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Instead of nerfing healing...


Spacemanbobr

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Just give certain classes, such as Sentinels, Commandos, Shadows, and Gunslingers (and their empire equivalents) -90% incoming healing skills that last for a duration of nearly 10 seconds on a 2 minute or so cooldown. Another skill on a similar cooldown could remove guard and place a 5 second debuff that prevents tanks from reapplying this skill to that target. This would allow for a period of intense focus fire for coordinated groups to counter the heal/tank stacking combo that is becoming an apparent problem in PvP.
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90%?!?

 

I agree that more healing debuffs are required but 90% is too much.

 

it should be scaled with taunts and guards...

 

every dps spec should be given a healing debuff... albeit, it should dispellable by the healer.

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Just give certain classes, such as Sentinels, Commandos, Shadows, and Gunslingers (and their empire equivalents) -90% incoming healing skills that last for a duration of nearly 10 seconds on a 2 minute or so cooldown. Another skill on a similar cooldown could remove guard and place a 5 second debuff that prevents tanks from reapplying this skill to that target. This would allow for a period of intense focus fire for coordinated groups to counter the heal/tank stacking combo that is becoming an apparent problem in PvP.

 

A coordinated group doesn't need assistance with this, its not a problem if everyone is working together and focusing intelligently.

 

Its disorganized chaotic groups that can't kill healers, adding a skill to encourage them to focus still isn't going to make it happen.

 

Also lol 90%

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lol -90% healing done. That 9000 heal now only heals for 900 which is approximately three ticks of Vital Shot, if that. :rolleyes:

 

A Commando healers HoT on their AOE heal would tick for roughly 30 health. rofl

 

Our healers would be Sages/Sorcs, in DPS spec just throwing bubbles on people.

 

Nobody would fully tank because they would just die with guarding someone and be dead weight. They'd just be DPS throwing taunts.

 

You obviously didn't think this through.

Edited by Aramyth
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First of all I don't like the debuff idea because healers already have a **** time playing pvp as it is. They are everyone's target, every time, all the time, and are supposed to keep 7 other people alive too.

 

Second, tanks are also in an iffy spot in pvp because they are completely useless without healers and rated teams only take 1 main tank as a viable comp. Ideal comps are usually 1-3 healers, 1 node guard, 1 tank, and 3-4 dps. Notice something here? For every tank there are at least 1.5 of the other two classes in a typical rated comp, and that's assuming you bring a tank as a node guard (which imo you should, but i've seen guards go dps). Don't even bother tanking in regs because if you end up on a team with no healers you're just wasting a slot.

 

Third, There's no reason to mess with mechanics when healing can just be scaled down.

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A coordinated group doesn't need assistance with this, its not a problem if everyone is working together and focusing intelligently.

 

Its disorganized chaotic groups that can't kill healers, adding a skill to encourage them to focus still isn't going to make it happen.

 

Also lol 90%

 

why should disorganized healing trump disorganized DPS? why should they have it easier?

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what they really need to do is (using empire class as eaxmple, apply to pubs mirror class) is something like:

 

1. give conceal ops and decep sins a skill (top tier) that removes HoTs.

2. give anni marauders and veng juggs a top tier skill (to keep away from smashers) that negates/removes guard

3. increase/add energy needed for instant heals.

4. Give pyro BHs and carnage marauders a top tier skill that lets them not be affected by taunts when used.

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A coordinated group doesn't need assistance with this, its not a problem if everyone is working together and focusing intelligently.

 

Its disorganized chaotic groups that can't kill healers, adding a skill to encourage them to focus still isn't going to make it happen.

 

Also lol 90%

 

If coordinated groups didn't have an issue with this there wouldn't be o many complaints about stalemated deathless ranked matches.

 

There are many ways to deal with this. Buffing dps would shorten ttk across the board which I am not sure is desirable, although some could use a buff. Direct Healer nerf is more reasonable. Incidentally, aoe from smash would have to be nerfed at the same time.

Edited by Aelaias
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why should disorganized healing trump disorganized DPS? why should they have it easier?

 

Disorganized healing < Organized DPS

Disorganized healing = Disorganized DPS

Organized healing > Disorganized DPS

Organized healing = Organized DPS

 

What the problem is?

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Disorganized healing < Organized DPS

Disorganized healing = Disorganized DPS

Organized healing > Disorganized DPS

Organized healing = Organized DPS

 

What the problem is?

 

The problem is organized healing > organized dps and guarded organized healing >>>> organized dps.

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Just give certain classes, such as Sentinels, Commandos, Shadows, and Gunslingers (and their empire equivalents) -90% incoming healing skills that last for a duration of nearly 10 seconds on a 2 minute or so cooldown. Another skill on a similar cooldown could remove guard and place a 5 second debuff that prevents tanks from reapplying this skill to that target. This would allow for a period of intense focus fire for coordinated groups to counter the heal/tank stacking combo that is becoming an apparent problem in PvP.

 

I totally agree that sentinel smash-monkeys should get a 90% healing debuff when they pop guarded by the force, it is simply silly that dps classes have better/more defensive cooldowns than tanks.

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What was really stupid was dropping the health loss from 50% down to 25% in the rage tree. Now people can pop UR/GBTF while getting focus-fired and lose just 25% of their health rather than a much more substantial amount due to being focused and only have to wait 45 secs before they can do it all over again.

 

While at 50% people would just wait til they were near execute range and pop it but now it's become a staple to use it in the rage tree if more than 1 person is beating on them because of the reduced health lost AND the fact that the cooldown on it is dramatically lower.

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Can someone explain to me while healers are OP?

I just don't understand why... they're squishy as hell and have no armor and damage mitigation.

 

Armor and DM don't matter when your heals frequency outpaces damage frequency. You can out heal damage from most DPS classes , when ROSHAM dictates they should only be able to do this against a tank.. With the immunities and resolve, and DR removal for the EXP formula, healers can not be downed in a reasonable amount of time compared to the amount of time in a WZ.

 

Maybe we should just say they are overtuned....:D

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what they really need to do is (using empire class as eaxmple, apply to pubs mirror class) is something like:

 

1. give conceal ops and decep sins a skill (top tier) that removes HoTs.

2. give anni marauders and veng juggs a top tier skill (to keep away from smashers) that negates/removes guard

3. increase/add energy needed for instant heals.

4. Give pyro BHs and carnage marauders a top tier skill that lets them not be affected by taunts when used.

 

Hired.

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Well since you cant make DPS players good, or smart, or focused, I guess nerfing everyone else is necessary.

 

The whole world must fall to the lowest common denominator. God forbid we hold anyone to task and encourage good play. Just nerf things.

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Way to many debuffs to look for mixed in between the massive amounts of tiny icons above someone's health bar. It'd be impossible to keep track of.

 

Just give certain classes, such as Sentinels, Commandos, Shadows, and Gunslingers (and their empire equivalents) -90% incoming healing skills that last for a duration of nearly 10 seconds on a 2 minute or so cooldown. Another skill on a similar cooldown could remove guard and place a 5 second debuff that prevents tanks from reapplying this skill to that target. This would allow for a period of intense focus fire for coordinated groups to counter the heal/tank stacking combo that is becoming an apparent problem in PvP.
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