and Lands (Stronghold) for the service.

     

    I'd also like to see more class specific titles for Strongholds - Consulars being able to call their SH X's Diplomatic Embassy, for example. Which would tie in nicely with having to do a pre-req quest.

     

    There's tons of little packages of content that could be added to the game to flesh it out, make it feel more immersive and offer new options for gaining CXP and Reputations etc.

     

    For my money the very worst of the Class Stories is still better than the post level 50 mono-story.

     

    All The Best

     

    Sounds great! I just hope after saving them I won't be required to spend any credits or cc on it. I mean after all I earned it. =)

  13. I like seeing what I will be paying for instead of flying in blind.

     

    First off, thank you.

     

    I am excited for the nightlife event, it has always been my favorite event out of the others.

    New warzone, yes please! I hope it's not an arena map though.

     

    Ideas that I've had for awhile.

     

    1. Legacy unlock for non CM armor. I have gotten sets of pvp armor that I loved in the past that I still have, but would love to use on new alts. Same goes for other armors. Should be a credit unlock only.

     

    2. I think stronghold decorations should only be locked out in the stronghold you use them in. So if I have 2 Oricon Torches and place both in my DK stronghold, I should be able to jump into my Tatooine SH and place them again. Honestly I really hate getting a new SH and wanting to decorate it and having to strip my other SH. Or at least charge credits to apply them to another SH, though that alone would end up being pretty costly too, but an option would be nice.

     

    3. I am glad they answered this one. I actually spent over 20 mil for a tuning on my marauder...but after thinking about it I just tossed it onto my Jugg. I am glad they are implementing this because I personally won't lose out when I legacy unlock it. =) I do agree with what someone said. They should just be refunded a tuning if used twice on 1 character. Though would be a pain to do I am sure.

     

    4. Training Dummy in SH!!!!!!! I should have put that up at the top lol.

     

    5. I think they made it where I can QT from a spaceport...but can I travel to SH from a spaceport too please? Sometimes I log in and I am sitting on the planet of Tatooine instead of my SH. Then I have to run all the way outside. -.-

     

    6. I know it's a tiny thing. I don't have an issue with it. But for the love of the force, put a beacon on the fleet map to show where the respec trainer is at! XD I am sure it would help plenty of new people.

     

    7. Some sort of hide feature. Hide from friends, guild, and so on. Sometimes you log in and you want to be left alone. Sometimes you don't mind people on your friends list from talking to you but no one in your guild. Also this feature should apply to the mail. That way gold farmers can't mail you anymore. I haven't quite thought this through all the way but appearing offline is nice. Sometimes I have keys to people in my SH and I am on an alt and want to be left alone but the SH shows I am online. Annoying for me, if I want to game in peace. Sure they can't find me now but when I get back on I get an ear full. XD Yah I know it's my personal issues, but I think a lot of players would like extra privacy sometimes.

     

    8. I used to play a game where you could make a note on any players around you. I could rate them 1-5 stars and make a comment on them that I could only read. I loved this because I could easily spot players I liked or didn't like but long forgot their names. (Should be legacy wide so all my alts can see). Also you sometimes get that one player who leeches off you, and talks trash and is a poor attitude in general. I'd rate 1 star and then make a note of what I didn't like. I liked this because the star would be above their head and it was easy to spot. Que up for a warzone and I see 7 1 stars....I know I can cut my loses instantly and que dodge. :D though I could see the problem in that alone, but the only difference is making an effort to remember players vs not remembering.

     

    9. I wish they would give a rocket boost on mounts. Just like rocketboost...increase speed by another 100% or something for 12 seconds. Would be a great QoL for long walks on Alderaan.

