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Nonnolol

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Posts posted by Nonnolol

  1. Thanks for the Troll. Anyone have some good reasons why Merc healing is OP?

     

    Healing got nerfed across the board. The merc nerfs were most severe, but sorc's were hit hard as well. The angry mob on the pvp forums win again. They literally threaten to quit whenever they don't get what they want, and so far it's worked every time.

     

    Free gear in 1.2, marauder buffs (lol), and across the board healing nerfs.

  2. Do you even play the same game as the rest of us? Sage/sorc, no matter the spec, can 1v1 any class in this game WITH EASE, and if they're heal specced they can survive at least 12-20 seconds of the entire enemy team beating on them.

     

    Your anecdotal experiences are not indubitable facts.

     

    And the fact that you believe that a sorc can stay alive against 8 people for 20 secs is truly mind-blowing. You might be a troll.

  3. That load of bull**** might work on somebody who doesn't know sage/sorc mechanics, but I actually have a level 50 champion geared sage, and they are virtually impossible for any class and any spec to 1v1, and they can last a good minute 1v2 of two dps beating on them, and by then there teammates will come running to help.

     

    You're lost buddy. The sorc/sage class is the weakest class in the game, both as healing and as dps. They're burst is almost nonexistent and they're the most easily killed class in the game. But what can I expect from the guy who thinks that healers shouldn't be able to keep people alive in pve?

  4. Everyone says that healers lost 30% healing and they did, but you're forgetting to factor in PVP gear and even PVP adrenals. That 30% turns into 5% or less does it not?

     

    No because those adrenals are also usable in pve.... And pvp gear has less of the main stat then pve gear (which balances out the expertise)...

     

    I mean why are healers acting like they are so gimped as opposed to being realistic.

     

    Because we have to deal with never ending chains of interrupts and stuns that make us helpless without a lot of cooldowns and/or assistance from teamates.

     

    If you can't hold off 2 people with your defenses and heals then perhaps you need to look into how to play your toon.

     

    I can as long as my cds are up. Once they're down, I die.

     

    The way you healers are portraying it is you have 2 heals, one big one little. You have no defenses or stuns, knockbacks, snares, roots or anything

     

    You make it seem like dpsers don't have stuns, leaps, roots, knockbacks, interrupts and other forms of crowd control.

  5. But when a healer outheals 3 people that dps him than somethings wrong.

     

    However a healer still uses the healing bonus. That is so wrong

     

    I agree with this. If 3 dpsers can't kill a healer then there's something undoubtedly wrong... with those 3 dpsers!! I know an operative that can kill me in his opener when I don't have cooldowns (i have 18.4k hp, 540 expertise).

     

    I can kill full BM gear ops/smug healer no problemo but give me a champ gear merc and there's no way in hell you can kill him unless you get 3 or 4 DPS to focus on him while his shield is up.

     

    That shield is his only major defensive mechanism. Rather than trying to kill him through the shield why don't you do a quick switch and come back to him, you know, when the shield is gone?!

  6. the fact that healers are currently designed to heal nightmare mode raid boss damage means that healing MUST be significantly nerfed if this game is to have any sort of life expectancy. I don't know why these arrogant healers, so full of themselves, don't realize this. People will QUIT and this game will go free to play then eventually get shut down if this continues.

     

    This is the dumbest crap I've ever heard. Obviously heals must be strong enough to keep people alive in pve scenarios. If they weren't, then no ops group would ever bring a healer to any pve encounter ever. It would be just 8-16 dpsers trying to kill a boss before the boss kills them.. But this is probably what you wish pve would be like.

     

    Next, healers lose 30% healing in pvp. I mean, this comment is so dumb that it's really hard to rationalize. And so far your only argument is that "those who disagree with me are biased!" If you have nothing of substance to say, then just please move along..

  7. Except a problem exists where specs(sorc/sage in particular and merc to some extent) can both heal and put out significant damage.

