Jump to content

AllisonLightning

Members
  • Posts

    1,266
  • Joined

Posts posted by AllisonLightning

  1. Another dumb decision, this program is what kept bringing back people, they'd get a free week, and be hooked again.

    Even if they didn't sub, a lot came back and played as preffs, then eventually subbed. The reasons for a lot of us to sub have become less, and less. Someone joked once that BW was trying to kill of this game.....it's not funny anymore.

     

    So I used a referral link simply because I can't after their maintenance, I refuse to put the game back on my computer. I left the game almost a year ago, raided endgame content and was more dabbling PvP by the end (Australian, so it was actually more frustrating than fun there). I've had no desire to play, I watch Twitch streams to keep up with friends who still play and to watch the community. Last time I came back was on the back of a seven day click and Bioware yet again got me paying a subscription.

    One person suggested Bioware simply wants to make people sub straight off. Their decision, I simply know I'm still not interested in playing again because of a lot of their decisions. It might have eventually happened because of friends asking me to come back for a few days and low resistance being back in it.

     

    That will never happen now. I have so many things I'd rather spend money on than immediately subscribing for nostalgia, I'd rather buy a game they're playing on the side or buy them something.

     

    Yes, people were scamming and spamming referral links. When I got CCs it was because I posted in the forums, was helpful, contributed and the like. They prefer people paying for Cartel Coins, their choice but about wanting to bring in new players over current subs hitting links- the game has to be worth something for people to play and subscribe.

     

    And you can't keep making bad decisions, bleeding players and expecting us to come back. The seven day sub being gone is probably good for a lot of former subs breaking the cycle of returning to this game.

  2. They nerfed operative healers via set bonus because of one of the DPS branch- they are even going to give merc healers major compensation for their hurt so it might turn out they are still overtuned on final build. You'll be a lot happier, OP if you just realize they will continue to hurt the wrong spec in order to class balance which they struggle with.

    It took them years to balance sorc healers who feel weak because mercs are busted broken- none of us were meant to outheal mechanics or create cockroach PvP. We can do incredible things with skill that break what our classes should be capable of at the high end- I know madness sorc mains who were in a lot more pain for longer who could pull numbers.

     

    I mean my sub drops in a few days but it's because I need a break from the game because I've gotten a bit over it. Class balance has never been my priority when it comes to why I stay subbed because they will never get it right and it makes you a better player to just ignore them. Yes, they put an overemphasis on PvP- they can and will hurt the wrong branches of a spec in their poor class balancing but it's a common issue with MMOs and you're better off adjusting. You'll be surprised how good you get when you have to push more.

  3. Now my perspective comes from one of PVP, so you will have to remember that.

     

    I fail to see how mercs need a nerf now. Not their heal spec, not either DPS specs in PVP. Merc DPS are now middle of the pack in output and burst, actually I'd put them lower than middle of the pack now. There are better performing classes if you want burst, and there are better DPS specs for AOE, exactly how are mercs OP'd now?

     

    As for healing, mercs are exactly where they need to be to handle the sheer amount of burst damage we now have in PVP. Nerfing this heal spec would render them broken. Again.

     

    Mercs compete with operatives in healing output in PVP, and out-perform sorcs by a small margin in total healing output however they are right in line with Operative healers now.

     

    In fact, I'd still say Operative healers have a higher ceiling than merc healers, meaning a better player will get more out of an Ops healer than a merc healer just from an ability design perspective. Operative healers are harder to play.

     

    The operative heal spec is just as good if not better than the merc heal spec right now, in PVP. it's really more of a matter of difficulty in playing the class not so much the inability of the class to perform when it comes to operative healers.

     

    There's a reason mercs are not as common now and stealths, sorc DPS, PTs, marauders all are more prevalent in the WZs now, that's because they are stronger, easlier to play, and better. People will always favor stronger clases, AKA FOTMs. lol, I mean even snipers are stronger than mercs in the WZs right now. I just am failing to see this outrage about mercs now. If this was 2018 sure, I'd say yeah mercs are over-performing, but not now.