     

    10. Dual sniper rifles on a merc...jk =)....or am I?...now I want it...

     

    11. Oh yeah, allow me to put my alts in my SH as decorations. I'd even pay to unlock a new one like a outfit slot. And make it non hologram. Our legacy is supposed to be our family and stuff...wouldn't they live in ...idk your SH? >.< I just wanna show off my characters outfits. grr

  14. I hope someday I can be as perfect as all of you.

     

    Just say you play ranked, have a twitch account, and talk about yourself on at least 3-5 social media platforms. Then you will be the most skilled player. The bigger the ego you have, the better you are. In fact you don't even have to be good at pvp, or even que. Just hang around fleet and type /2 when you talk...then people will know you mean business and are good. OH if you use popular mmo lingo to tell people they are bad that makes you really cool. Like l2p scrub, or git gud, or cool story bro...people will flock around you like bees to honey. Everyone loves someone who is a social sheep with no mind of their own! Remember, don't try to be original....that will threaten your crowd of sheep and turn you into a wolf...you want to be a herd where its safe.

  15. In all fairness, people forget that there are actually new players in the game. Yes, its 5 years old (or more?) but new people join.

     

    When I just started I didn't know that i couldn't catch the ball is I was in stealth (learned the hard way / got flamed)

     

    I also didn't know that if I stealth out it would reset the ball ( flamed again)

     

    Stood on node because I was guarding ( got zapped and flamed)

     

    Odessen is confusing to most newbies and they either do not use the buffs or used the red one on your node. Plus there is sometimes a language barrier because everyone assumes you know what snow and grass mean.

     

    As for people under 115k HP seriously? it means they have sinned against RN-Jesus and needs to attone.

     

    Wow I must be playing with brand new players a lot. Even when I look at their pvp achievements before the game. (Yes you can see that). I like to be aware of what my team can do. I figure if they are in the 70%+ that they should not be making any stupid mistakes period. If they have like 13% I can figure they are still getting a grasp of things...but no...there aren't that many absolute noobs in this game that they don't even recognize the warzone they are in. At least in the warzones I join.

  16. Your fighting 6 of their team alone at east door in VS while your team fights a tank an hlr on west door.

     

    You lose the first door an bridge within 30 seconds.

     

    Your messing around with 4 of them alone at their offnode in CW and your team loses mid.

     

    You lose both offnodes within the first 20 seconds of NC.

     

    Someone calls pylon .5 seconds after the game says "enemy has both pylons! get one back!"

     

    Your hlr gets globaled in 30 seconds in ranked.

     

    6/8 ppl on your team have below 115k hp.

     

    You haven't gained a OPG goal in 3 rounds.

     

     

    I'm sure I missed some....... good times.... long story short, ppl who leave early sometimes have a very good reason.

     

    When your ally passes the ball to the enemy so they can lose aggro.

     

    When stealth at endzone doesn't leave stealth to catch ball.

     

    When atealth escapes combat at max life with ball.

     

    When an ally sits in their own endzone with ball, dies and allows enemy to score instantly.

     

    When a tank guards another tank and you wonder why que as heals?

     

    When a sorc loses a node at the start of the game. 2 cc breakers. How?

     

    When 2 gaurds lose a node to a single stealth...can't tell you how many times flashbang has allowed me to cap under multiple enemies.

     

    When your entire team rushes mid in CW, loses both offnodes and then mid.

     

    When you join a warzone in progress and hear the familiar honking of doors blowing open as you load in.

     

    When half the enemies are marked and aren't heals but someones personal vendetta.

     

    When the Rosetta stone can't even translate the bad communication on your team.

     

    When both doors get planted at the same time...multiple times.

     

    At end of match the enemies healer dmg recieved is close to your dmg done.

     

    When an ally used the Red buff on your node in Odesson.

  17. I love when people get upset with a class that they demand the most impossible nerf...

    Like when 2.0 launched

    Sorc: "Ops are Op....I'll never escape them."

    Operative: "Yay a movement ability."

    Dev: "Don't worry."

    Sin: "Why am I in a sorc vs op thread?"

    Sorc: "I don't want to be tunneled I have light armor."

