Combat Medic Archive
Thread: Reduce Damage Dealing for Healers?
Message Edited by TheOtherDude on 07-18-2005 07:14 PM
ok... first off the thread topic and the content are 2 different subjects
second off, if you don't want this to turn into a "overpowered" thread don't bring it up... i may suguest editing your stuff if you don't want that to happen...
but to answer your question about healers...
yes it is true that the majority of soles populating the galaxies have healing
yes it is true that this healing is close to the effectivness of a master of said profession
however, no the role of healer's still exist
for instance, yes most people are able to heal themselves... but that is because of the lack of dedicated healers now... not that there arn't any because there are... for instance me
you see, while most people are able to heal themselves, they don't want to
they would much rather have someone else do it for them, so they have more time to focus on killing their target...
i would like to say that the reason why there is a lack of real medic's out there is not because of the ease to get the healing potential.. but because of the currently broken hate that Spray(a very usefull heal) generates... therefore makeing it rather useless in most high end PvE unless you intend to get creamed
oh, and after reading through your post 1 more time.... um... No
TheOtherDude wrote:
Themain problem that drove me to post here, however, itis the fact that the role ofhealers in groups (in PvP, and especially PvE) hasnearly vanished altogether. As a Master Combat Medic, I would enjoy playing the role of healer very much. Prioritizing who gets the heals, deciding which heals to use, and the fact that much of the success of the group is in my control are all aspects of this role that really appeal to me. Unfortunately, due to the fact that nearly everyone can heal themselves and the fact that healing only oneself avoids possible problems with aggro, this role hardly exists in SWG as it is now.
I have to strongly disagree with that statement. My main rolewhenever i play is group healer. Most often all groups are happy to have a healer with them and in the case of a death are very happy to have a rezzer around. As for most players having some sort of healer skill in thier template, it is natural to want it, it allows them to be more self-sufficent when there is not a group healer available or allows them to heal when the grouphealer is busy on someone else.
A damage reduction mod does nothing other than drive players away from any skill with such a mod and will especially anger a true healer as they will not be able to do anything without a group anymore, like difficult quests.
Raider_TNT wrote:
TheOtherDude wrote:
Themain problem that drove me to post here, however, itis the fact that the role ofhealers in groups (in PvP, and especially PvE) hasnearly vanished altogether. As a Master Combat Medic, I would enjoy playing the role of healer very much. Prioritizing who gets the heals, deciding which heals to use, and the fact that much of the success of the group is in my control are all aspects of this role that really appeal to me. Unfortunately, due to the fact that nearly everyone can heal themselves and the fact that healing only oneself avoids possible problems with aggro, this role hardly exists in SWG as it is now.
I have to strongly disagree with that statement. My main rolewhenever i play is group healer. Most often all groups are happy to have a healer with them and in the case of a death are very happy to have a rezzer around. As for most players having some sort of healer skill in thier template, it is natural to want it, it allows them to be more self-sufficent when there is not a group healer available or allows them to heal when the grouphealer is busy on someone else.
A damage reduction mod does nothing other than drive players away from any skill with such a mod and will especially anger a true healer as they will not be able to do anything without a group anymore, like difficult quests.
Big pVp tends to take place over ranges a lot further than 30m. That's why most players have healing in there template, so they can stay alive long enouugh for the proffessional to get to them. Kinda like we teach first aid to people.
TheOtherDude wrote:
I believe healing in general is overpowered in this game. It seems like nearly everyone has the ability to heal damage whether through Doc4000, CM4000, or Jedi Healer4000. This imbalance detracts from the fun of thegame in a variety of ways.Themain problem that drove me to post here, however,is the fact that the role ofhealers in groups (in PvP, and especially PvE) hasnearly vanished altogether. As a Master Combat Medic, I would enjoy playing the role of healer very much. Prioritizing who gets the heals, deciding which heals to use, and the fact that much of the success of the group is in my control are all aspects of this role that really appeal to me. Unfortunately, due to the fact that nearly everyone can heal themselves and the fact that healing only oneself avoids possible problems with aggro, this role hardly exists in SWG as it is now.