     

    Instead of damaging and destroying a class that actually is working fine, why not focus on classes that actually ARE over-performing, like DPS Operatives? DPS PT? How about bumping up sorc heals so they are comparable to merc heals and Ops heals if they really are that far behind instead of making merc healers irrelevant again?

     

    It's just lovely when I hear that raw healing output on targets when in any fight where you are seriously trying to keep targets up, and not just HoT, nanotech and wave, with nice cooperative healing dummies who stay in one spot, operatives are the best at number fluff (great job hugging mid and eating all that cleave). We're sustain healers who generate numbers simply keeping our procs up and prep so we can keep a target up because our burst is so so at best and can't compete with a merc or sorc with burst which I've been told even in PvP is considered important.

     

    I haven't PvP healed for ages so I assume this is chasing the number leaderboard. Mercs are overtuned enough that in most situations I'd assume between DCDs and their burst overcoming sustain issues, they get much more opportunity to punch the big numbers. I do remember lots of stun lock dead moments.

     

    It's okay though. I like playing a class you have to be good at to play to its best. We've got a high skill ceiling and merc healers should be embarrassed right now when they are beaten by any other healer. The class is overperforming, they have said it's overperforming and they shouldn't stay overtuned. Operative healers weren't overtuned, they were balanced and got affected by the only viable set for healer spec being also a DPS set being nerfed- if DPS mercs get affected by this, it'll be like any other class- collateral damage is a Bioware specialty.

     

    Merc healers in PvP are overtuned because healing was hit with a nerf bat in 6.0 to stop us being cockroaches and making other players cockroaches without anyway to counter us.

  4. I am looking for a guild or group willing to run me threw the ops to get ahold of the Dread Master Title& the Dread Master Mask Pm me I'm on Star Forge my player name is Zarvaak I will trade to show I have the credits once a price has been talked out but I wont pay until after I acquire the items

     

    Good luck finding a sales team then. You go with a reputable group and they will make sure things run smoothly and even refund if something goes wrong with a timer. And with DM, they generally bring buyers in for the last boss as to ensure a smoother experience. The second request is for a Crest and that's a Hateful run. I don't know any sales team who would risk it, you are the unknown new player as opposed to these teams who have made bank on selling these titles and vanity items.

     

    If you'd like your things, find the reputable team who will get you Dread Master and the Crest. And they generally set the price. ;)

  5. I don´t know why they keep nerfing it, after these changes there is probably no reason at all to play operative in nim content if you can play pt... If they would undo the tactical changes maybe... For pvp i don´t know but everything i read is that the tacticals there are the problem which are others than the pve tacticals

     

    I'm really annoyed- they are double dipping with the crit chance nerf which will hurt operative healers where it counts and it's stupid, because we can't double stack- I mean, I appreciate Dxun was made to take advantage of sustain healing requirements. What I don't appreciate is that it looks like NiM Dxun will launch without merc healers being readjusted at all.

  6. Conquest is a point farming joke mode. Take out the high rewards and simply give them as rewards for op weeklies/pvp ranked and unranked- the only reason anyone who plays endgame usually touches it is for mats. And you conquest farmers with your CQ farming monkeys are likely going to ruin the way raiders hit CQ because they'll do something to all the trash in raids we kill on our way.

     

    Unless it happens while I'm raiding, I don't seek out CQ points.

  7. Can games do the right thing and not capitalize on a global pandemic? I mean, the exchange rate in AU has made the subscription more expensive and I would rather measures addressed to keeping sub prices static for international players or actually policing their own game when Italy has an insane death toll towards people who are treating this as one big joke. Send a message to all players telling them we're all in this together and to stay safe.

     

    But a double XP event isn't going to do a thing to help anyone. SWTOR has an insanely fast levelling system.