    Dev: *implements roll bug* We got you covered.

    Sorc: Yah...but if that doesn't work?

    Sin: "back, just tried this phasewalk ability....pretty nifty."

    Dev: "we'll give the sorc a teleport too."

    Sorc: "sounding better....but i'll want more soon..."

    Sin: "nice we both get phasewalk...we are like family!"

    Sorc: "I should never lose abilities."

    Op: "nice I agree, I like crouch, snipe, explosive probe, hidden strike, orbital strike!"

    Dev: "Yah..."

    Sorc: "Teach me the ways of phasewalk sin, and i'll never steal your ability we can share it!"

     

    And here we are in 5.0! Lets remove all merc abilities and give the a roll bug everytime they rocket out. That'll show em....bastion should get 100% reflect....and oh I liked shoulder cannon...can sorcs take that ability too?!

  18. In my opinion rating is practically worth nothing so if you so obsessed with it to insult people because of it than you need to see a doctor! :)

     

    Pvp rating = skill and raw talent. In fact if you play ranked and spam your twitch into chat on fleet, make youtube videos and take lots of selfies it proves one thing. If your face is plastered across social media you must be a celebrity regardless of talent! The sun and the moon shine brightly in the sky, but only one is a star...I think we know that the majority of ranked egos just try and eclipse reality. :)

  19. Then you don't understand or never understood when or how to use Kolto Overload.

     

    Just because it activates and kicks in at 35% doesn't mean you have to wait till your HP gets that low. If you're waiting till it's that low to activate it than you were never using it correctly and, it's no *********** wonder Bioware had to improve the move cause bads like you have been using it incorrectly all along.

     

    It's meant to be activated around 40% or when your HP is getting that close. It is meant to keep you at or around 35% HP when it sinks that low.

     

    The move was never meant to be an OH **** button like the Sorc/Sage Bubble.

     

    Mercs have an OH **** button now and it's RS.

     

    All they have done with Kolto Surge is make playing Merc easier on the bads unable to kite or run and gun. It makes bad mercs seem average and makes the mercs who were already good at the class pretty *********** hard to kill.

     

    All I heard was sorcs need barrier and mercs kolto overload pre 5.0 is good.

     

    L.M.A.O

     

    Are you trolling? Obviously.

     

    I am assuming you've been a sorc main for years. Don't deny it. Angry about mercs and probably think Kolto is a great ability like all things merc.

     

    First off. Kolto overloads at 35% was the most garbage ability in the game. For a THREE min cooldown that didn't justify is actual use. Lol activate at 40%? Sounds great on paper. I think you forget the fact when at 40% its not healing which I assume you know that but the main point is...who the f is now hitting you for only 5% life? More likely you lose 20% of your life in next hit...kolto spools up and bam finisher kills you. That is all I remember of Kolto since launch. You had to use it with energy shield just to hope to live. I've killed so many mercs with it activating as intended in 1 v 1s in the past.

     

    Just ask yourself. Would you take a 3 min kolto over barrier? How about 3 saber reflects or evasions? I'd trade it for kolto shell...it feels about the same.

     

    We all know its a sorry excuse for a heal. I've been asking for the double heals and activate at 70% (moment juggs got E/D). I think the other dcds are insanely stupid but not this one.

     

    Seriously....name any dcd in this game at any point during swtor history that was worse than Kolto overloads? I'd rather have a single kolto probe hovering over me for 3 mins than depend on Kolto barely loads when in a pinch.

     

    merc...sorcererplayer confirmed.

  20. They complain because it's the truth. It's been nerfed into the weakest class. Still playable, but the weakest and not viable for ranked PVP.

     

    Weakest class? I think sorc players act like corruption/madness/lightning are the only specs in the game, just because it isn't up to par to corruption because corruption is the most OP spec in the game at this moment. Madness imo is still the better alternative to lightning...but compared to all specs in game I wouldn't put lightning as the weakest...not when paired with sorc utility which is what makes sorcs strong in general. Give sins phasewalk back, take away the ability to be an almost perma mobile healer...then maybe they could complain.

