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MidnightsMadness

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  1. This. I usually run with friends and even if it is just two of us they cc well. It is absolutely notable when cc isn't broken. My favorite is when someone is cc'd for a cap and someone jumps in, breaks it and they interrupt the cap just enough to prevent it until help arrives. *head on desk*
  2. Hey thank you for your reply. It -was- from Harbinger. And I did have open character slots. I just waited a couple of hours and tried again. And it worked that time. (hence the issue resolved comment) Thing was, and what actually angered me, was when I called customer support what I got (from a real person) was the message about transfers being halted on the 24th. Never mind it wasn't the 24 and maintenance was, at that time, about 10 hour out. And that all that could be done was for me to submit an in game ticket! (Which actually defies logic to me. An in game ticket for an action you can only do on the website? But whatever) Thank you so much for your helpful and considerate reply.
  3. My transfer didn't go through and I was told it was because I had missed the deadline. Really? at 7pm est on the 23rd? edit. This has been resolved. Thank you.
  4. "This perk is virtually useless for people who don't like to level up dozens of characters through GC and pretend the endless grind for more and more GC ranks on characters you will never actively play is fun." This. I only enjoy playing sorc/sage. I was excited to proclaim (and astounded my friends) I even -had- 70s of other classes. Take them to 300 GC? NEVER. Luckily I play to be with friends. Sad thing is watching them disappearing to other games.
  5. "Quote: Originally Posted by ProcessHeals A ~20% healing decrease (averaged based on usage) across all skills when hps output was not the biggest issue to begin with. This strategy overnerfs raw output while not properly address the problems with sorc/sage healing. There are currently two major issues with sorc/sage healing compared to the other classes: The first is that due to simple and overly-forgiving force management combined with over-utilization of 'smart' healing abilities, they're much easier to play at an effective level. The other issue, which is what sees sorcs rising to the top particularly in ranked pvp, is the high mobility and lack of necessary hard casting due to most of the healing being loaded into instant and 'smart' abilities. The proposed changes will have a severe negative impact healers at all skill levels. If it does knock sorcs and sages out of 'fotm' status, it'll only be because the healing output is so far behind the other classes. Any metrics you have showing that sorcs have a significantly higher output than the other classes is due to the fact that target selection and resource management are a lot more forgiving than other classes which allows inexperienced players able to put up bigger numbers than their skill suggests. With all of that being said, here is my counter-proposal with explanations for each item: Increase the cooldown of roaming mend by 5 seconds (15 to 20s) Reduce the base force regenerated by consuming darkness from 40 to 25 Increase the force regenerated by consuming darkness by consuming 1 stack of force surge to 15 (up from 5) (for the)DevNotes: The 5 second cooldown increase to roaming mend will increase the time between burst windows and force healers to think creatively both about what to do with the 3~ extra gcds between mends as well as think more carefully about it's usage as not to waste the potential. The end result is a 30% hps decrease for the ability and approximately a 4% hps decrease overall. It's impossible to make roaming mend ineffective as a single target heal (unless you nerf it by more than 50% or prevent it from hitting a target more than once), but this strategy forces players to do more casting (particularly infusion in single target) between mends......." Increase the cooldown of roaming mend by 5 seconds (15 to 20s) Problem solved.