  8. Hello everyone!

     

    Some new changes for Agents/Smugglers are now on PTS. I have updated my original post so there is a full compiled list, but here are all of the recent changes:

     

    Operative / Scoundrel

    • The Tactician set bonus has been rebalanced:
      • 4 piece - Tactical Overdrive / Hot Streak no longer resets the cooldown of Backstab / Back Blast, the critical chance increasing effect cannot occur more than once every 18 seconds (up from 10 seconds), and the critical chance it provides is 10% (down from 15%)

     

    Medicine / Sawbones

    • Fixed an issue where Kolto Waves did not appropriately generate Tactical Medicine / Bedside Manner when used with the Regenerative Waves tactical item
    • Tactical Item: The effect provided by Diagnostics Probe now lasts up to 15 seconds (up from 6 seconds)

     

    Concealment / Scrapper

    • Prey on the Weak / Pierce and Batter now increases damage done by Laceration / Sucker Punch by 10% on targets affected by your Acid Blade / Flechette Round (up from 5%)
    • Calculated Frenzy / Rolling Punches now increases ranged and tech critical chance by 10% after Backstab / Back Blast is used (up from 5%)

     

    Lethality / Ruffian

    • Cut Down now increases the damage of Lethal Strike / Point Blank Shot , Overload Shot / Quick Shot and Noxious Knives / Lacerating Blast by 15% (up from 5%) and increases the damage of Shiv / Blaster Whip by 10% on targets affected by your poison / bleed effects
    • Acidic Compounds now increases Toxic Blast / Sanguinary Shot damage by 10% (up from 5%)

     

    Let us know what your thoughts! Please tell us if you think certain changes make a class overpowered or underpowered.

     

    I did notice that running the tactical, so this fix for the Regenerative Waves will while remaining a situational tactical, will make it less of a joke. At least you're openly admitting the change to the Tactican's set. The change to the Diagnostic Probe tactical actually make it halfway interesting, I'm not sure if it's worth nerfing surgical probe or what the loss of crit chance would mean for using Injection- which is more worth it the higher it crits, depends on translation.

  9. To be frank, you're about to deliver a whole bunch of class changes that may or may not affect things again with your bolster and everyone will be able to play with the Master Mode changes now. I get you're desperate and likely want more data to play with but please understand, you are skewing your own results unless you deliberately want to see what it's like on live.

    Please don't come to a final decision beforehand and use this opportunity to collect data- especially when there are many DPS classes you are currently in the process of balancing on PTS with an effective nerf in numbers. I mean, otherwise you'll have ended up upsetting everyone in this debate on both sides which leads to further population loss.

  10. I disagree and you know I’m a keen pvp. Every class needs to be balanced for pve and pvp to full fill the “role” they are supposed to represent. ie all healing classes should be able to do the same HPS or they aren’t viable in pve content and will be left out of raids if the other classes perform better.

     

    The problem as I see it is Bioware don’t have the correct methodology of balancing classes. It’s totally flawed for both pve and pvp because it’s all done on training dummies and not actual combat that shows how good or bad the class is when good players use them. They also don’t do the DPS/HPS balancing in conjunction with Survivability or special talents at the same time.

     

    This is where the problems begin and are then Amplified when they try and balance across pve and pvp. Which can also be broken down into ranked pvp vs objective pvp vs story pve vs veteran pve vs master mode pve.

    Different parts of the game require different tactics and some classes perform better or worse than others when those different play styles are used.

     

     

    It comes down to EHPS and how well it can go where it needs to which is why raw HPS numbers are the wrong metric to go by or even a sustained damage enviroment. How well can this healer triage based on their skill set, how well can they keep a tank up and so on as a more specific example but what you said was very right and why balancing in this game has gone to hell.