     

    If mercs didn't hit for 43k, but lets say heatseeker was hitting aoe 26k I am sure people would complain. Lightning is probably the hardest aoe hitting class in the game, besides sustained dps of suppressive fire spam....which imo is probably one of the most broken dmg abilities in this game.

     

    Lightning sorcs have great mobility, range, no energy management issues to think of, great utility and aoe.

    People who say AoE is fluff dmg only applies to sorcs who only use force storm, or poison who just spam poison grenade...of course it's fluff dmg because they can be dumping out more dmg. However when aoe is applied at the most opportune moments it isn't fluff dmg. Poison grenade stacked ontop of teammates dps, suppressive fire...it all adds up and creates more work for heals. Makes it easier to bring down single targets when they got dots ticking on them.

     

    Remove h2f, reducing all healing capabilities of every spec in the game, and take taunt from dps and make it a tank only power. People are supposed to die in a game. Idk when people decided that they should become immortal. Even Qui-gon Jinn didn't use endure pain when killed. Palpatine didn't phasewalk...though he did only spam force storm and force lightning....makes me wonder if sorc pvpers RP more than I thought in warzones.

     

    If everyone was dying more often it would end up balancing out again. Dying sucks but both teams would have to endure it equally.

     

    Honestly half the warzones in this game are as bland as watching a corruption sorc fight another corruption sorc. Yay....

     

    I'm not even talking about ranked, people can say what they want about it I don't consider arena real pvp. Just a more compressed version of the fotm/gear issue this game has.

     

    People are convinced healers shouldn't be easily killed, but at the same time it's no issue killing them if focused. The issue when focusing a healer is if the entire team is focusing the healer it leads into multiple problems. 1. The healer also has a team leaving it with the ability to be guarded, taunted, and peeled for. 2. If they really want to get the healer they forget about the actual purpose of the warzone...objectives. Sure I will die on a healer but I did my job by distracting an entire team while my teammates cap, score, plant and grab orbs. It's called teamwork...dying or not dying matters little if your strategy works. It's why I facepalm when I see a bunch of people chasing an op as it rolls off into the sunset. Like it already won even if it dies later.

     

    Point is, objectives pull away from constant focus on a healer allowing it to keep healing and being guarded...it being overtuned and guard being a joke already...without constant focus a healer/tank will never die besides skill gap (including all teammates) A good tank and healer can't support 6 bad dps against a team of 8 good players.

     

    btw when I say healers I always mean sorc. Ops aren't relevant, and though merc is pretty good, and has great dcd...it's still not as team friendly and as mobile as sorc healing.

     

    Healing is an issue across all specs. I will sorc heal a lot and my friend will sin or jugg tank...and it's always a walk in a park...and when its not, it's because we are fighting 5-6 players by ourselves which usually means our team triple capping, scoring, or just planting door after door as their team clusters around us.

     

    So, dps would be relevant, madness and lightning...but because of overtuned healers, dps specs and the like...it's really hard to do any dmg even as a merc and sniper when a sorc healer can make a mockery of them. People act like net is the end all of everything, it's probably the only cc in the game that actually requires proper usage of a cc breaker to be able to do what you need. Everything else can just be used while stunned or have some immunity.

     

    Anyways ill just sum up the replies so people don't have to reply.

     

    "heals are fine, learn to target. I can kill a heal in gore window at 70% life ALWAYS"

     

    "Separate tank and heals...it's easy...all good heals and tanks are instantly separated with triple 40m pt chain pulls from either side."

     

    "Noob probably just mains merc, doesn't even play heals to know that it takes skill to operate sorc heals."