  6. No but you -did- say This is a function of the guard and the player who gave it. I have done that. Hell I have done that with five people on me. But the tanks that I can duo with who -can- make me into a healing god are few and far between. Any healer can be a healing god if they aren't killable due to outstanding tanking. It is just that sorcs have -required- the guard to do that kind of healing under any real pressure. I run regs. I did my stint of high end ranked in WoW and am no longer interested in the stress ranked brings me. I run with or without a tank depending who is on (and all tanking classes). I run in 4 man premades or solo queue. I solo heal an 8 man or find I am one of five healers. (you think -my- team is happy to see there are 6 healers in the group?) I am in a 4v4 solo to find it is me and three dps sorcs (omg) vs a perfect trinity comp. I have faced a 3 healer 4s and found my team won fairly easily. etc, etc.... I find when solo queing regs I get guarded almost all the time. Usually by a tank who runs to the other side of the map (without communicating where he is going) and doesn't remove his guard allowing me to get blown up almost immediately if the team is high burst, good focus and no cross heals cause yeah solo Que'd regs never face premades. Oh and yeah, "click that guard off" is nearly impossible in the constantly changing buffs especially when under pressure to kite and heal as well.... And I -really- wish there was an easy way to tell, in the chaos of an 8 man reg, who it is that actually guarded me... My point, other than to grumble along with everyone else about the imbalance in comp in regs, is that a comment like "being virtually unkillable when you have a guard on" is dependent upon so many factors (duh) and not really consistently applicable. Yeah you can complain about the unkillable healing sorcs but I don't see anyone complaining about the 5 other games where the sorc was shut down (including here having to spend the entire match running for your life). What I do know about roaming mend is that if I am spending an entire match being chased by someone, often roaming mend is the only healing I can do to anyone other than myself. Get a breather? and yeah back to healing the group - but that means either they have changed focus or suddenly a tank (that golden shining tank upon the hill) has suddenly materialized to help me. I am not suggesting it is more crucial to look at tanks either (though I know there are some issues). It has been my observation (not ever played one) that a tank is super hard to play well. Yeah there are tons of guards tossed around sometimes but the truth is some - if not most - of them are nearly worthless (if not worse than worthless when the tank standing next to you can't guard you). And the true tanks, the ones who love and do their jobs well are precious. Sorry this is so long. But in thinking about what I have written, it seems to me the problem in pvp is far more due to the matchmaking. I don't know what is to be done, but for god's sake, stop holding up the ideal scenario for a sorc (great tank with a supportive team) as a baseline norm! Oh and have fun with this: https://thumb.gyazo.com/thumb/1200/_b17ae03262c09e45f485a2671ace705c-png.jpg (and btw, the low death player on the losing team left mid match)
  7. I don't -think- he meant the sorc was killed by one merc, but that the one merc, by negating those kiting/escape abilities sets the sorc up for a sure burst/focus kill (if not getting off heals and maybe even then). I am going to go out on a limb here and say he isn't bubbling above half health. And he was contrasting that with the escapes the other healing classes had. Maybe I too need to l2p - I certainly still have much to learn - but against a comp that has a merc and co-ordinates the burst (with no off healing), I might as well be alt-tabbed and doing my nails for all the options I have to survive. Also I do still think that if three dps are focused on one sorc healer getting no off heals or guard (think solo Q regs, cause yeah it happens) and you are not killing the sorc it is not a healing issue (think solo Q reg again....).
  8. Never mind that healers are almost always at the bottom of the medal list. I have a WZ where I did 8.5 MIL healing and got 4 medals...... (fighting for an uncontrolled node for nearly an entire match of Civil War - which we did not take). FOUR. 8.5 mil healing....
  9. I couldn't agree more about the resource management comment here. As well as other comments made by the poster.
  10. This. A thousand times this. Why nerf when you can tweak? Looking at HPS without taking into account use and durability is not balancing. And I get that some other healers are not viable. That doesn't mean destroy other classes to the lowest common denominator, but actually try for balance! And healing in general being strong and frustrating has much more I think to the WZs with 4+ healers in them. And while people may not be dying on the healer heavy team, they sure aren't killing the other team. I left a 4v4 yesterday where I was the third healer. And have been on teams that had one healer beat the 3 healer team just by playing smart with stuns and splitting. And before you say the reason there are so many healers is because they are so op, I maintain it is because so many dps mains are finally starting to gear up their healer alts. I heal in pvp and I admit I am only an average sorc healer. I consistently run around 6700-7200k hps when objective downtime doesn't come into play. I often run without a tank and I can be globalled fairly easily if my CC breaks are down by just standing there stunned while focus fire blows me up. And if guarded, pulling my tank from interrupting caps, etc. to just peel and protect me. I admit that sorcs are strong, but if I am facing any kind of talent in a premade or real focus fire I am either blown up or kiting like crazy - usually the former. I am on an -active- server for WZs and find there are plenty of premades running that know what they are doing and can cc and then pump out the dps (ie know how to play their classes well). I came to SWTOR from WOW where I played a holy priest. I loved the sorc heal style because it felt so familiar to me. Squishy class, good solid versatile kit. However I left WoW when holy priests got nerfed so badly they were never taken on progression raids, or god forbid, pvp. LFG style Raids and pvp teams would rather take unexperienced <any other class but holy priest> than a rank 13 experience priest who also had server firsts in raid progression (so no, not a bad player by any definition). I'll play. I'll see how this feels but if I find myself no longer viable but for only the most casual content I will be done with this game. I have not minded the command crate grind. Did I like it? No. But I love pvp healing and to me, spending my time in game doing that was the only thing that didn't make it feel like a grind. Too many of my friends have left for other games, so yeah plenty of places to go.
  11. Yeah, noticed today that the ability is fine on my Sage. Only on my Imperials does it not work correctly. Please help! I use that instant heal constantly in pvp.
  12. Same. It does not proc. Please help! This is part of my rotation.
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