  11. with healers being nerfed on the pts, sorc changes doesn't improve output to a massive degree and operatives gets a pretty heavy nerf as well as hopefully some merc changes coming as well, it seems Bioware thinks that healers are overperforming. so if you are a healer now and having issues keeping up, you might need to improve a bit more if you wanna continue raiding nightmare after the changes

     

    Wouldn't it be ironic if healers perform on the same level as they do now or worse, with the Master Mode buff and everything. I really wouldn't care as long as it didn't lead to the exclusion of any of the healer classes (they can't balance worth a damn so I'm making noise for my main class) but anyone raiding on NiM currently? If healing pre buff is easier than healing post MM buff, then there would be a problem given their supposed intention, at most it should equalize out. I'm going off your statement and haven't touched PTS (I'll be doing that tomorrow night) but it'd be kinda strange for them to make healing more difficult than no stacks healing- kinda like they should give us the 'mathmatically impossible Dread Guards'... for science. :)

     

    Guess they really want people to die in PvP.

  12. Now please dont exagerate, the only healer class that is allowed to be crying in 6.0 are sorcs. DO you see 2 sorcs being chosen in NiM content? Not preferably, 2 operatives yes. Operatives have always been AOE sustained healers with HOTS. Burst has always been the merc specialty. SO i dont see operatives being relagated even with this change, given the sorc healer changes and the merc healer nerf that is bound to come.

     

    Two operatives in zero VE stacks are not optimal. There's barely a handful of fights where you could get away with it and you wouldn't want to try it. All healers can single target heal. All NiM/MM healers are expected to be able to handle spikes, the issue has been across several expansions and easily repeated where operatives have been tuned to put out the numbers but can't because of class design as yes, our burst is barebones- but is meant to be there, just punishing if we haven't set up our sustain.

     

    Operatives have AoE potential. But between our set bonus changes among other things- we are sustain primarily with mid range AoE to back it up. A bunch of those things act together that to someone who can't see beyond kolto wave spam, thinks that is what gives us our kick- an energy intensive situational heal.

    We are not AoE healers, we have things in out toolkit and the best way to tell this is the healing challenge on Raptus, a good operative definitely punches up there with a merc and sorc because we're designed to have the strongest single target sustain.

     

    No, we should never have a merc or sorc's burst (in a brief window from near zero, even a sorc can outburst an operative now) but we need to have an acceptable for NiM/MM capacity for the barebones burst, supported by our sustain. It's critical surgery and forcing HoT ticks as healed.

     

    Sorc healers spent so long as the meta they don't understand what it truly means to be sidelined as a healing class. Most sorcs weren't forced or asked by anyone to play something else- they simply didn't want to work hard the way operatives have had to work hard always to meet checks. My sympathies go to sorc healers who have been still playing their class and need a buff (sorc healers are still able to do NiM) but seriously, the only double healer comp people generally run is merc. And ironically- often the double healer comp in a NiM Gods fight is two mercs.

     

    I don't want my co healers to be nerfed into the ground. I want all of us to be able to do our jobs well enough and viably enough in MM/NiM to be worthy of an equal inclusion.

     

    I posted that earlier but then it's not nearly as exciting as trying to get an argument or not understanding how class balance affects things in PvE and PvP, as well as other specs in an Advanced Class when targeting one branch which was what this thread was about.

  13. I actually find your comments in this thread disingenious. SO its ok for operatives to have their shinies, but not sin tanks.... :eek:

     

    I have no problem with sin tanks being able to have their unconventional set bonus that some of you run and don't think much of Bioware's approach to balancing via set armor. I wasn't going after the current live incarnation of sins. I was addressing the criticisms brought against a person highlighting an ability from last expansion which hurt non sin tanks immensely as someone who wasn't out of touch. Assassin tanks still have a majority in this expansion and most NiM teams either run one or both- it's just not as prevalent for a dual sin tank combo. They're still decent tanks with amazing utility and aren't considered less viable than the other two tanks the way operatives do as healers every time they affect the mediocre burst we do have, at the same time as everything else.

     

    What we do have keeps the class, the least played healing class from being relegated by the other two when the primary weakness is a key requirement for healers on the NiM/MM level. It's not about shinies and it's rather disingenuous of you to compare this to a comment about the force speed cheese and defending the tank who pointed it out to this, especially since I didn't cite an opinion about your current set bonuses or tacticals or the state of the class.

