Jedi Archive
Thread: Non-Jedi Healing is in NO Way over Powered...
Lord-R wrote:
I agree to a point with the OP.
yeah ruby+stim sucks shouldn't work that way but it does.
most of those 4xxxCMs or 4004docs I've faced have nothing to do BUT HEAL lol its what keeps them alive over 1min.
if it wasn't for AB slice and 8K energy armor the fight would lastonly 2-4 swings from my saber.
I would have to guess that a lot of Jedis complain of healing cuz of the bad deal SOE gave them when they took Prems out of the game. Any one that can heal is going to appear over powered in there heals if you hitting them with a 400MAX damage weapon.
word of encouragement to those with sabers like that. Find one of your guildmate Jedis with a saber over 700max damage and set up a small friendly duel between him and a CM counterpart and you will see that even with there "uber heals" they wont be able to heal fast enough. You will see what's waiting for you once you can get some great tunes.
Yes, just like what I posted above. It is a Vicious Cycle. They nerf the sabers/drops and at the same time they boosted the heals for non Jedi. Thus in essence they DID overpower the heals to fit currently in the game and the Jedi situation. One is overpowered because the other is underpowered. That is the problem with the Devs. They don't let the pendulum sit still, they like to have it swing far one way or the other. With this logic, nothing will ever meet a balance.
Basically it depends on what you are comparing it to. They are and they are not overpowered if that makes sense. Sure a 700DPS pre-CU Jedi has a lot easier time. It is no walk in the park, but in the same respect they can ultimately win if they play their cards right. The fact of the matter is, the majority of the post-CU Jedi do not and can not have that luxury at this time to have a saber to compete. Yet the entire game can easily get a higher damaging weapon, stacking DOTs, and awesome heals fractionally easier. That is where its overpowered and out of balance. After all this is POST-CU, don't give to one and prevent another if you are trying to "balance" the game.
They basically even made it more unbalanced by having a majority group more powerful than another group, which leaves a lot of minority groups in the dust. Not to mention this is not just about Jedi. It effects other professions as well with the CL71 Pikeman/Brawler/Doc combinations. If you cant see the godly nature this game posses and the problem it is causing, see the new "snare changes" and now you know why.
Ask yourself this question, if the heals they instituting now are NOT overpowering in the current circumstances, then why is everyone forced to have those healing templates over diversity? Nuff Said!
Message Edited by TheNarcis on 10-14-2005 10:42 PM
StormTroopercpt0 wrote:
MsNiL wrote:
If you should have the capability to heal 2000 damage in 6 seconds with just63 skillpoints invested,I want 200 accuracy, 100 speed, armorbreak, criticalstrike and powerhammer license for 63 skillpoints so I can easily dabble myself to what normally requires full profession.
Message Edited by MsNiL on 10-15-2005 03:59 AM
I don't need your smart attitude or appreciate it, I try and Try to be as flame free as i can be, But your Ignorance Blinds you from the Truth, Not my fault You choose An Supposely Gimped Profession for your Jedi.
But in the end if a Jedi Cant kill a Non Jedi Rather Quickly Without any Chance of danger it must be nerfed.
It's clear to me that YOU have no experience with Master Healer, and you havnt taken the time to carefully examine the skillset.
StormTroopercpt0 wrote:
When did the word ''master'' ever came up, Again you speak of masters how about all them jedi 4000 healers etc... Master Healers if they know how to play their temp Are Actually good and can outlast the so called MCM MBH FOTM.. Because i myself have seen it..
Dont shift subjects because you know non jedi heals is not overpowered..
Why are you comparing Master Healer with Master Combat Medic?
MickGrey wrote:
Let's compare CM 4000 vs Healer 4000.
Until recently I had CM 4000 in my template and it ROCKED. I could alternate /bactatoss and /bactaspray in under 6 seconds, in addition to using Stim D's. I regret giving it up, but I needed the skill points.
Healer 4000 has a nice heal-over-time plus a 1500 heal, in addition to using Stim D's.
Has anyone bothered to do some tests comparing these two trees, and showing the results in a spreadsheet? For example, if both characters received the same amount of damage over a 120 second period, how would the characters end up in terms of remaining health, action, mind (and in the case of the Jedi, Force)?
Let's even throw the CM 4000 a bone and pretend they don't have access to enhancers.
Until there's hard data we all can look at and agree upon, this discussion won't get very far.
MsNiL wrote:
If you should have the capability to heal 2000 damage in 6 seconds with just63 skillpoints invested,I want 200 accuracy, 100 speed, armorbreak, criticalstrike and powerhammer license for 63 skillpoints so I can easily dabble myself to what normally requires full profession.
Message Edited by MsNiL on 10-15-2005 03:59 AM
exactly