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Yamiote

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  1. I'm fed up of being in totally unbalanced teams in same faction matches when this could easily be solved with a better matching system. You may say 'you have bolster'. Yes, I do, but low levels don't have that many skills as 55+. I decided to suggest this after my last PVP in which my team higher level was 50 and the other lowest was 51. In this pic, you can see that it was a republic vs republic game, as I selected one enemy vanguard, and the list of everyone in the Ancient Hypergate with these levels: My team: 32-37-39-42-42-46-47-50 Op team: 51-51-51-53-56-56-59-59 The same could be applied to healers and tanks. I'm also tired of fighting against teams with 2 or 3 high level healers who heal each other and with none in my team.
  2. I would be totally up for this. That 6% healing and just 6 DoT crits is ridiculous for all those 30 fury stacks. I guess noone is complaining about this because noone is playing this spec anymore.
  3. I totally agree. Exfiltrate change is fine with me, but not the one of Surgical Precision. I don't think the healing made with Surgical Probe is that huge - indeed it's a low healing - so it needs to be nerfed. If that change is done, it will make it a not useful skill. Comparing defensive skills of all healers: Sages/Sorcerers have Sprint (from level 16) to run away, Force Armor (at level 14) which absorbs some damage and Force Barrier (at level 51) which makes them invincible during 10 seconds (time that may end the cooldown on their autoheal and sprint, end the Force-imbalance debuff...). They also have the Force Wave (at level 3 I think) to push enemies away. Commando/Mercenary have the 'Hold the line' so they cant be stopped, they cant be interrupted when they activate their shield (which protects them too), Adrenaline Rush to heal them when their health is low, they can push back in 360º and slow their enemies, they can build up some damage absortion shields with their 30 charges skill and the kolto bomb and also the shields that heal them when they take damage... Scoundrel/Operative have Dodge during 3 seconds, Defense Screen (which doesn't absorb a lot, at least not that much as Sage's) and the periodic healing skills Slow Release Medpack and Kolto Cloud (which are not very useful to survive). They also have Exfiltrate but only after level 51. Of course, they can get stealthed receiving 0 healing for some seconds (making them useless for a while for their team). With the future changes they will only have one true healing skill, Underworld Medicine (for Scoundrels), that if it gets interrupted, it will leave you at your enemies mercy cause you will want to spend the Upper hand in Emergency Medpac instead of Kolto Pack (as the first is inmediate and has no cooldown). I think that if that change is made the healing made by it should be increased, but another solution could be leaving it like it is but reduce its (already low) healing or maybe the percentage. I don't think that raising the percentage will make it better, as 6 seconds are enough to kill someone 2 or 3 times (as stuns, interrupts, pushbacks contribute to that...). Conclusion: I think that this change as it is thought will make Scoundrel/Operative healers the worst with a difference.
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