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Baarabas

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  1. Question? Does this mean it has its own icon? Is it a seperate ability from Missle Blast to click?
  2. What was the point of this. I actually get stunned more and stay stunned longer now than I ever did prior to the resolve "fix". Let me get this straight: -Ranged classes could stun from 30m. -Melee classes can mainly stun from melee range. -Thus in "theory" ranged classes could stun Ranged (30% population) and Melee (70%) classes (R+M=100% stunning occurring) all the time. Ranged classes can stun 100% of population. -Melee classes could only stun melee classes (70%). -Advantage Ranged. -1.4 "fixed" resolve so that: -1.4 also nerf'd Range classes stuns to melee range (except Sniper). -This in theory was "good" for Range, in that now Range cannot stun Range classes (thus only 70% stunning is occurring in the game). Reality: -Ranged stun at 10m now. Melee stun at that range. 100% stunning is still occurring, except it is occurring at melee range. (Disadvantage ranged) -Nerf never took into account all the speed boosters and gap closers melee has at their disposal to get into stunning range. In addition they are all equiped with 2+ insta-cast stuns, and more break snares. -Ranged classes still only have one instant stun. -Resolve fix actually ensures your are stunned more so to return balance the Devs had to find a place to reduce stunning somehow. -It didnt work very well. -Ranged classes suffer in return.
  3. Yeah, it is really a noticable gimp in PvP. I know Pyro's use it on offense more than we use it on defense. With all the cast time, it actually holds our opponents in place so we can cast a whopper on them. Believe it or not, I use it with DFA. To me, DFA without a stun is near worthless in PvP. With a properly applied offensive stun (applied at range) DFA helps return some DPS to a Merc Class that has been nerf'd continously since the first patch.
  4. The 10m nerf to this ability is ridiculous. Ranged stuns weren’t the problem, we only have 1!!!!! This nerf alone caused me to unsub. I am back to see what 1.6 will bring, but every time I go to fire it off I am reminded how incompetent our Devs are. This was the stupidest nerf!!!! I will probably unsub again if it is not fixed in 1.6.
  5. Baarabas

    Merc is TERRIBLE

    I cant agree with this more. 12,000 count thread and not a peep from a Dev. Yet Rage Smash Jug gets feedback.
  6. Baarabas

