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DrIzzt-DoUrden

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  1. I love the idea This has potential. EDIT: This thread belongs somewhere else though right?
  2. LMAO at that video oh man that was good stuff. Working as intended though gotta love it. But seriously guys there is nothing game breaking about the "newer" resolve system its just that CC's accross the board need a SLIGHT boost in the amount of resolve they produce. The "older" resolve system was really good its just that not everybody knew what they were doing. One random newbie tosses two CC's on a ballcarrier and hes full resolve walking it into the end zone and there's nothing you can do about it. That was not fun The new resolve system is better in my opinion. We definitely need to slightly increase the amount of resolve each CC produces for obvious reasons. Someone mentioned adding 2-4 seconds of total CC immunity after using your CC breaker. I'm down with that I don't think its too much to ask for. It doesn't sound game breaking.
  3. This confirms everything I've been saying from the beginning guys. NERF OPERATIVES
  4. game winners its all tied up in huttball and you use takedown on the ball carrier with 2seconds on the clock to kill him. ball goes to you, and your team wins as time expires.
  5. So ... snipers should have stealth and operatives are op
  6. I can't believe all of you defending this nonsense. If a team has a bubble spec sorc/sage on their team everybody on that team essentially has an extra cc that auto aoe stuns when the bubble is destroyed. What if the other team doesn't have a bubble spec sorc/sage? is this not a huge unfair advantage? I've got a 50 sorc & I can tell you that this cc needs to change. Give it to the sorc & the sage but no one else should have it. Sure you can run around and put bubbles on everyone but you shouldn't be able to give every member of your team an extra cc. No other class can do this. Justify this by giving some equivalent to Mercenarys & Operatives or get rid of it. What about this resolve? 300 resolve for this? really? so not only do sorcerers & sages give out free aoe stuns to their entire team, but when it actually stuns people their resolve only goes up by 300? Remove the stun from sorcs & sages teamates. Or give Mercenarys & Operatives an equivalent. Edit: I understand the need for this stun if you're a dps sorc or sage but understand that you're only hybrid spec'ing to abuse that extra cc you give out to your entire team knowing if the other team doesn't have a hybrid like you, it is simply not fair.
  7. Valid point Verfallin Except for "Actually sniper pay for that total immunity to interrupt by a big lack of mobility, something the current suggestion would actually make a merc a mobile weapon platform you can't do crap about." If changes were made to Power Barrier so that it would provide immunity to interrupts for the duration (15 seconds) then you would need to cast Power Shot or Tracer Missile 3 times to achieve this. During that brief period of time where a Mercenary is vulnerable to interrupts a melee or even a ranged class could interrupt Power Shot or Tracer Missile preventing the stacking of Power Barrier. A sniper on the other hand needs to enter cover and immunity to interrupts and pushback is granted. I suppose your argument is that "well gosh darn it, Snipers don't have all the defensive cooldowns that a Merc has or Heavy flippin Armor or TRACER MISSILES" I guess you're hoping I'll spare you the list of resources a Sniper has at his disposal and I'm going to do just that. Because ya see I don't think you're a moron so I'll try and not treat you like one. Your argument is that you simply want minor changes to the Mercenary/Commando to put them on even ground with the rest of the AC's in this game instead of a huge buff that makes them "FOTM" and I agree with you on that. This class needs something. I think being immune to interrupts would help us in a big way I just think we should be careful how we go about giving that immunity to Mercenary's. Power Barrier is a legit way of doing it because until you reach 5 stacks of Power Barrier (three global cooldowns) then you're still just the same old Mercenary you were before the Power Barrier buff. Seems fair to me. People would have to adapt and focus that Mercenary before he becomes immune or simply LoS when he is immune until that 15 seconds of immunity wears off. (btw ... if they change Power Barrier they most certainly could reduce its duration from 15 seconds to 10 or something) It is not unbelievable omg FOTM time rofl/facespam bambam GOBAMA 4 MORE YEARS over the top like you seem to believe. Snipers are limited in regards to their mobility (from a certain point of view) because they're required to enter cover to gain immunity to pushback & interrupts and to use some of their abilities. But when a melee class of any kind jumps on my Sniper, I don't scream at the ceiling and smash my head into my KB begging baby jesus to smite them and save me .. I simply pop plasma probe / orb strike and proceed to rip them apart until they run away or die. Sometimes I win sometimes I don't. Seems fair to me, in fact I wouldn't have it any other way. Mercenary's are limited in regards to their mobility (from every point of view) because they are stationary cast heavy targets who rely on .... oh fiddlesticks what was the wording he uses ... lemme make sure I get Mr. Peckenpaugh's lingo correct, what was it? "I think it's fair to say that Mercenaries and Commandos have escape issues. Admittedly, they can be very hard to catch when used correctly to hug corners, but a lot of that "escapability" falls aside when attacked by multiple melee enemies, at which point they just aren't quite tough enough to sustain without further escapes." OH YEAH Walls, We rely on walls. Apparently that "escapability" falls short according to Mr. Peckenpaugh's analysis when multiple melee enemies focus 1 target. Go figure