     

    "Lightning is bad because if I don't see 43k hit it must mean I don't hit hard..." (Guess engineering snipers need a buff)

     

    "Dps using guard makes them weak." (Anyone with a sorc healer guarded isn't weak)

     

    "Sorcs have light armor...they get 2 shotted they are weakest class in game."

     

    "People have always played sorc because they have always been the underdog since launch." (For every new power a sorc got an operative lost one)

     

    "You are a bad random." (Guess I need to post screenshots of me doing high dps against a team with 3 heals and no dmg)

     

    Problem with player mentality and balance in this game is players always feel their favorite class has faced Injustice of some kind. So when their favorite class gets buffed thru the roof then it's fair. They had suffered for so long, so the obvious solution is to make everyone else suffer in turn by facing the wrath of the new FoTM.

     

    So 6.0 will juggs, lightning sorcs, or PT's be the new gods? I'd like to say PT but knowing devs they can't leave sorcs alone for long.

     

     

    So to stay true to the thread. Sorcs need a 2% dmg boost to affliction.

  21. Why do people complain about Lightning spec? Friend and I were both playing lightning sorc and he got a 34k hit. so plus additional dmg will proc so numbers aren't going to show up as 43k like the MAX heatseeker. On top of that the utility sorcs have is nothing to scoff at, they have plenty of tools in their belt and highly mobile and force management doesn't exist either. I think lightning is perfectly fine imo.
  22. Three things sort of lead to the slow transition to number farming rather than objective focused play.

     

    1) General boredom with the game. The rate of actual change in the game (class balance, meta shifts, new maps) is so slow that playing for objectives gets really stale. At least with number farming, it's easier to set goals for yourself ie. aiming for a new PB in dps/hps/prot, killing blows, solo kills etc.

     

    2) The power creep in this game is just horrid. Keep in mind, many of these objective maps were made when class survivability was much lower. It was easier to kill any class, healing uptime was harder due to the lesser mobility and weaker overall aoe healing/reliable single target burst. This lead to more kills, more momentum for a team and an easier time swinging a game around which meant more interesting objective play.

     

    3) 'Main' loyalty. The times many players are nostalgic of ie. 1.x, 2.x days were also a time when alting was not very easy. Getting another max level character took time. Players were relatively less experienced with the game and thus picking up a new class was not as easy as it is these days. A lot of players (much more than now) picked one class and stuck with it despite it being fotm or not. These days, almost everyone has every class at max level. Almost everyone has competency with every class since class playstyle change is not frequent enough to require a lot of time to re-learn. This has lead to a player pool who picks classes to win games; healers are overly abundant because no one wants to play in a team without a healer, tankier dps classes are overly abundant because if you don't get a healer at least you have a chance to outlast opponents, tanks are seeking healers to q with because it improves the chance of success. It's just easier these days to pick something overpowered because everything is more accessible. Suddenly when this is all stacked into both teams, you just get turtle comps where nothing changes and objective play can't really be achieved. If I'm on novare and the opposing team has a tank and healer defending west, 2 healers 1 tank 2 merc dps and an engi sniper at mid, it's just not fun to try break either of those walls to get to objectives.

     

     

    Obvious solution

    Address power creep, suddenly when players are dying more frequently it's harder to farm numbers and objectives are more appealing to go after.

     

    No healers should never die. Tanks should have unlimited guard range. DPS should have multiple h2fs. There should be a billion cc immunities so stuns don't work as intended. Multiple escapes, 5 cc breakers please...I am waiting for when every class has a shoulder cannon equivalent. Soon everyone will dps while stunned too since you can use half the dcds in this game while cc'd.

  23. I'm going to put it bluntly to be absolutely clear: the only people I have ever heard complaining about healers being ridiculously OP, are bad DPS.

     

    I've played with good to great DPS players, those that are doing 4-5k regularly and naturally, and even then sometimes posting their 7k DPS screenshots on Discord, and I can tell you, none of them were b*ing about healers as much as this forum community does. Because they can simply kill them, or if not them, then their team, something. Those "noone dies" matches don't happen unless either matchmaking is really really bad (not a healer issue), or DPS is bad. The biggest complaint I heard is that Backlash (bubble stun) is a bit over the top, and I can agree with that.