  14. I agree it's personal preference. I legitimately tried them all.

     

    In early 6.0, I ran Diagnostic Probe for Dxun HM prog. After we beat that and went back into NiM, I swapped to Critical Surgery and never looked back. I just don't like healing with Diagnostic Probe. If you're not careful, you will run yourself out of energy using Underworld Medicine + Kolto Waves. Also, I'm under the opinion that Underworld Medicine is garbage without the 5.x autocrit. I only hardcast UM when my alacrity buffs are on... if at all.

     

    My sentiments exactly. Without the autocrit, it's an energy intensive gamble I can use to proc a TA, usually at the start of a stim boost cycle. Critical Surgery has just been perfect but Underworld Medicine/Kolto Injection is an expensive heal where the guiding knowledge has always been only cast when it's worth it. I heal in a very sustain/sustain single target fashion so the waves tactical just isn't worth it to give Kolto Waves back the kick it had in 5.10.

     

    I've always specced into the HoT and periodic restoration so for me, Infusion is an essential cast- one of my favourite moments when I was rewatching a Brontes team kill was the tank going far getting ticks from probes/nanotech/infusion and their health up and up- full. I heavily use Infusion so I know the probe refresh won't make up for the crit loss which affects so much. I'm downloading PTS tomorrow while I'm at work but the loss of crit, theorycrafting should even have a knock on effect on TA generation as well.

    I mean if they'd just unhook the utility and give us the burst and HoT automatically as Medicine/Sawbones (still worth taking for double probes and DCD heal), I feel like it would go a long ways to accommodate nerfing the set for the sake of Concealment.

     

    I don't think they can balance properly if they don't understand our HPS generation after designing our class around HoTs, sustain and positional punishment after all these years. I mean I'm not sitting here and insisting we should be the most powerful because we're the most difficult/ high APM ceiling healing class. But our class should be able to handle or compensate for our lack of burst and a huge part of that is our HPS generation which has the most stringent requirements for a corresponding EHPS- including things going very wrong with heals that can't keep up.

     

    It's also how you keep endgame PvE content balanced and not have, one healer class whose OP skillset overpowers the content. Sorc being too strong- they can bubble and mitigate damage and heal to the point it becomes worth it to run two of them, mercs- this current expansion and simply outbursting/DCD avoiding mechanics, so you run two of them. No one runs dual operative and we're considered the worst class in the game to double stack (outside of Gods, then sorcs are as well- except for one of the fights).

    Ranked brings a whole other level of criteria where you don't want a situation where 'you don't run this healer against this team's healer who is the best class for it and your group is screwed'.

     

    I really think they need to make two versions of all the sets and tacticals, a PvE version and one that only works in PvP. It's worsening the friction between PvE and PvP players and making both groups frustrated.

  15. Woah, that's literally what we ended up getting word for word. Like they were so influential that all their terrible suggestions got implemented straight into the live servers. Guess that goes to show that writing class guides and being utterly out of touch aren't binary concepts.

     

    The person who wrote that guide was the tank people got to bring their groups through for their Izax NiM kill and are exceptional at tanking. It's okay disagree with the point but they brought up a cheese which hadn't been propping up the class but had made them overpowered.

    They thought FS was overpowered and pointed out an issue with f/management they'd noticed. It's really nice this expansion to heal a combination of tanks and it was a major issue last expansion. Also, it was a DCD tied to a utility I've heard sin tanks who miss FS as a defensive admit it's nice to not need to save force speed and actually use it.

  16. If we look at the feedback so far, both sides brought valid points and all thats left is:

     

     

    6. BW is satisfied with how Op heals are played atm? (We're the healers wich can push the highest HPS atm, and barely half of it are EFH).

