Combat Medic Archive

Thread: Reduce Damage Dealing for Healers?

TheOtherDude
Mon Jul 18, 2005 7:09 pm
#1


Sorry if this is the wrong forum. I couldn't find a general forum that seemed to fit, and since I am a Combat Medic I decided to post this here.


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.


I would appreciate it if we couldavoid debating whether or not healing is overpowered in this thread because that it not whatthis thread is about. Assuming healing is indeed overpowered, I suggest the following as a fix:


Adda mod that reduces the overall damage the player does. This mod would be addedto the novice box of healing professions. I am thinking around 5-10% for novice medic, 25-35% for novice CM/Doc, and I don't really have any idea what would be appropriate for Jedi Healer. These numbers could prove to be way off after testing, but you get the general idea. Also,I don't think these mods should stack(ie 5% from Medicplus 25% from Combat Medic should not equal 30% but only the 25% from CM). Stacking the mods would heavily discourage CM/Doc templates, and I see no reason to do that.


So, if we can all just entertain the thought that healing is overpowered at the moment, what do you guys think of this solution?

Message Edited by TheOtherDude on 07-18-2005 07:14 PM

Zimal
Mon Jul 18, 2005 7:22 pm
#2

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





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TheOtherDude
Mon Jul 18, 2005 8:02 pm
#3

Well, I feltI had to bring up theidea that healers are overpowered.If we assume that healers are balanced right now, making this changewould mean makinghealers underpowered. So that's why I brought upthe balance issue. It's said that the mark or a great mind is to be able to entertain a thought without necessarily accepting it. That's all I'm asking people to dohere.


This is what I gather from the rest of your post:


The reasonto have adedicated healer is so other players can focus more on their primary roles.


To that I retort:


If that's the case, then why not just get rid of your dedicated healer and replace him with someone that can focus on dealing damage and alsoheal himself when he needs it? You'd be better off that way when you consider the aggro problems dedicated healers can create, and no worse off even if healers didn't generate any aggro.
Raider_TNT
Mon Jul 18, 2005 8:23 pm
#4






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.



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Cpl_Fisher
Mon Jul 18, 2005 8:37 pm
#5






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.



Member of the Rock alliance.
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Gnuut
Mon Jul 18, 2005 9:13 pm
#6




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.






Grau'din
Elder Combat Medic
Magnumus Mysterium MYST
I am not a support class.
I am a chemical warfare expert.
I am a bio-warrior.
I am a zerg-stopper.
I am a Master CM. Run for your life....

TheOtherDude
Mon Jul 18, 2005 9:50 pm
#7






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.


TheOtherDude
Mon Jul 18, 2005 9:52 pm
#8






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.
TheOtherDude
Mon Jul 18, 2005 9:59 pm
#9






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.


Gnuut
Mon Jul 18, 2005 11:11 pm
#10





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.






Grau'din
Elder Combat Medic
Magnumus Mysterium MYST
I am not a support class.
I am a chemical warfare expert.
I am a bio-warrior.
I am a zerg-stopper.
I am a Master CM. Run for your life....

Quandry
Mon Jul 18, 2005 11:20 pm
#11

They made healing stronger because the way it was a healer had no hope at all of actualy keeping a group alive not to mention just the tank.


Unfortunetly it makes one on one fighting last a bit longer than it should.



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Cpl_Fisher
Tue Jul 19, 2005 1:21 am
#12






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.



Member of the Rock alliance.
CO of DD 214
Member of EC-p8r militia
"Have faith in God, but believe in antimatter"
Bounty Hunters kill for credits, Commando's kill for the hell of it!
TheOtherDude
Tue Jul 19, 2005 4:04 am
#13

For starters, you don't need to Traumatize and Hemorrhage the creatures


Seriously, though, I don't see what relevance your comment abovehas to the topic. If you're healing people that could be healing themselves then you are most likelyjust wasting youreffort that could be better spent on another roleand risking aggroing the creature onto you. If not everyone in your group can heal themselves then you can expect that to change before long. If it doesn't change then consider yourself lucky, but there is no reason why it shouldn't change. Every competitive PvPand solo-PvE template contains practically as much healing power as you have.
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