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LuciusEverbane

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  1. The Devs seriously need to look into the damage output of Mara / Jugg - Fury / Rage. The Spec in doing way too much damage in PvP. Burning through all your DCDs at a feeble attempt at mitigating 25-40k Burst damage is unfair to the other players.
  2. Scoundrels and Operatives need to be nerfed. The CD for Dodge / Evasion / Scamper / Exfiltrate is too low. That Class has way too much damage mitigation in a relatively small window. Creating distance through knockbacks, roots, slows and stuns is ineffective because they can easily close the gap and proceed with very high burst damage. You spend more time trying to create distance then you do putting out damage.
  3. Scoundrels and Operatives // Shadows and Assassins need a nerf. There should be no reason as to why any Class should be able to chain CC you and Burst you down to below half your life in a window of 5-8 seconds. It's bad enough that they can stealth, but on top of that they exit combat while you're stunned, renter combat, after healing and burst you down to zero. It has nothing with "knowing how to play your Class". For nearly half of the encounter your CCd (mezzed) with only one stun breaker.
  4. Hello everyone, I have both a Sent / Mara and Guardian / Jugg and the Burst Specs, Concentration / Fury and Focus / Rage needs to be nerfed. Why is any Class, especially in PvP, bursting for 25k to sometimes even 40k per hit? That's just insane damage output. That Spec needs to be reworked so that it does not offer an unfair advantage to players who premade or even Win Trade.
  5. Concentration / Fury and Focus / Rage needs to be nerfed. There should be no reason why any Spec should be hitting and criting for 25-35k per hit, plus the Specs Passive Defensive Ability Protective Focus / Enveloping Rage / Concentrated Defense / Furious Defense, that increases damage reduction by 10% for six seconds for Focus / Rage and Concentration / Fury. It’s not fair to other players to lose over half their health and to have nearly all their DCDs on CD just survive a 10-sec encounter that they’re going to lose.
  6. Annihilation / Watchman is arguably one of the most challenging Specs in the game, but also the least enjoyable. It suffers from very short up times after DOT's have been applied and an incredibly long build up time to do any considerable damage compared to other DOT Specs in-game. The Spec lacks any real Burst, Force Rend / Force Melt needs to apply a Debuff such as an Armor Reduction, and Deadly Saber/ Overload Saber needs to be a passive. It's a waste of a GCD to apply it after its damage is minimal and its up-time is so short.
  7. Why are Scoundrel / Operative so overpowered. Why does it take 3-4 players to defeat one? Why do they have so many roots, stuns, and slows when there is only one CC Breaker and they can seemingly infinitely Roll to you and do tons of damage? Why is it that just about all their DCDs mitigate tons of damage and the cool downs of those DCDs are very short? Why design a Class that has unlimited Healing with constant up time? I've been in matches where two Scoundrel / Operative will sit at spawn and root, stun and slow and one who exits from it. That Class needs to be watered down. It is quite the overpowered Class.
  8. In order to keep the experience fair and balanced no more than two of a particular Class should be allowed in a WZ. No more should a team have half or more than half of any Class, especially a Class such as Merc/Mandos, that put out a high amount of damage and have a abundance of DCD's that have a relatively short Cooldown.
  9. Operatives/Scoundrels need to be watered down. That Class has way too much control and damage output that exceed the amount of abilities and Utilities that any other Class has to successfully defeat them. That Class has way too many Rolls, Stuns, Roots, Slows, and CC Breakers. After you've used all your survivability it's only a matter of time before you lose. That Class is too OP.
  10. Hello Development Team, I am an avid fan of the player versus players instance. There is such a thrill associated whenever I queue Solo Unranked to test my skill against my opponent. However, more times than none this is not the case. Instead pvp has been ruled by overpowered, premade, VOiP teams who ruin the experience for PUG players. I have no doubt in your ability as a creative team to prevent this from occurring. It is not fair to neither myself or to other players to log-in, queue for a match, all but to be decimated repeatedly. That is an unbalanced system. - Major SWTOR Fan
  11. I love the Watchman / Annihilation Spec for Sentinel / Marauder and have been playing it for a long time. With 6.0 coming in Q1 it would be nice to see some changes to its functionality. For instance, because this Spec lacks burst, adding the three charges of Overload Saber / Deadly Saber as a Passive ability to be triggered once the four stacks of Merciless Slash / Annihilate is achieved. By doing so it would help in eliminating an unnecessary GCD.
  12. I play both a Gunslinger and a Sniper and after playing PvP I have concluded that both the Incendiary Grenade (Gunslinger - Saboteur) and Plasma Probe (Sniper - Engineering) need to either be placed on a cooldown or have its movement reduction and damaged reduced. By doing so it will allow for fairness and balance in Warzones.
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