     

    I can't speak for other classes but as a bodygaurd specced merc, there is simply no way for me to dish out more than 175k dmg. My damage moves are simply too heat intensive without the proper talents. In other words, this statement is simply wrong as far as mercenaries are concerned. Maybe a healing sorc would like to add a response to this comment.

     

    There are more collective DPSers than healers, so it is a give in that you see more dps than heals on charts.

     

    I'm talking about at the margin. In other words, it is quite common for a SINGLE dpser to put out bigger numbers than a SINGLE healer (and this is especially true if the opposing team focus's the healer).

     

    However in 2v2 4v4 etc situations the team with more healers will win because they can heal said damage indefinitely without dying..

     

    And what leads you to believe this? The last 3v3 tourney I've seen was dominated by teams with two dps. The main strategy was to quickly obliterate the healer, which happened in basically every fight. Even the Merc/Commando healers died very quickly (the sorc and operatives simply died a little-bit fster).

     

    I'm having a 2v2 tourney on my server this Sunday. Most of the teams that registered a running double dps.

  8. Coming from an MMO vet who PVPs as a primary in any game I play. Your last statement about healers being easy to kill is complete trash. Match 2,3,4 healers on one team and I want to watch you "easily" kill them....

     

    How the hell is a team with 4 healers going to kill a ball-handler with 2 healers? How is that team going to over-run a turret? As I've already mentioned in an earlier response, the damage in pvp is comparable to healing. I frequently see dpser put up higher numbers than healers. You need a mix of healing and damage; 4+ healers is simply redundant.

  9. Nearly full BM and I don't consider myself a scrub, neither do my peers. (grant it this is only one situation) Myself and a guildy BM vanguard earlier tonight are guarding west in alderaan. 2 Healers come up.

     

    Sorc and friend start to hit us until they realize they are getting pounded on DPS. They switch to heals so we tried to focus fire....nothin. Then we tried splitting damage....nothin. This fight lasted for about 2 minutes with us eventually eating crap because we can't sustain any type of damage.

     

    We were in voice comms and working kicks/stuns in unison. I don't think we got anyone lower than 90% after they switched to the healing strat. Fix this please, would have liked to have killed atleast one of em.

     

     

    Yeah bioware, he couldn't kill 2 healers as 1 dps... Please nerf so that he can solo two healers and restore justice to the universe.

  10. Yeah, let's nerf healers, I know when I get into a WZ my first complaint is 'why the **** am I being healed, why are there so many healers!?!'

     

    I'll bet if a healing nerf goes into play, OP will be the first on the forums saying 'why does nobody play a healer, why does nobody heal me when I'm dpsing!?!!?!"

     

    If you want a game with nothing but DPS- GW2 is coming out soon and you can't be a healer or tank in that game, so go knock yourself out with 2 dimensional pvp.

     

    This is just another reaction by an angry player who gets rolled by premades, i.e., coordinated teams. He wants healing removed from the game in order to limit the advantages that these coordinated teams have. He basically wants a mindless free-for-all.

     

    He should pair up with one of these "op" healing classes, learn to communicate and win games.

     

    As opposed to what happen to rift? You know, they just wouldn't fix healing so eventually everyone quit. Guess what? PVP works just fine without healers as well.

     

    So sick of these children threatening to quit the game because they don't get what they want (actually, BW has basically given them everything they've asked for so I guess it's working). Again, I've never played an MMO where healers were this EASY to kill.

  11. As a Full BM/Rakata geared sentinel I can tell you this is plain wrong, sure undergeared or bad healers I eat for breakfast, but a good healer will be on the move, be guarded and use los, in huttball he can jump around in the middle, cleanse dots and slows. I´m far from being a newb in this game and usually focus on healers only if given the chance. A good healer in huttball can evade uptoo 2 good dps while his friend blasts them away.

     

    As a full bm/rakata geared merc i can tell you that this is plain wrong. You either don't know what you're doing or you're rage specced. The amount of dmg an annihilation specced marauder can push out, coupled with, again, two interrupts (one of which is on a 6 second cooldown) and two stuns, should make locking down a healer an extremely easy endeavor.