     

    Believe an official statement is necessary if you want us to support your game design philosophy. We're all passionate gamers and nerfs will only be supported if they're transparent and logic. Dont leave us hanging in the abyss :)

     

    The reason we push such high HPS is our sustain and if we don't have our sustain up as an operative, we are wrecked and useless. Anyone who looks at the EHPS of what happens when our sustained results in high numbers- look at what went wrong in the fight for that sustain to not just be 'why do you have probes up on this and this person' and the DPS being very very good at positioning. We are the most fragile healer to that.

  17. On forum jedialex always writing like it is a sorc must be the best class in swtor. All other classes must be under sorc, weaker and useless. No sense to listen to him even :rolleyes:

     

    My issue with him is he seems to think it's okay for classes to be damaged for PvE, and in the case of operative healers and a set which is completely set up for them as much as DPS (they sure as hell in their tweaks didn't remove toxic scan to teach us heals to go get the trash healer set)- we're acceptable collateral damage and any spec he wants to see nerfed that has another spec which will be affected also? Perfectly acceptable.

     

    Ranked PvP's imbalances to him outweigh anything else which is wrong when it causes the same negative effects to be passed along to PvE. I'm sick as hell of even in a state of where operative healers are currently tuned (where double merc is even better than merc/op) because it's still a struggle for new operative healers to stay on their classes during progression and not get switched. I tried to help an operative healer in that position learn but he ended up just running merc.

    Our class has zero reward for its high skill ceiling- we have the best sustained heal numbers but our reward for it is another healing class can mitigate our weaknesses by outbursting it and our current state puts us on a viability level where it's a consideration in spite of our lack of burst because our sustain will make up for it and we have a meh response to a spike.

     

    This nerfs us across the board and our sustain will suffer as well, knocking off EHPS/HPS. Which means if sorcs are just buffed far enough and mercs aren't smashed into oblivion- and you know, I don't want my co healers to be nerfed into the ground. I want all of us to be able to do our jobs well enough and viably enough in MM/NiM to be worthy of an equal inclusion.

  18. Dps mercs make use of that +5% healing as well. Even still, I admit I could be wrong, but I don't think I am. The nerf to conc ops is still the most important thing. I'm not sure why some of you op healers are so attached to this set in particular when you could be asking for other kinds of buffs.

     

    The same way operative healers use the 5% DPS boost (so instead of a DCD, contributed DPS to make a NiM DPS check), I'd still use the set without a DPS increase- that extra TA, the healing increase and crit chance. We know where lack so that crit chance helps with our mediocre burst in a mode where it's the major factor in an encounter on the NiM/MM encounter.

     

    I don't know where you get the idea we haven't been asking for a buff to our single target burst- in fact a common response has been, we'll lose some of our AoE potential for it. (Our AoE potential against DTPS had a nerf in 6.0 with the loss of our set bonus and one of our AoE, nanotech is also a single target heal over time.) We've just tended to not ask for overpowered buffs to our class and I think the attitude has hit the point that if we don't make noise here, our class will be recommended against... again.

     

    Nerfing Concealment can be done a targeted way which doesn't affect Medicine or Lethality. I mean, DPS sorcs endured quite a few survivability nerfs because of sorc healers back in the day. It didn't fix the issue and my experience has always been that it's core abilities distinct to the particular branch of the AC causing the issues and the issue will simply reemerge down the line.

  19. Spike damage and burst through almost an entire health pool? Operative healers are the least capable healer in that regard and while maybe, just maybe in PvP you can mitigate some of that through human error. In PvE NiM/MM, the ability to respond to spike damage and bring the required burst window in seconds has always been merc/sorc>operative. Sure, we can have our HoTs ticking and our sustained single target up but if a severe and sudden spike has just put a tank firmly into low health from full requiring massive heals in as few GCDs as possible- there's a clear way to run a healing comp.

     

    PvE has just as much of a priority on class balance, for healers, DPS and tanks as ranked PvP and it's arrogant to assume otherwise because PvP is the most important thing for you.