  8. Shields? Tons of Roots? -total immunity to interrupt with 5 stack of power barrier (which means total immunity point) Oh snap, You don't mean total immunity like those pesky Snipers do ya? Oh holy huttballs please no. I imagine it must be a living hell for you to approach a ranged squishy class only to realize upon reaching that golden 4meter range that your interrupt is completely useless. I can imagine that being so devastating for you having to trade blows with someone rather than just pound on them relentlessly while they try to "kite" I can imagine these things because I've got a 50 Sniper, Marauder, Sorcerer, Mercenary and soon to be Operative. Oh you poor little Jawa snatch you. You got cornered in the civil war map in the underground? they hit u with a Concussion Charge? Blasted little zugzugs. You must have been snared for at least 4 seconds whatever did you do? Ex. use jet boost after assassin blows force speed, or a marauder/jug blows leap. CLUCK YEAH! that's EXACTLY what we was missing man thank you holy huttballs again thank u thank u thank u! this whole time I thought our class was imbalanced and we never stood a chance but this whole time we're just missing COMMON SENSE? THANK YOU!
  9. I don't see a problem here. Maybe keep the heat generated by the ability at 33 but reducing the activation time to make it an Instant cast ability doesn't seem overpowered to me. Agreed, It was a bad idea. My theory with Missile Blast was to make it more like the Frag Grenade ability Imperial Agents get, but that ability does about half the damage to up to 5 targets in an 8 meter range. It also has a 6 second cooldown (3 second if talented) In order to do this the whole Missile Blast ability would have to be redesigned and just simply doesn't seem necessary. The Power Barrier thing to me seems like the only legit idea. After reconsideration the entire post seems like a waste of time but I still like my Power Barrier idea.
  10. The old Power Barrier Power Barrier Power Shot and Tracer Missile have a [50 / 100]% chance to generate a Power Barrier that reduces damage taken by 1% for 15 seconds. Stacks up to 5 times. The new Power Barrier Power Barrier Power Shot and Tracer Missile have a [50 / 100]% chance to generate a Power Barrier that reduces damage taken by 1% for 15 seconds. Stacks up to 5 times. Additionally, At 5 stacks you're immune to interrupts for the duration. The old Fusion Missile Fusion Missile Activation: 1.5 secs Heat: 33 Cooldown: 30s Range: 30 m Fires a fusion missile that detonates on contact, dealing 1314 - 1773 kinetic damage to up to 3 targets within 5 meters and searing all targets with radiation burns that deal 1944 additional elemental damage over 6 seconds. Standard and weak targets enter a state of panic from the flames. The new Fusion Missile Fusion Missile Instant Heat: 33 Cooldown: 30s Range: 30 m Fires a fusion missile that detonates on contact, dealing 1314 - 1773 kinetic damage to up to 3 targets within 5 meters and searing all targets with radiation burns that deal 1944 additional elemental damage over 6 seconds. Standard and weak targets enter a state of panic from the flames. The old Muzzle Fluting Muzzle Fluting Reduces the activation time of Power Shot and Tracer Missile by 0.5 seconds. The new Muzzle Fluting Muzzle Fluting Reduces the activation time of Power Shot, Concussion Missile and Tracer Missile by 0.5 seconds. EDIT: Removed my Missile Blast idea, it was absurd. restored the Heat Generated by Fusion Missile back to 33 up from 16
  11. Rage / Focus does not need a nerf. Smash / Force Sweep needs a nerf. If you reduce the damage of a single ability you might not break anything. If you tinker with an entire skill tree you might break something. Just reduce the damage smash & force sweep do by lets say 20-30% and leave the skill tree alone.
  12. Unbound Force Camouflage has a 100% chance to break all movement-impairing effects. Additionally increases the movement speed bonus of Predation by 30% Fade Reduces the cooldown of Blackout by 15 seconds and Force Cloak by 30 seconds. Additionally reduces the damage taken from area effects by 30%
  13. So what you're saying Hexdoll is that the resolve system that's in place is the problem and having a CC breaker on a 1 minute cooldown rather than 2 minutes would not help at all?? So Bioware needs to just scrap the resolve system that they just tweaked and start fresh? maybe roll back to the old resolve system and reopen old wounds. We all know that is not going to happen anytime soon.
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