     

    Not enough damage? A single DPS of a better discipline can burst for 50-70k. Heatseeker: 30+k. Rail Shot: 20+k. Blazing Bolts: 40+k. Other specs can do similar or even higher numbers. The only way to survive 2 DPS bursting is by kiting (they will reach you sooner than later), using some strong defensive (they are limited and come with some cooldowns) or team help.

     

    Not every spec is born equal, I give you that. Sorc healers are stronger than the other two and probably in need of a few tweaks, but way not as bad as portrayed here. Also, some specs are just plain awful for chasing healers (Conc, Leth, Madness, Pyro, MM), while others (Fury, Carnage, Arsenal, Engi, Deception) are way better.

     

    There's also a reason why healers must survive a 1vs1 one, and that's called team composition. With skank tanks pulling 4-5k DPS regularly you have like 2.5-3 DPS players for every healer. In that context you're still saying one healer should not even be able to survive 1 of those guys? What point is having a healer then?

     

    You can say "well you have tanks", but the sad truth is, most DPS players are awful, and tanks are below. I see 10 good DPS for one good tank. A painfully big majority of tanks simply have no, 0, none idea about tanking, peeling, guard range, or, Lord Above forgive me for even mentioning this obscenity: guardswapping.

     

    And I haven't even touched the topic of CC. With how Resolve is tuned you can be, in the most literal sense, CC'ed for 50% of the time + some hardstuns for the rest of your team. I give you, you don't see this in regs (unless it's a premade vs. premade arena, but that's only technically "regs" anymore), but it's still there.

     

    But I'm telling all this to someone that, despite claiming to be a veteran and trying to give game balance advice still advocates tunneling guarded healers.

     

    EDIT: And you're seriously trying to justify having healers nerfed with a bug (Barrier absorbing acid damage in arenas) that's been resolved since?

     

    So healers have been known to break 10k+ hps but lets say the healer is guarded...now you will have to have a team that can do at least 20k dps which just accounts for guard, between taunts, the tank actually fighting back and probably killing a player...4 dps would still lose to equally skilled tank and healer...so they would need a healer.

     

    I know the barrier bug is gone. The POINT I was making is that every arena depended on winning by barrier because in 4 v 4 no one could even kill the healer ever...it was just a 5 min match of boredom.

     

    Healers are overtuned and if you expect them to be that way with the way tanks are as well and how stupid dcds are in this game...a healer can't be self sufficient and get gaurd and get taunts and get peels...

     

    Also I don't sit here and MAIN a merc or MAIN one class. I play all specs all the time. I heal all 3, I tank all 3 and I dps the rest....I know exactly how strong Sorc heals are because I play a sorc healer. It's stupid on all accounts. Sure if I am on a useless team I'll die, if there is no taunt or gaurds and peels ill die...people act like they should survive ganks...no one does. We all die. Healers should be no exception.

     

    The only reason people get 7k dps lol is because the team lets them freecast and they stand in aoes at all times. A healer and tank will always cc at the best moments to save themselves, interrupt channels or predictable bursts, taunt through high burst, run around a random pillar to interrupt merc and snipers channels and casts. A tank will NEVER get seperated...im sorry but if you are playing equally skilled players it wont happen. The range of guard is insane.

     

    It literally takes almost a full team of focus to really counter heals and a tank. A healer and a tank shouldn't be the boss fight in every warzone...it should be a pain but people should die. Never played any other mmo where the healer just kept everyone at max life all the time. A team with a healer is pretty much promised to win as long as they are equally aware of their surroundings. You won't lose nodes or doors will call...huttball can be the exception but I've played healers since launch and sorcs are probably the easiest class hands down to play and win at. Easier than a merc.

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