  20. I want to challenge all those elitist hardcore raiders to upload/stream all the nim ops with the following rules:

     

    1. no crystals

     

    2. no sin tank

     

    3. no merc heal

     

    4. no sorc/pt dps

     

    Show me and the community how easy it is to do with these rules! I mean you are talking about "challenge" and "hard content" and "skill", how about you show it! Don´t make it easy for yourself with the op classes! Show us your skill and that you are up to a challenge!

     

    POINT IS: Noone wants to be forced on special classes to clear the content. The content should be able to be cleared with all classes and this is a step in the right direction. I mean i would be fine with buffing the under performing classes too to an extent where they can compete, but that will probably never happen. So having a few op classes who makes it (maybe) too easy to clear nim is way better than having only those classes able to clear at all. Or maybe just make it scaleable how many stacks you have (0/10/20/30), that is easy "extra" content for everyone,.

     

    Bring the player not the class.

     

    The argument made is that while the stat increase is manageable, the stacks back are a bad idea. It's not going to help to listen to either side of the extreme spectrum because at the end of the day they want these changes to 'ideally happen' before this next patch. Because we've had a sharp population drop and it's not just the players who needed the stacks. Good players have been leaving in droves post stack removal and why? The same reasons as before with the added, now there's fewer people to raid with. A team of decent players having a member drop suddenly has the predicament of filling a spot with tight requirements few can fill. Those players are all on hold till one can be found- and this is on a raw skill metric, without a personality clash which can cause issues in a team but how pragmatic you are in that situation, do you even have the luxury of passing them up?

     

    Stat increase and tweaks, it's a more even handed solution. So insisting on stacks only wastes time they could be making it right and on the other end of the spectrum, your best case scenario is them leaving things as they are? (Maybe enough people won't leave as any good will as a voice of the community is expended) Your worst case scenario is your lack of input balancing, Bioware gives up and just puts stacks back in, which would be a shame. Old content shouldn't be the placeholder for new stuff.

    It hasn't been retaining players or bringing them up and what has ended up frustrating a lot of us is the most important part of it all. Resources wasted on old content because scaling is weird over new raids, new development and whatever success gained in holding this back only means another cycle wasted on old raids instead of already planning a new operation.

     

    Want to get an entire guild to campaign on whatever side of this argument you're on instead of helping them work on the PTS balancing? It will only cause issues in the long run as will trying to skew the results as any undertuning or overtuning will make it to live and let this time sink for the devs continue.

     

    such a change to see an otherwise good discussion be ruined by someone trying to troll and just insult other players.

     

    That has been the last few weeks and frankly, it's made raiding painful.

  21. Then that should be the crux of your complaint. Try to get Bioware to buff or make new op healer sets. The tactician set is a dps set, and conc ops were overperforming in pvp while using it. It's not a complicated issue really. Not to mention that op healers are better than sorc healers in pvp right now.

     

    It runs for all three specs and again, operative healers were not exempt from the wide scale reduction in healing to damage taken. From a PvP perspective on a class with uptime issues, this would be very damaging and if anything concealment operatives should get direct changes than affecting medicine/lethality. And healers in PvP weren't overperforming as a whole and I don't intend to be quiet while this makes it to live.

     

    Operative/scoundrel healers need to not get nerfed into the ground to compensate for the DPS or for having the nerve to be a competitive (not overpowered) spec. But thank you, this will hurt operative/scoundrel healers in PvE and PvP and balance them for neither.

  22. Our group is different, we prefer having a team of people that are fun to raid with and progress as much as we can... I fully expect we will hit a ceiling where our group skill will just not be enough, we are still progressing and getting better. We are not going to force anyone to play FoTM class unless it is their desire to do so, we value people more than achievements in game.

     

    I just asked about double sorc healing because this is what we do and whether it is even possible to do those two achievements with this group composition. If not, we will happily stay out of it until any further changes and save ourselves the frustration. The reason why two sorcs should not be able to do that... I do not understand. Can two mercs do it? If so, why not two operatives or two sorcs? I am fine if two mercs will have easier time doing this, as long as it is doable on two sorcs.