If you ever had the pleasure of being the primary healer in a 20 man group on Endor back in the summer of '03, that was truly the heyday of the group healer. Over time buffs nearly killed our profession because they were simply too good. Hardly anyone needed us because of the insane regen rates of foods, doc buffs and spice. After the CU the healer role was pitiful because of the low heal rate and high cool down timers. With the recent change to healing our roles as group healers have been solidified. We can heal better than Jedi which was an important aspect of our profession.
The agro issues while far and few between, can be balanced if you have a good tank or tanks that know how to taunt. This is something that is common among almost all MMORPGs. If you are having issues with agro, then I suggest you get some armor, pick up some combat skills to boost your defense, teach your tanks to taunt, or use Electrolyte to snare and move away from the mob.
Regardless of the fact that anyone can use General Use stims, the healer classes are still needed. The healing those stims provide cannot compare with the healing we can provide.
Raider_TNT wrote:
TheOtherDude wrote:
Themain problem that drove me to post here, however, itis the fact that the role ofhealers in groups (in PvP, and especially PvE) hasnearly vanished altogether. As a Master Combat Medic, I would enjoy playing the role of healer very much. Prioritizing who gets the heals, deciding which heals to use, and the fact that much of the success of the group is in my control are all aspects of this role that really appeal to me. Unfortunately, due to the fact that nearly everyone can heal themselves and the fact that healing only oneself avoids possible problems with aggro, this role hardly exists in SWG as it is now.
I have to strongly disagree with that statement. My main rolewhenever i play is group healer. Most often all groups are happy to have a healer with them and in the case of a death are very happy to have a rezzer around. As for most players having some sort of healer skill in thier template, it is natural to want it, it allows them to be more self-sufficent when there is not a group healer available or allows them to heal when the grouphealer is busy on someone else.
A damage reduction mod does nothing other than drive players away from any skill with such a mod and will especially anger a true healer as they will not be able to do anything without a group anymore, like difficult quests.
As to your first paragraph, I'm not sure how many people have significant healing ability on your server, but I'd say at least 4 out of 5 combatplayerscan heal themselves just fine on Gorath, and more seem to be adding healing to their template everyday. What is the significance of a group healer when everyone can heal themselves? As I pointed out above, would your group be any worse off if youplayed the role ofa damage dealer or crowd controller that could heal yourself?
As far as your second paragraph goes, I can't imagine healers having any trouble soloing even if there was an extreme damage reduction mod added. Healers can survive much longer than non-healers, so even if they dealt significantly less damage they could still win a fight by dealing the lesser damage for a longer period of time.
By the way, rezzers are obviously useful in the group, but rezzing is just one part of the healer role.
Cpl_Fisher wrote:
Raider_TNT wrote:
TheOtherDude wrote:
Themain problem that drove me to post here, however, itis the fact that the role ofhealers in groups (in PvP, and especially PvE) hasnearly vanished altogether. As a Master Combat Medic, I would enjoy playing the role of healer very much. Prioritizing who gets the heals, deciding which heals to use, and the fact that much of the success of the group is in my control are all aspects of this role that really appeal to me. Unfortunately, due to the fact that nearly everyone can heal themselves and the fact that healing only oneself avoids possible problems with aggro, this role hardly exists in SWG as it is now.
I have to strongly disagree with that statement. My main rolewhenever i play is group healer. Most often all groups are happy to have a healer with them and in the case of a death are very happy to have a rezzer around. As for most players having some sort of healer skill in thier template, it is natural to want it, it allows them to be more self-sufficent when there is not a group healer available or allows them to heal when the grouphealer is busy on someone else.
A damage reduction mod does nothing other than drive players away from any skill with such a mod and will especially anger a true healer as they will not be able to do anything without a group anymore, like difficult quests.
Big pVp tends to take place over ranges a lot further than 30m. That's why most players have healing in there template, so they can stay alive long enouugh for the proffessional to get to them. Kinda like we teach first aid to people.
The problem is that nearly everyone can heal like pros and still be able to play a separate, primary role.
