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1,000,000.......................healing!!!!!!!!!

SystemSystem Member, NoReporting Posts: 178,019 Arc User
edited August 2010 in PvP Gameplay
Yeah, and in an arena too... And 500k damage(the most in the match) and I lost. Just look at the pic.

http://s930.photobucket.com/albums/ad146/Luepert/?action=view&current=11milhealing.jpg&newest=1

Cryptic, if you can get 1.1 mil healing and 550k damage in an arena match then the matches are WAY too long.
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2010
    Do remember shield healing is now taking into account and there are plenty of abilities that leave a HoT on both shields and hull.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2010
    Cursix wrote:
    Do remember shield healing is now taking into account and there are plenty of abilities that leave a HoT on both shields and hull.

    Ohhhh.... I hadn't been playing for several weeks until 3 days ago. Didn't know that. Interesting that shield healing in included and shield damage is not.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2010
    As has been pointed out before, large numbers across the board generally indicate that both teams were ineffective at scoring kills. This is most common in cruiserfests, where everybody does a whole bunch of easily-healed damage. However, there are many circumstances under which a team can fail to produce lethal offensive spikes or pressure, nearly all of which stem from a significant lack of coordination.

    A player-based solution is possible (get more coordinated).

    From the "big picture" standpoint, however, it simply illustrates that PUG and "casual premade" matches play out in certain ways that should be taken into direct account during balancing.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2010
    Edgecase wrote: »
    As has been pointed out before, large numbers across the board generally indicate that both teams were ineffective at scoring kills. This is most common in cruiserfests, where everybody does a whole bunch of easily-healed damage. However, there are many circumstances under which a team can fail to produce lethal offensive spikes or pressure, nearly all of which stem from a significant lack of coordination.

    A player-based solution is possible (get more coordinated).

    From the "big picture" standpoint, however, it simply illustrates that PUG and "casual premade" matches play out in certain ways that should be taken into direct account during balancing.

    Yeah, I just pug, I can't get in a fleet. :(
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2010
    Edgecase wrote: »
    As has been pointed out before, large numbers across the board generally indicate that both teams were ineffective at scoring kills. This is most common in cruiserfests, where everybody does a whole bunch of easily-healed damage. However, there are many circumstances under which a team can fail to produce lethal offensive spikes or pressure, nearly all of which stem from a significant lack of coordination.

    A player-based solution is possible (get more coordinated).

    From the "big picture" standpoint, however, it simply illustrates that PUG and "casual premade" matches play out in certain ways that should be taken into direct account during balancing.

    Yeah, that or you run into a team where both sides have 1-2mil in healing between 2 cruisers heh. Our premade fought another premade a week or so ago where both myself and the other team's primary cruiser healed in the 1 to 1.2 million range, and we each had backup cruisers doing 500-600k in healing and doing decent pew pew support. That tends to drag out a match. We lost, but it was a heck of a fight at least.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2010
    All the healing in the world wont save you if your team can't generate kills on the scoreboard.

    There are certain things even the main healer can do to assist with that task.

    Coordinating with escorts is usually vital for ending a fight in a timely manner, for example.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2010
    Vennie22 wrote:
    All the healing in the world wont save you if your team can't generate kills on the scoreboard.

    There are certain things even the main healer can do to assist with that task.

    Coordinating with escorts is usually vital for ending a fight in a timely manner, for example.

    Well I did have more damage than all the escorts in the match...

    And actually if theoretically I did have all the healing in the world, my team would be impossible to kill and would eventually win because the enemy would get no kills at all. LOL
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2010
    Good Golly man! Your Chief Medical officer must really hate your Captain for all the work. That a lot of healing.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2010
    Luepert wrote: »
    Well I did have more damage than all the escorts in the match...

    And actually if theoretically I did have all the healing in the world, my team would be impossible to kill and would eventually win because the enemy would get no kills at all. LOL

    Then the escorts were a liability or the other team was more effective at hindering them. Either way, they won.
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