     

    I know very few male sorc healers, would be fun to meet them - also maybe less confusing for the rest of the group when they get constantly confused which healer is which voice :p And I have done my share of meta-chasing to tier raiding in ESO years ago, I know that when chasing server records you just have to submit to meta and do what is needed, but nowadays I would rather wipe on boss and have a good laugh about it in our team than push the score in toxic group of ever-changing composition based on who can parse 100dps more than the other. Been there, done that, got the first place, and no one cares about it.

     

    Mercs yes, operatives- I main the class and we lack burst- there are fights it'd be incredibly painful on in the current state of NiM/MM. It's going to be far harder and from one healer to another- your DPS and tanks are going to have to be very good about maximizing your output in your comp. I mean I co lead a team where we don't run that toxic attitude towards each other and I just think the world of them.

     

    Gatecrasher will be the real difficult one- Dread Master would be easier, for a multitude of reasons. I mean, burn as a problem in Council would depend on your composition but the hardest fight for two sorcs would be Bestia, phase one (which can be timer reset) and maybe right side Calphy, other than that- careful management would probably help smooth things out.

  23. And there needs to be a reason before two sorc heals are allowed into that group?

     

    I'll elaborate- there's no reason for sorc healers to be overbuffed to the point anyone can take them into NiM and easily clear without running into the drawbacks. It should be that way for every healing class. I'm sure Failure, Farming Components and the groups at the very end of the spectrum could. They want to do this- it's going to be much, much more work than running a sorc and a different healer. As it should be.

  24. Since you seem to be very experienced pro nim raider, can you point me to a stream (perhaps in your channel) where a group with 2 sorc healers can do a Gatecrasher/Dread Master now? I tried to search but found none (on the other hand I did not spend hours searching for it, hence why I am asking, I am serious). If it is doable now, it will probably be possible to do it even after those... adjustments (I would not call them buffs) to sorc healing. If it is not doable, then the proposed changes are not enough, because all I can see is that they move around the healing output from one skill to the other, but there is no buff to either aoe healing (but we have a nerf here, yay?) or cast times for burst healing tank (1.2 sec cast is still too long) or force management (we can manage, but when we are "making force" we are doing no healing or dps, so we really feel very useful at that time).

     

    Why am I asking about 2 sorc healer run? Our group has this composition, obviously, but more than that - both me and my co-healer want to play sorc healer. It is a Star Wars game, we want to play class with lightsabers, we do not like guns (could be also why many females play sorc healers and not the others - the aesthetic of the class is a major factor) and we will not switch to a gun class just because it is FoTM now. If it is objectively not possible to do those 2 achievements even with best of the best players, we will just not waste our and our raid group time trying to progress these and stick to something else (I hope EC/TfB/SnV is still 2 sorc healable?). If it is possible, I would like to see how it is done so we can try to do the same.

     

    I will need to hop on PTS to try the changes for a longer time, but from our 2 sorc group perspective - The Empowered Restorer set buff is nice, but only half as much when you have 2 sorcs in a group, as we would compete about bubble healing, which will probably result in only one person wearing it and the other would need to either swallow the bitter pill of nerfed Revitalized Mystic set, or try Endless Offensive/Metaphysical Mender with the caveat that they cannot ever switch around tactical item.

     

    There's no reason for two sorc healers to be able to do that- when double sorc was ultra viable, your class was busted and brokenly OP. Oh, by the way- I'm female and I main operative heals, one of my friends plays merc- actually most of the sorc healer mains I know are guys. I don't play my operative, or my merc or joke heal on my sorc(nothing against the class but when I memed my way onto surviving in 252 gear and a title on my sorc healer last expansion, when I'm as weak as I am on sorc) so I can use pretty animations. I do so to contribute to my group in my chosen and selected role to take down bosses in a team.

    Everyone is different so don't stereotype female NiM players as those who prefer pretty animations over a class's functionality and how it feels.

×
×
  • Create New...