Gnuut wrote:
TheOtherDude wrote:
I believe healing in general is overpowered in this game. It seems like nearly everyone has the ability to heal damage whether through Doc4000, CM4000, or Jedi Healer4000. This imbalance detracts from the fun of thegame in a variety of ways.Themain problem that drove me to post here, however,is the fact that the role ofhealers in groups (in PvP, and especially PvE) hasnearly vanished altogether. As a Master Combat Medic, I would enjoy playing the role of healer very much. Prioritizing who gets the heals, deciding which heals to use, and the fact that much of the success of the group is in my control are all aspects of this role that really appeal to me. Unfortunately, due to the fact that nearly everyone can heal themselves and the fact that healing only oneself avoids possible problems with aggro, this role hardly exists in SWG as it is now.
If you ever had the pleasure of being the primary healer in a 20 man group on Endor back in the summer of '03, that was truly the heyday of the group healer. Over time buffs nearly killed our profession because they were simply too good. Hardly anyone needed us because of the insane regen rates of foods, doc buffs and spice. After the CU the healer role was pitiful because of the low heal rate and high cool down timers. With the recent change to healing our roles as group healers have been solidified. We can heal better than Jedi which was an important aspect of our profession.
The agro issues while far and few between, can be balanced if you have a good tank or tanks that know how to taunt. This is something that is common among almost all MMORPGs. If you are having issues with agro, then I suggest you get some armor, pick up some combat skills to boost your defense, teach your tanks to taunt, or use Electrolyte to snare and move away from the mob.
Regardless of the fact that anyone can use General Use stims, the healer classes are still needed. The healing those stims provide cannot compare with the healing we can provide.
The healer class is still needed. There is absolutely no debate about that. In fact, at least some CM/Doc/JediHealeris almost required to be effective in PvP or PvE.
I'm saying that since everyone has healing abilitiesin their templates, dedicated grouphealers are no longer needed. I don't think it should be that way, and I offered my solution in this thread.
TheOtherDude wrote:
The healer class is still needed. There is absolutely no debate about that. In fact, at least some CM/Doc/JediHealeris almost required to be effective in PvP or PvE.
I'm saying that since everyone has healing abilitiesin their templates, dedicated grouphealers are no longer needed. I don't think it should be that way, and I offered my solution in this thread.
OK I'm not understanding the poiint you are trying to make. First you say the healer classes are not needed and then you say they are needed. Please decide which argument you wish to make. You can't base your assumptions on the template decisions of the players on Gorath. Not all servers have gone that way. Think globally, not locally.
Unfortunetly it makes one on one fighting last a bit longer than it should.
TheOtherDude wrote:
Cpl_Fisher wrote:
Raider_TNT wrote:
TheOtherDude wrote:
Themain problem that drove me to post here, however, itis the fact that the role ofhealers in groups (in PvP, and especially PvE) hasnearly vanished altogether. As a Master Combat Medic, I would enjoy playing the role of healer very much. Prioritizing who gets the heals, deciding which heals to use, and the fact that much of the success of the group is in my control are all aspects of this role that really appeal to me. Unfortunately, due to the fact that nearly everyone can heal themselves and the fact that healing only oneself avoids possible problems with aggro, this role hardly exists in SWG as it is now.
I have to strongly disagree with that statement. My main rolewhenever i play is group healer. Most often all groups are happy to have a healer with them and in the case of a death are very happy to have a rezzer around. As for most players having some sort of healer skill in thier template, it is natural to want it, it allows them to be more self-sufficent when there is not a group healer available or allows them to heal when the grouphealer is busy on someone else.
A damage reduction mod does nothing other than drive players away from any skill with such a mod and will especially anger a true healer as they will not be able to do anything without a group anymore, like difficult quests.
Big pVp tends to take place over ranges a lot further than 30m. That's why most players have healing in there template, so they can stay alive long enouugh for the proffessional to get to them. Kinda like we teach first aid to people.
The problem is that nearly everyone can heal like pros and still be able to play a separate, primary role.
I'm a Master CM, and I always manage to run really low on mind during group hunts.