tootoofun Posted August 12, 2013 Posted August 12, 2013 change the diminishing returns on alacrity. i dunno about other servers but teams are queuing with 4 healers, which makes anything impossible to kill. something needs to be done. having 4 or 5 ppl focusing on a healer to down it is a joke, almost impossible with 2....impossible with 3. put the crit curve on it.
cashogy_reborn Posted August 12, 2013 Posted August 12, 2013 Yeah, its definitely b/c of all that alacrity stacking.....
Wainamoinen Posted August 12, 2013 Posted August 12, 2013 Actually, if you believe healers are OP, then bumping Trauma up would be much simpler, more effective and less likely to lead to unexpected screwiness. Though I was hesitant to make the suggestion in case it would be regarded as encouragement.
cycao Posted August 12, 2013 Posted August 12, 2013 Actually, if you believe healers are OP, then bumping Trauma up would be much simpler, more effective and less likely to lead to unexpected screwiness. Though I was hesitant to make the suggestion in case it would be regarded as encouragement. Messing with trauma is not the way to go. I honestly don't know what can be done but increasing the trauma debuff would totally screw over merc healing unless they get some big buffs.
Wainamoinen Posted August 12, 2013 Posted August 12, 2013 (edited) Messing with trauma is not the way to go. I honestly don't know what can be done but increasing the trauma debuff would totally screw over merc healing unless they get some big buffs. Trauma affects all in-combat PVP healing - you want to tone down healing (as OP seems to here, when not hyperventilating), I'd say it's the way to go. I'm not going to argue that of the three heling specs, merc heals are at the bottom of the pile - but that's an argument to buff merc heals. Perhaps while also making Trauma bite harder. Net effect of both = healing less powerful, but merc healers could compete with ops and sorcs for the role. Should make any changes in Trauma with small incremental steps to see how it's balancing though, not some big swing that makes all healers pathetic punchbags overnight. More frequent balance tweaks ftw, gl with that. edit: not some "messing" in the sense of changing how Trauma works, just changing the value of the percentage debuff it implements. Edited August 12, 2013 by Wainamoinen
cashogy_reborn Posted August 12, 2013 Posted August 12, 2013 Messing with trauma is not the way to go. I honestly don't know what can be done but increasing the trauma debuff would totally screw over merc healing unless they get some big buffs. It would affect Mercs the same way it would affect Sorcs/Ops. Adjusting Trauma would change the baseline healing level, and thus maintain the current status quo (Ops > Sorcs > Mercs) Merc healing needs some skill tree changes/class mechanic adjustments for it to improve. A baseline change would do very little to bring them in line with the 2 other healing ACs.
sanchito Posted August 12, 2013 Posted August 12, 2013 in my opinion healing is a bit too strong, and so is smash. Introducing some gentle diminishing returns on power would improve both at the same time, and additionally make min maxing a bit more interesting.
sithBracer Posted August 12, 2013 Posted August 12, 2013 in my opinion healing is a bit too strong, and so is smash. Introducing some gentle diminishing returns on power would improve both at the same time, and additionally make min maxing a bit more interesting. Agreed.
BigDumbViking Posted August 12, 2013 Posted August 12, 2013 in my opinion healing is a bit too strong, and so is smash. Introducing some gentle diminishing returns on power would improve both at the same time, and additionally make min maxing a bit more interesting. Smash needs more than just DR on power... 2 smash monkeys working together can dps down 5 people in seconds. 4 healers still is no match for 2 decent geared smash warriors.
Grue_Hunter Posted August 12, 2013 Posted August 12, 2013 Yeah, its definitely b/c of all that alacrity stacking..... That's assuming people keep the same mods for their gear.
TridusSWTOR Posted August 12, 2013 Posted August 12, 2013 Healers are fine, L2P. Don't make my PVP casual.
Baalzamon Posted August 13, 2013 Posted August 13, 2013 When OP and Scoundrels hot crit for 2,4k then something is not right. Healers are OP as hell in this game they need to be nerfed hard. And its boring when no one dies in warzones.
sithBracer Posted August 13, 2013 Posted August 13, 2013 When OP and Scoundrels hot crit for 2,4k then something is not right. Healers are OP as hell in this game they need to be nerfed hard. And its boring when no one dies in warzones. I suggest playing against 2 decently geared smashers and say the same thing, or even better min/maxed conqueror smashers. Then you will see how OP healers are.
FloKat Posted August 13, 2013 Posted August 13, 2013 Healers are perfectly fine, it is funny when you see a lot of smashmonkeys BIS rolling on a team no one is crying for nerf ahaha. And 'tis boring to have the PVE part *****d up everytime in every mmo because of the crybabies asking for nerf from pvp. The best thing to do is to revamp all warzone, no more fight no more cries...no more pvp, don't forget to change the Huttball into Sarcastaball while at it too .... and then we will have peace.
Savej Posted August 13, 2013 Posted August 13, 2013 (edited) Smash needs more than just DR on power... 2 smash monkeys working together can dps down 5 people in seconds. 4 healers still is no match for 2 decent geared smash warriors. 5 people playing bad should die fast, right? But... smash does less than 1/3rd of a geared target's health and that's if taunts/guards/cds aren't used. Even if they stand there, stacked on each other and don't interfere in any way with the smashers, it will take the smashers a bit over 30 seconds to kill 5 ppl. 2 mercs or snipers or maybe even sorcs could kill them faster. Edited August 13, 2013 by Savej
Jaiyne Posted August 13, 2013 Posted August 13, 2013 All of you saying "healing is OP" are regstars, amirite? Nothing wrong with that but it certainly is a whole different world playing ranked. Play competitive ranked and tell me heals are too strong.
Achyllis Posted August 13, 2013 Posted August 13, 2013 The best "fix" is to make the PvP queue function similarly to the PvE queue. You queue as a role: dps, heals or tank and once you are in the queue your respec ability is disabled. Teams should always consist of 1-2 tanks, 2-3 heals and the rest dps in such a scenario. Or something like that.
Savej Posted August 13, 2013 Posted August 13, 2013 All of you saying "healing is OP" are regstars, amirite? Nothing wrong with that but it certainly is a whole different world playing ranked. Play competitive ranked and tell me heals are too strong. Most wzs are reg wzs. Just because healers can die when focused and cc'd does not mean there's nothing wrong with them.
yauhen_pt Posted August 13, 2013 Posted August 13, 2013 change the diminishing returns on alacrity. i dunno about other servers but teams are queuing with 4 healers, which makes anything impossible to kill. something needs to be done. having 4 or 5 ppl focusing on a healer to down it is a joke, almost impossible with 2....impossible with 3. put the crit curve on it. oh.. operatives, nerf em. sorc heal is fine.
cycao Posted August 13, 2013 Posted August 13, 2013 The best "fix" is to make the PvP queue function similarly to the PvE queue. You queue as a role: dps, heals or tank and once you are in the queue your respec ability is disabled. Teams should always consist of 1-2 tanks, 2-3 heals and the rest dps in such a scenario. Or something like that. ...no
Arkerus Posted August 13, 2013 Posted August 13, 2013 The simple fix is simply force healers to actually MANAGE their energy supply. As it stands right now any healer in the game can cast any heal with zero impact to their resource management. Heavy heals should be very expensive while dots and light heals are obviously less so. if they don't do that they need to reduce healing effectiveness across the board. Pick one.
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