     

    If you're paired with another dpser, then that healer should have absolutely no chance. Additionally, they cannot cleanse slows and guard is not an ability that healers have. Are you saying that healers are op because you cannot easily solo them when they get help?

     

    I hope not.

     

    That's either complete ********, or you killed really bad healers. Interrupts don't do anything aside breifly lock one healing ability. So unless your healers are drooling morons who have nothing but one healing ability on their toolbar.

     

    You obviously don't know anything about healers. I have 2 castable heals, one of which is on an 8 second cool down. I have two instant heals, one of which is on a 17 second cooldown. Interrupting my big heal puts me way behind on healing if you do any kind of decent damage.

  12. This is the most ridiculous nonsense I've ever heard from this community, and that' saying a lot (this is the community that has a problem with arsenal mercs in pvp). I've never played an mmo where healers were so easily killed.

     

    In WOW, for example, a healer can survive with multiple targets on him for an extended period of time, and this was especially true if individual's failed to land their interrupts (of which there were less of and were typically on longer cds).

     

    In SWTOR, on the other hand, a healer is automatically dead once two fairly capable dpsers focus him down. A good and geared marauder alone should be able to completely lock down any healer in this game (two interrupts, one of which is on a 6 SECOND COOLDOWN and two stuns). Additionally, dps in this game is roughly equivalent to healing. My all-time high (720k healing in a wz) is matched by the dps of my friends, meaning that a solo dpser can kill a solo healer even if he doesn't interrupt; he just needs a chain of crits.

     

    The problem here, as is always the problem, is that healers are typically paired in premades with other competent players. In other words, they're coordinated. Their coordinated team is stomping your uncoordinated team and that makes you angry. Thus you want healers to be removed from the game so that it's an incoherent dps-fest with little-to-no actual thought required.

     

    agreed completely OP. When we come up against a team full of healers we may as well leave warzone, its an exercise in futility trying to win. They stand there and heal each other and never die, be it huttball(far more irritating in this one) or voidstar.

     

    How is a team of full healers ever going to kill your ball-handler?

  13. This analysis is entirely flawed. The point of separating pvp gear from pve gear is to allow BW to implement balance changes in one area without necessarily affecting the performance in another area.

     

    For example: If a class, say Power-techs, do too much damage in PvP, but their PvE performance is working as intended, then in order to fix the former situation, BW merely needs to lower the stats by X% on the pvp gear and/or alter its set bonuses. This will lower the damage noticed in pvp while leaving their PvE performance unaltered. If a PT want's to go back to the pvp damage they had before the change, then they must substitute pvp gear with pve gear, meaning less survivability (but will attain comparable damage).

     

    Without this system a nerf in pvp, for example, will necessarily alter the performance of that class in pve, yielding all sorts of externalities which need to be further fine-tuned, only exacerbating the problem. This is what happened in wow; certain classes got pve buffs which, in turn, made them op in pvp which, in turn, required further changes (and pvp buffs had the same effect for pve).

  14. I think people are misinterpreting my initial point. My point is that there is an imbalance amongst healers, namely the fact that Merc healers have higher survivability than operatives/sorcs. This does not mean that merc healers are overpowered. In fact, even with their relatively high amount of survivability, they are still rather easy to kill (and this is especially true when their shield is down).

     

    Thus, the solution to the problem is not to nerf Merc healers, but rather to buff all healers, some more than others (Merc survivability needs to be buffed less relative to operatives/sorcs).

  15. .. to buff all healers by varying degrees rather than nerf merc healers. A merc healer is just as easy to kill, if not easier, than any other healer once his 2 min cd is down. The amount of interrupts/stuns in this game, coupled with the failed resolve mechanic, makes healing extremely difficult vs any coordinated team. You basically need guard on you at all times vs 2+ more dps (fake casting is not a viable option because by the time you juke all the interrupts you'll die in their stuns).

     

    And this isn't just a problem for healing; it's a problem for casting in general. Melee dps has huge advantages when it comes to pvp.

