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iamglass

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  1. I'm assuming this in response to the insta-CC range nerf as opposed to the uber heal buffs + disrupt?
  2. Yes and no. Sure you're squishy, but you have forcespeed, you miss and they don't fall off, just turn around and run away, you'll get some distance before they leap/shoot you, and if you get hook shot, well that's tough cookies. What i mean to say is that it's so easy to do it in a relatively safe manner with the 360 degree push than with the 120, shoot the cloaked variety can easily kill 2-4 people and book it in this manner, the 120 makes it so you need more precision to get this desired affect, you need to position yourself better. And there by make it a less viable tactic, since it's kinda cheesy.
  3. I think i get what you're saying but I don't Devs want to eliminate the possibility of KB'ing someone to a toasty death, they just want you to have the intent of doing it every time instead of every 3/4 times or so. Or if you want to push people off bridges, you have to put yourself more at risk, because if you want to maximize the people you hit you have to stand on the edge and cant stand safely (or more safe than the edges) in the middle.
  4. Yea i get that part, but when i use it, often times its utility. As a healer, i tend to stun high damage dealers that are hitting the people i'm healing, gives me a 4 sec boost to the amount of health that player is getting back. Another neat trick is stunning the snipers sitting on edges in huttball giving ball carriers a chance to jump to them, with good communication of course.
  5. I think the main thing the Devs are going for, is not being able to hit players directly to you sides. Anything greater than that 120 would hit those players. They seem to want a new mechanic for the way consulars/inquisitors use their KB.
  6. really....? Ok, running backwards is about 50%-75% of forward pace, hardly impossible to get away from enemies. In pvp, who's to say you HAVE to run backwards or forwards, there are more ways to go about it too. Left and right while holding right click will cause you to strafe, then it's only a quarter turn to your enemies, not nearly as bad as the full 180 degrees. and in PvE... mobs dont reposition IMMEDIATELY after you move, they don't teleport or walk through each other, thus the mobs that reach you fastest, are the ones directly in front of you and those to your sides/behind you take a little longer, just long enough to activate a KB on them and knock them all away from you (you can check yourself right now, if you run backwards and use your KB, most mobs will get pushed in front of you, you get the occasional 1 or 2 that gets hit sideways. And i never said i think this is a good idea, it's a nerf. A nerf that isn't necessarily something i like, but it's not game breaking. It does change the gameplay for the cons/inqs, however, which may be in the direction devs want it to go. It just means you have to slightly change the style of play that you got used to
  7. I'm figuring that it's not working as intended (which likely means they want you to pick the targets you're going to push, not randomly get kills by hitting some guy that wasn't fighting you into a fire pit), which is sadly one way of looking at something being broken from a developer's stand point. They're changing game play and want to emphasize Force Speed instead of the KB. Yea, i agree with you on the second point. 10m stun for a FULL ranged class seems awkward...
  8. I agree with that, in terms of PvP. And i have no clue why it does, but the general consensus is that defense/shield/absorb (the three big stats in all tanking armor) are fairly useless in terms of PvP as most abilities don't proc any of those. And while it's true that you don't get the same DPS as a deception or madness build, a hybrid build with some darkness in it boasts a fair amount of increased survivability with a median DPS than any single spec build. As it stands, hybrid tanksins are the best DPS tankish classes for PvP (with great utility too if you add in the pull)
  9. Repositioning doesn't happen immediately (however the new FW/O does), hence this little thing called kiting exists... 120 degree arc is nearly a full arc in front of you, it just barely misses things directly to the sides of you...
  10. Force cloak is down 2min for all assassins and 1:30 if spec'd in deception. Secondly, no tank is truly tank-like in any PvP environment, it s just the way the system works and that in itself needs a separate revamp. As it stands now, almost all tanks and the like are using DPS gear, because the Tank gear gives you such a small increase in survivability in exchange for a massive loss of DPS. Also, since when are Assassins not viable tanks in the PvE environment, they are excellent tanks provided you keep your shield ward thing up.
  11. @ sundragon's post: 1) yes, but most enemies will likely be doing the back and forth/circling routine, meaning you will catch some by surprise, especially if you don't always pick back as the method to hit them (sides and front can work to albeit requiring a bit more timing to turn push back) 2) unless you were positioned exactly right, and the enemies were exactly in the right location. you would still run through/into some enemies escaping with the 360 degree arc, this lessens that possibility. 3) not sure what to say about the first part as spamming overload to knock enemies in every which direction was easy, but the second part i completely agree that the range nerf on the stun is unnecessary. dumb, since the sorc/sage is a ranged only class, with no melee specs, therefore it should have a ranged stun. As far as DPS classes go, yea sorc/sages are getting the short end of the stick with these changes. I feel that the new insta heal should ignore gcd (combined with some clutch shields, could extend survivability quite a bit) and the no snare/root should include all movement impairing abilities, so people cannot pull/hook shot you back also, it should be lower on the tree so that both DPS and Healers can make use of it. It shouldn't be a healers only specc'd ability.
  12. Doubled range (15 from 8). I didn't mean the actual KB is further, but because everyone is knocked in the same direction, the overall distance from you and all the melee people hitting you is further, especially if you then turn around and run. Sorry for not being very specific about what i meant. And if you take 10 or so steps back quickly, all targets should be relatively in front of you, at least in that 120 degree cone, unless they react very quickly and stop running around in circles.
  13. run back 5-10 steps, overload, turn around, force speed, LoS. Simpler, enemies get pushed further away from you, ranged would be too far to get hit by overload anyway.
  14. About the change to AoE Overload: You know it's still possible to take like 5 steps back and hit most if not all the people attacking you with the Overload, THEN turn around and run away instead. The range has been increased to 15 from 8 in case most of you missed that. This effectively means that all your targets will be pushed away from you as your run instead of having them haphazardly tossed around you, and in some cases getting unintended/not really deserved kills by knocking them in to acid/fire/off bridges/ etc. (Arguably, it's the attackers fault for standing between a sorc/sage and the hazard but eh.) This also works in PvE. I think if the new heal was taken off GCD, it would make a really nice addition to the both healing and DPS sorc/sages. And it would prevent having to compete for time with healing other people around you. It's not a specced ability, so DPS sages could easily take advantage of it as well. Also, Merc/Commando's: Huge buffs. Healing and Hybrid specs and DPS specs all get nice self heals now. Especially with charged barrel, 5 stacks and you have an instant heal. That seems pretty nice, even if you only get 2 you have only a ~1 sec cast assuming you have 0 alacrity. Sounds pretty nice to me. It seems there was a mis understanding here too, jet boost/concussion charge is not getting nerfed at all. It still has the 360 degree area. EDIT: Although, I do agree about the 10m nerf to electrocute/force stun being unnecessary. It seems to me that those are both crucial to the gameplay of both healing and dps sorcs/sages against ranged DPS/MOBs.
  15. You're kidding right? Sentinels, if played right, are probably some of the most powerful in PvP. Extremely annoying if nothing else, their survivability is pretty ridiculous for a non-tank class with medium armor.
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