    Merc is TERRIBLE

    My brother and I were just discussing this last night (as well as force lightning for the sorcs). This would be a good balancing feature. They would have to revert the 1.2 changes to Powershot to make it worth it (and not to tip the scale for Bodyguards). remember 1.2 did this: •Power Shot has been rebalanced. It now generates 16 Heat, has a 2-second activation time, and deals approximately 10% less damage. •Muzzle Fluting no longer reduces Heat costs. It now reduces the activation time of Power Shot and Tracer Missile by .5 seconds. If they reversed this Powershot would generate 25 heat making it not as beneficial for Bodyguards (but available - even improved if they purchase muzzle fluting) but easily controlled by Arsenal and Pyro. Activation time would return to 1.5 and it would gain 10% damage back making it worth it again. Muzzle Fluting would again be a heat reduction for the skill. All is no gain unless they also reverse the 1.4 Nerf to Electro Dart, Sweltering Heat, and Rocket Punch.
  7. Clearly you do not have anything positive to contribute to this thread. You understand that you can shoot someone a once or twice with white damage and still get credit for the kill, but then you say that will be "represented in the overall damage that you’ve done." Your initial post said you use your formula to determine who does "good" damage. However, your main factor of "player kills" doesn’t actually represent player kills, therefore can’t be used to lead you to your conclusion. Let me ask you this: What does High damage numbers with High kills represent? Your term "damage padding" is probably what my post is about anyway, which confuses me more about why you are attacking me. Finally to correct you, I never said "the majority of our damage comes from AOE and DOTs". The only thing I said that comes close to that is where I stated that Merc/Commandoes have 6-7 attacks that deal DoT/AoE damage. Not that I was implying that other classes like Sorc didn’t have an equal number. I did list specific classes (specs) that do far more "single target" damage and used them to compare against. But clearly from my statement "Repeat this and add in single target damage and multiply it by the 15-30 min WZ and you get high DPS", I was acknowledging that Merc has a significant amount of single target damage. I still feel you need to re-read my post.
  8. I used Merc comparison because I am more familiar with that class. I also play a Lethality Operative. So I am familiar with more of the DoT mechanisms in SWTOR. As another poster pointed out, Sorcs have very similar comparisons to Mercs. As for as this quote, you probably want to do some research. This didn’t make you look very intelligent. You get credit for a kill by doing far less than actually killing someone. So that fact alone throws off your entire formula. Nuff said. Please re-read my post in its entirety, because you seem to be confused as to what I am trying to actually say.
  9. I honestly believe that BW has the same mentality that some players have: that high DPS numbers in a WZ match = a balanced class. Here is a simple way to express how this isn’t always the case. If player A shoots players W, X, Y, Z each individually in sequence using Tracer Missile dealing 1000 points of damage (to keep it simple), player A has just dealt 4,000 points of damage. If he repeats this process 5 times he has dealt 20,000 points of damage and by the numbers alone produced enough damage to kill a player. The problem, is that individually, players W, X, Y, Z have only received 5,000 points of damage a piece, which is barely a scratch in PvP. I only used the above scenario to simplify a depiction of how DPS does NOT = effectiveness in PvP by itself. The most common complex version of this analogy is with DoT and AoE attacks: Player A fires Sweeping Blasters at a door in Void Star to prevent it from being capped. Players V, W, X, Y, and Z all take 2000 points of damage a piece. No one died. No one is heavily impacted by this. However, Player A just dealt 10,000 points of damage. Player A fires Fusion Missile at a target X. Players Y and Z are nearby. Players X, Y, and Z all take 900 points of damage over 6 seconds. That is 150 points per second. Nothing even noticeable in a WZ (or for anywhere for that matter). However Player A just racked 2,700 points (plus impact damage) in 6 seconds. A Pyro Merc applies DoTs and AoE (predominantly from range) across multiple players, throughout an entire WZ. Mercs have typically 6 attacks (sometimes 7) which fall into this range. So If, during any given rotation, a Merc fires DFA, Sweeping Blasters, Fusion Missile, Incendiary Missile, Explosive Dart, Missile Blast, and Flamethrower he just dealt an average of 33,816 damage across 5+ players in less than 12 seconds of fighting. If this series only affected 5 people (which it most likely would have affected more), each effected player only took 6.7k damage a piece. Still perfectly healthy enemies. Repeat this and add in single target damage and multiply it by the 15-30 min WZ and you get high DPS, but it doesn’t mean the Merc actually accomplished much in between his trips to the cloner. Almost all this damage can be healed through. What is important across all WZs for DPS is the ability to defend or take a bunker, door, or turret or the middle in Huttball. This is ONLY done by eliminating enemy personnel and sending them to the cloner. There is no other way. Therefore the most effective DPS structure in doing this is being able to target and kill another player by overcoming that player's defense and healing with damage. DoTs and AoEs cannot do this by themselves. Single target DPS is required. Other players provide this more effectivley. This is how Single Target DPS is more viable in PvP that Multi-Target DPS. Multi-Target needs Single Target to take an objective, but Single target does not need Multi-target to take an objective. A player using AoE can be helpful to the team, but at what cost if he can’t stay alive? It is very safe to say that 3 PT Pyro's can produce more DPS in a WZ than a Merc, and can provide single Target DPS that can overcome enemies and send them to the cloner. Therefore: 3 PT Pyros > 2 PT Pyros and 1 Merc Pyro. 3 Marauders > 2 Marauders and 1 Arsenal Merc. 3 Snipers > 2 Snipers and 1 Pyro Merc. This is why "boat space" in rated WZs (and even PvE Operations) must be maximized with the highest possible potential with the lowest possible liability. This is why across PvE and PvP Merc/Commandos are not seeing the invites. Don’t get me wrong, high DPS can mean that player A was very effective in a WZ, but it doesn’t always mean that. In the case for Merc/Commandoes, it very rarely depicts an accurate estimate of viability or worth in a WZ. BW either needs to increase the single Target DPS for Merc Commandoes or increase their survivability. Reducing the range of our only CC and reducing the % of proc for our situational movement snare do not do either.
  10. Baarabas

    DPS Mercs.

    I honestly believe that BW has the same mentality that some players have: that high DPS numbers in a WZ match = a balanced class.
  11. Two ideas are better than none. Ill support anything at this point.
  12. Baarabas

    DPS Mercs.

    Lol. It was simply an analogy. I hope my point was not lost inbetween the lines.
  13. Baarabas

    DPS Mercs.

    Everyone reads about the 80 year old man who smoked his whole life but never got cancer. That is the exception, but does not disprove that smoking causes cancer. You stand in the face of 100s of posts of personal testimonies from people who are both players who play Merc and players who play against Mercs, all claiming that Merc is weaker than most all classes. Yet you claim it is elite. I don't doubt that you might have skill at Merc. You, however must realize that you are not the standard, but rather the exception. One thing I will say is, if you are that good at Merc, then you will most certainly be better at any other class. But please stop trying to encourage nerfing our class, as well as casting doubt on recommended improvements by stating or implying that because you are so awesome the class must be ok.
  14. Baarabas

    DPS Mercs.

    Thank you. I respect you for not turning my coments into a flame war. I wasn't trying to be rude either. You must understand the frustration of a player base who is trying to get the attention of a Dev to notice an imbalance only to have a thread come along and basicly say "nothings wrong, L2p". I know you didn't say that, but some will walk away with that idea. I do pretty well with my Merc. Occasionally I log onto my son's or brothers account and play their level 50s. It is amazing how much better I am. I can smash face with a PT Pyro, or a DPS operative, or even an assassin. But I have to lean forward in my seat and pull out all stops to do as well with my Merc, that I've played since beta.
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