Jedi Archive
Thread: Mandatory Healing in ANY template post CU: Total Poodoo
Its because SWG has created ABSOLUTELY no need for group dynamics nor have they created characters that have defined roles.
1. There is no point to go Doc and MCM. Groups dont need that kind of power because dabbling gets you by easily enough especially with stims.
2. Ranged......Melee.......? It doesn't matter if you have innate or wearable armor. Ranged players can basically stand and go toe to toe if they have to. Having a tank is only necessary if you want to kill lairs quick in a spin group for exp.
3. I realize being able to dabble is what makes this game great but they need to draw up a better tree diagram of skills and make sure that if you go healer you cant get as much offense and vice versa, thereby creating a need for diverse skills in a group since no one person can have it all.
Theres plenty more reasons why you have to have healer and Im not calling for a nerf as I havea little healer in my template now. I just believe that the game mechanics now lend themseleves to a much more PvP based setting than PvE. Dabbler skills have use in PvP where as it doesnt matter what skills you have for PvE as long as you can do damage and heal yourself.
Message Edited by Hulke on 10-03-2005 10:44 AM
Rinviero wrote:
KammaRocca wrote:
So what you're basically saying here is take away self healing from everybody except Jedi?
seems that way
If this is in response to my post. I would take away self healing away from everyone.
Ludo4Real wrote:
We've all been in groups where someone has their 'Healer' icon up ... yeah right.
What we have here is a combat system that DEMANDS by DESIGN that you have Medic, Doctor, Combat Medic, or Jedi Healer in your template or you will die faster than an Ashley Simpson movie.
What we have here is a galaxy full of SELF SERVING HEALERS that can tank by virtue of their healing better than a TKM on spice.
Doctors and Combat Medics, one would imagine, exist to serve others not themselves primarily. Guess that explains why Bounty Hunter and Combat Medic are such good bed fellows - both professions striveforselfless community service. ". . . . . ."
Jedi, however, are known for their amazing self-healing abilities (Luke quickly recovers from his encounter with Vaderafter being rescued by the Falcon and returns to the cockpit to converse with Leia and Lando; Mara Jade fends off a disease using the Force; Obi-Wan is crushed by a catwalk and quickly recovers while Anakin carries him to safety).
It's not about the Heal timers (most peeps use the cooldown bug andachieve2 second bactashots anyhow), it's about howthe ability toHealisn't applied properly.
You think the Force is the all powerful energy that connects all things? Poodoo. It's Bacta.
SOLUTION: Make Healers function BY DESIGN to help OTHERS (primarily). When you use /bactashot, for example, on someone else, it works exactly as it does now. However, when you use /bactashot on yourself it will be 50% effective.
Why? Because self treatment is tricky and almost always a bad idea: they teach you that your first week at the Imperial Medical school.
Jedi Heals, by contrast, can heal themselves for 100% efficiency, but while trying to use the Force to heal others, will only function at 50%. Only a Master Healer can heal others at 100% efficiency.
Now close your eyes and imagine this post becomes implemented by developers . . . . wake up newb, the developers don't read (the forums).
Seriously. For all Healers that actually enjoy healing others, ignore this post.
Message Edited by Ludo4Real on 10-03-2005 12:01 AM
Dancer's/musician's can no longer buff themselves and so perhaps what your stating is correct lol!
KammaRocca wrote:
So what you're basically saying here is take away self healing from everybody except Jedi?
Did you actually read the post? If you reduced the efficiency of healing yourself compared to others by 50%, you still could pop 500 heals every3 seconds if you juggle bactashot and batajab/throw.
It's these emotional self serving defensive comments that turn a constructive thread into a dead end.
In most RPG's healer characters, such as clerics, have to sacrifice damage output andoftensome defensefor the capacity to heal. In SWG, this isn't the case at all.
Pre CU my melee stacker template would give anyone a heck of a fight if they caught me buffed and I *had no medical skills. Now-a-days melee stacker templatesare built on 4000 DoctorandKnight Killer Templates all start withCombat Medic AND for good reason: Bacta rules the galaxy.
Sacrificing any medical/healing in your template should allow you to stack enoughEFFECTIVE defense and offense to becompetitive even without the ability to heal. It doesn't!
Oh, and you ruby poppers ... you must realize that ruby is bugged and will eventually be fixed (Manbari belts /cough). We're not supposed to be able to juggle a stim and ruby every second til our stomachs are full. If you read the description, that food is supposed to reduce the stim timer from 60 seconds to 30 seconds (by half of default).
whiskey7 wrote:I can give myself an I.V. and all I took was the ARMY's Combat LIfesaver courseHealing yourself is a little more difficult, but come on, 50%?
very cool =)
Pday wrote:
chaosSgt wrote:
defender with food buffs, no healer. for moderate dmg situations, ruby biel and stims, spiced tea, blob, kenalli, etc, For pvp go for bigger food buffs/ shorter term & Pixie. AI when the going gets tough, run off (FR2 or burst run or parwan cake) then stim when out of melee range (FR1 often isnt enuf to escape while AI snared)
let me know once you fight someone decent.
/showPvP 1600+
It worked pre-curb and works just as well post curb. Your opponent is healing, your doing damage and not healing. Works best with 700+ dps saber and mls to out damage healing templates. Fighting other defenders is a matter of getting them to turn on AI before you/ having a better saber , better pvp foods/buffs or luck in the lagg of battle.