  16. Vanguard/vanguard/commando healer ended up winning the tournament.

     

    The powertech/vanguard nerf coming in a bit should help balance things out a lot, but sage's still have the problem of dying instantly vs 2+ coordinated melee DPS.

     

    All healers have this problem at the moment. Guard is absolutely essential and even then it wont save you for long vs 2 competent dps. The game simply has too many interrupts and stuns and expertise does not provide enough survivability.

  17. Hello all I am currently leveling a merc-healer. I do have a (50 scoundrel/sawbones specc'd healer). I figured it would be great to heal in heavy armor, and you know what? It is! having said that I am level 36 now and am finding it more difficult to keep my group up in q's and heroics. I am not really sure if i should be stacking crit, alacrity,power, or surge.

    I try not to compare my smugglers heals with the mercs because I know they are two different types of healers. Truth be told I enjoy healing no matter the class or skills they have.( the more difficult the class is to use the more I like the challenge.) I would like some input on a rotation, skills , gear whatever any of my BH brethren would care to share. I just want to be great at what I am doing and would like the advice on how to get there.

     

    Itemization is not an issue at lvl 36. You basically just use whatever they give you. If you're having problems healing in groups then it's probably a technical issue (most likely poor heat management, probably due to the fact that you don't yet have emergency scan).

     

    At lvl 50, to answer your question, you want to use power, crit, surge and alacrity. Stats typically have varying returns to scale at the margin which eventually go negative (diminishing returns). This means that you don't want to stack one stat too much since the opportunity cost becomes greater and greater. Typically, you use power and crit whenever they give it to you and you find some balance between surge and alacrity.

     

    Also, you will want to find a balance between expertise and aim/endurance (since there's a stat-expertise tradeoff between pvp and pve gear). Without math it's all very speculative, primarily based on experience and trial/error.

  18. The end goal of PvP'ing should be having fun, not grinding out gear. It should be a contest of skill.

     

    If people really want pvp to be about skill, then everyone should just get some standard equipment. As in sports, you should be able to earn rewards such as money (credits), trophies, titles, rings (cosmetic items), and even cars (mounts) like in real life. However, you shouldn't get shoes which help you jump higher and run faster in basketball or uniforms which enhance your strength so you can smash people harder in football. That would be rediculous. Imagine Kevin Durrant with gloves that add to his accuracy when he's shooting the ball? Or the gear Kobe Bryant would have, with 5 rings? Jordan could still be dominating the league with performance enhancing equipment with how much he dominated and how much more he'd own with all that enhanced gear.

     

    Give rewards to people who put in the time to grind stuff out.

    Give rewards to people who make skillful plays and win.

    skill should not = time nor time = skill

     

    Regardless of whether you pvp for 15 minutes a day or 15 hours a day, do NOT give a person a statistical advantage over the other. The advantage should be in your skills and teamwork, developed through play.

     

    Do you disagree and feel the need to grind out gear which will help you beat someone else? Then you're asking for a crutch. Chances are, if you play enough where you feel you deserve gear, then you also have a team, use vent, and are decent at pvp, due to the amount of time you put in. Why would you require any additional assistance vs a guy who only plays a couple matches a day?

     

    BW is busy satisfying the demands of the worst players who don't understand or ignore the fact that half the fun comes from actually EARNING your gear. This is what an MMO is about; it is literally work (and at the end it's all worth it, if the game is designed well). The joy one gets from getting that big, shiny two-handed sword (or light-saber in this game) and obliterating those who wish they had it is hard to express. The problem with this game is not that gear is too hard to get but rather that there is no real relationship between gear and skill, something I hoped would change in 1.2 with the introduction of ranked wzs.

     

    The people who are bad at this game will not be made better by having the best gear thrown at them. Again, you actually get better by earning your gear; by playing countless bg/arena games and learning your class. The only thing that will happen is that you ruin the experience for those who actually care enough about this game to play it and care about its integrity.

     

    Unfortunately, it seems as though BW has already given up on this game and is pandering to those who don't really enjoy it and/or understand MMO's in general.

