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SneiK

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  1. CC stands for Crowd Control. All slows (that slow you down), roots (that root you to the ground), pushes, knockbacks, knockdowns, stuns, mezzes (stuns that break on dmg) are CC. Anything that 'controls' you. That said, the ''CC breaker'' does indeed break all CC. If you have ever wasted it on a root/slow or whatever, you'd know. This is an overlook in design, and how the pushes work, but it should indeed break the push effect in that you should be able to move immediately (as you've landed obviously), it just doesn't. This is indeed not working as intended, or at least not the way it quite should. For example, I have been knocked down after a push for a quite long time, just as sometimes you get instant killed when a pushback knocks you against a wall. It's just a bit clunky mechanic...
  2. Point was, that 1 interrupt is just 1 interrupt. You have other abilities than tracer. HM and Rail are instant and hit pretty hard. RP is instant and allows you to pop 2 heals in. ED and MB work as a filler in a tight spot as well. Interrupts aren't as big of a problem as people make them to be. Slows and roots are also CC as in 'Crowd Control'. If you are referring to hard stuns and mezzs, yes, HO doesn't prevent them and it shouldn't. And the point about instant casts still remain. Nothing has been tested 'extensively' on the PTS as we didn't have any tools to test PvP 'extensively'. Free PvP gear + mods + consumables are pretty standard in games like EvE where testing actually means something. Here we had the bolster bug, people running with bad gear, and then people got bored and never came back to the test server and PvP testing was pretty much dead. No, I don't think a competent ranked team shuts me down in seconds, and if they try that hard, the heals and taunts will just hurt their team a lot. Yeah, because that's what people with jobs do. Don't mean to sound offensive, you should try that too. I'll agree to disagree.
  3. I'm gona go and defend Mr.Peckenpaugh a bit, which is a bit unusual here on the forums... People often forget that interrupts have a cooldown. Melee ranged interrupts generally have a shorter CD, while ranged interrupts have a longer CD. First. A problem with the Merc was being forced into roots by multiple melee. A situation where the Merc could not escape nor fight back. We are getting Hydraulic Overrides to fix that. Second. People complained that the Merc had no RWZ value in the form of utility. We got a great new ability that should change that. It remains to be seen if the cooldown is too long, or if the ability needs to be adjusted, but we still got something. Third. Another problem still persisted with the Arsenal Merc in that it required the build up of a lot of stacks, which meant that the opposing team could easily shut down the burst as it just took too much setup to start doing, and when you could've finally be doing the dmg, you'd be focused to death long before, or forced to run for your life (shutting down DPS). We are getting a fix for this as well. So, what major problems - without testing the current 2.0 build - can you come up with? Because if you still think that the sole thing killing us are interrupts, you are just - and I hate to say this - bad. Yeah it hurts if you can't proc Unload. Maybe they could give Power Shot a chance to proc it as well, so that the ability would serve a better purpose, but still. The way I see it, the devs (or A dev, since I hear Mr.Peckenpaugh does the balancing himself mostly) have actually listened, and that they have fixed (or tried at least) the glaring issues that people have been pointing out. We will see once 2.0 hits, but before that, please stop this sort of '1 interrupt kills us' nonsense.
  4. The game can never be perfectly balanced anyway. They don't have to balance arenas, nor give ranked comms if they feel that it's not balanced, but people are forming 2v2, 3v3, 4v4 etc tournaments themselves, so why not implement something that there is a lot of demand?
  5. A valid question indeed. Although, I don't intend to rush through the content at all.
  6. Thanks AP and Eric for responding to this thread despite all the usual crying etc. I don't mind the fact that we won't be able to test all of this, since there hasn't been much testing going on anyway. Glad we'll get the expansion and all... And the changes seem promising. To be completely honest, AP, I think the solution to get rid of that 'build up' may have been your greatest idea ever. As Arsenal, we already have two 'spammable' casts: Power Shot and Tracer Missile that we can switch in between interrupts, and since you gave us the Hydraulic Overrides, we should be able to get away from the melee somewhat (and from further interrupts). This 'build up' fix seems very promising as getting interrupted early on was always a bit of an issue. People had to get those casts in, but couldn't because of interrupts. Now getting interrupted shouldn't be that big of a deal, but we will see. ...You can always give us the pushback to our Rocket Punch too, but add a short root to the end of it, that breaks on damage Or just a flat % slow for x seconds...
  7. Yes, 31 point is still 'viable', I run it in rankeds every once in a while to add burst. The point was, that hybrids shouldn't really work in PvP, as it makes balancing a lot harder. 31 point specs are just not strong enough, or hybrids are too strong compared to them. That is why I suggested a nerf to FB, since that pretty much enables the hybrids to exist. You are losing DPS by a fair amount by taking TD, and while the burst is better, it's not good enough compared to the sustained DPS loss.
  8. No, their smashers will all have stun bubbles, and it will be you who gets perma-stunned. That is, the 3 seconds, after which you're dead. The stun bubble ruins everybody's game. No one should be defending it.
  9. Incendiary Missile is not the issue. The Heat Cost is being reduced slightly in 2.0. Yet I still think 10m range is too little, as it is very questionable to use IM at that range (Filler between rail procs, when heat allows it, maybe. But not even then, if you're up against an opponent(s) that can/will cleanse it). FB is nearly always just outright better option. The range could be between 10-30 to give ranged classes an edge, but 10m is definitely questionable (From a class mechanic standpoint. 10m was just set to do an easy nerf to a class that needed one, however, it was the wrong kind and clearly not fully thought out) I haven't enjoyed playing my PT as much post 1.4, and it has nothing to do with damage/OPness. The damage is as ridiculous as before, but they managed to destroy the gameplay and fun factor. Mainly, my concern is about the 31 point build (upcoming 41 point) that is not performing well enough, compared to hybrids.
  10. Why, have you beaten all your women to death or something?
  11. Stopped reading here. They do have a lot of common things, like shared abilities. That's why you can easily play both ACs of the, and now read carefully, SAME class. Where did anybody say they are the same in every regard?
  12. Because the APAC servers are dead: http://www.torstatus.net/master-darnala/history/7d#!/master-darnala/history/30d.
  13. So, after the range nerf in 1.4, most PTs switched back to 'hybrid' builds (not 31 point builds). And by the looks of it on the PTS atm, that trend is going to continue in 2.0. BW, when do you realize that the range nerf was the wrong move? You've said it yourself since release, that you do not want to encourage hybrids, and want people to spec 31. Have you done no research on this, as there's really questionable benefit into going full Pyro at the moment? How about addressing the real issue: Flame Burst. I for one do not enjoy being forced into spamming 1 button in order to be effective in DPS (pretty much). How about dividing all those procs/snares/DoTs to multiple talents. There's plenty to choose from.
  14. SneiK

    The Treatement of PvP

    I have over 30 buttons as a Powertech. Go figure... ...Too bad BW has made its mission to make all PT's spam 1 button.
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