  19. How to implement Arena in SWTOR:

     

    Don't

     

    How insightful... No one is forcing you to play arena's. If competitive, small-scale pvp intimidates you, then don't do it. I know that there is a huge population demanding it.

     

    Please, future comments should focus on the actual content of my thread (are my tips good or are they bad?).

  20. It is often alleged that the introduction of the arena system in WOW's first expansion ultimately ruined the game altogether. The argument generally goes as such:

     

    The attempt to balance the game around multiple dimensions (2v2, 3v3, 5v5, battlegrounds and PvE) made the process so delicate and volatile that any change set off a chain of negative unintended consequences which required additional changes, setting off additional chains of negative unintended consequences (and so on and so forth). Ultimately, the attempt to balance the game transformed the game (for the worse) entirely.

     

    There is no doubt, at least in my mind, that this argument is correct. At the same time, though, it is a non sequitur to say that because Blizzard's implementation was suboptimal, that it cannot be done properly Not only would this be ridiculous, but it would be, if carried out, extremely unprofitable. The demand for this sort of game-play is torrential.

     

    BW needs to learn from blizzard's mistakes. Here are some tips that bioware should keep in mind:

     

    1. Keep PvP and PvE separate

     

    PvP gear should be the best type of gear (for the most part) for PvP scenario's and, likewise, PvE gear should be the best type of gear for PvE encounters (some pve gear for pvp is okay, as long as it's relatively minimal). This means introducing some sort of resilience-like stat which BW has already done with expertise. Expertise may require some sort of buff; either increase the amount given on each pvp piece or increase the returns at the margin.

     

    The advantage of this should be self-evident. If a class, say Power-techs, do too much damage in PvP, but their PvE performance is working as intended, then in order to fix the former situation BW merely needs to lower the stats by X% on the pvp gear and/or alter the set bonuses. This will lower the damage noticed in pvp while leaving their PvE performance unaltered. If a PT want's to go back to the pvp damage they had before the change, then they must substitute pvp gear with pve gear, meaning less survivability.

     

    Additionally, it does not give an enormous advantage to one class of players, namely those with access to PvE gear (remember rogues with Ilidan's twin blades?).

     

    2. Pick one format, and one format only

     

    Simply put, either make it 3v3 or 5v5 (definitely not 2v2). The advantage here is obvious: you don't have to try to balance the game around additional and unnecessary dimensions.

     

    3. Keep it simple stupid

     

    We don't need dozens of arena maps and we don't need maps with burning bridges, randomly spawning tornadoes and we absolutely do not need maps with multiple floors that arbitrarily give advantages to other classes, specifically force-users (remember Blade's Edge arena?).

     

    The arena maps should be simple; an open area with a few pillars for line-of-sight play is all that is required.

     

    4. Class/specc synergy is key

     

    Not every specc and not every team comp needs to be viable. If you want to play with your friends, but all 3 of you rolled healers, for some odd reason, then don't expect BW to alter the game in order to make your idiotic 3v3 comp viable. Additionally, BW does not have to accommodate individuals that prefer using pve speccs in pvp situations. Arsenal mercenaries, for example, have great sustained damage per second but their burst is lacking. There's no need to give this specc additional burst and potentially cause a problem for PvE.

     

    If you want to pvp either pick the correct specc or re-roll a class that has the play-style that you enjoy. This will take additional effort on your part, but this is absolutely key in order to protect the game's integrity. Blizzard tried to make everything viable until eventually team-comp and synergy were severely diminished.

     

    5. Too many cc/stuns

     

    This game has way too many interrupts and stuns/cc's. This sort of utility should be given to classes that lack in other areas. For example, Juggernaut damage is sub-par in pvp. You can remedy this issue by allowing them to keep their interrupt and taking away interrupts from other, more powerful classes (powertechs, for example). The same can be said for stuns. Not every class needs a stun; I see now reason why powertechs need 2 stuns (I would eliminate electrodart from the game entirely).

     

    If BW is uncomfortable with such a change then they need to change resolve (i.e., make it cap out faster in order to punish cc/stun spamming play).

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