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Elusive_Thing

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  1. I hope I am not intentionally putting words into Snave's mouth, but I think his other posts explained that it is not optimal to face an Operative in a part of the game (1v1) where they are at their strongest. Granted, there are times when you can't decide when the fight starts, but you should, whenever possible, try to tilt the table to your advantage. Like if I play on my Assassin, I would rather not fight a Sniper on an open field simply because they would hold all the cards. As for general advice, I think at least Snave and Mournblood gave excellent responses. If an Operative forces an encounter while you are defending, call help and focus on surviving. If you need to break a sap to prevent them from capping, use your Interrupt ability, because most Operatives reflexively use Flashbang instantly, but in this case they could not start capping for four seconds, essentially nullifying the Flashbang. If you play a ranged class, try to stay away from the node (but within interruption distance), so if they vanish and sap or use Flashbang, they can't cap fast enough. Knockbacks, slows and roots are your friends as you wait for help. Most classes can stay alive against Operatives quite long, assuming they play defensively instead of trying to engage directly. Sadly, if your team doesn't send help, you are probably out of luck, but that's no longer your fault. Extra credit to Zhezvya for the excellent Sepultura reference.
  2. Given that naming people is not allowed, I'll not do that, but I can give links to streams where you can find recordings of some people streaming all of their games live. Just PM me and I'll share. I suppose they just cheated in front of dozens of viewers there.
  3. If you go to the leaderboards and start checking out past seasons, you'll notice that the, say, top 50 of each class has a lot of the same names repeated every season. Since your rating is entirely based on chance, aren't these just basically some of the luckiest people alive? They should just buy lottery tickets or scratch cards instead of doing solo ranked.
  4. Really? Everyone thought it was balanced? That's just wrong. Fury along with RA was overpowered then and saying no-one noticed it is just wrong.
  5. Who can do the invasions is an option you can select. You can make it so that anyone can do the invasion if you want.
  6. I am aware of that, it's tied to a spec specific ability after all.
  7. Well, you said it is "literally a tnk dcd" (sic), which is why I pointed out that Sorcs and Snipers have one too. Three DPS advanced classes and one tank advanced class, so not sure why it would be counted as a literal tank DCD. It's worth testing the Shield Probe thing though. It can be punched through alright in one GCD. AdjeYo: Cheers for the voice of reason.
  8. I returned to ranked on my healer last season (after 3-4 season hiatus) and out of my first ten games seven were against people who got to top 10 on their Sorcs. It was certainly an experience.
  9. That was kind of the point there, showing that the change is rather pointless, since the damage is coming either way. The change in itself probably wouldn't be terrible, just redundant. Yes, the point was that I'd rather see it removed from Marauders than given to Juggernauts. The game is already saturated with DCDs (though unevenly between classes) and I'd rather see the classes with top tier defensives to be nerfed than the bottom tier classes (with the exception of a buff to PTs) buffed. Maybe this clarifies my stance a bit. Understandable, since it isn't. Flashbang is certainly excellent, but it also means you can't attack the targets without breaking the mezz. Especially in a group environment the value is diminished not only by lingering DoTs but also your team spamming DPS. Nevertheless, it's a really nice ability. 1.5 seconds is 5 seconds longer than any movement increase? I am sorry, I just don't get what you meant with that. While the Operative is rolling, he isn't doing any damage, he isn't CCing your team. Every roll literally takes the Operative out of combat. Sure, it makes you immune to damage (and CC), but the Operative is doing no damage either. CC him between the rolls and burst him down, their other defenses range from alright (Evasion) to poop (Shield Probe). Pretty sure most classes have root breakers that are pretty easily available. Okay? The Marauder Endure Pain that Juggernauts have? Also, Sorcs have an absorb shield too. So do Snipers. Looks like that it is much less of a tank DCD than you make it out to be. Also worth bearing in mind that the amount of damage it absorbs low. A nice extra to have, but it's not even a good DCD. Just to complete the list, Operatives do have Evasion, which is handy and on a short cooldown (especially with Evasive Imperative).
  10. So what would be the difference? A lot of people dodging your second, but not the first blast? The different would be miniscule at best. The ability isn't game breaking, but good use can help plenty. No idea why you figure it should be removed, but since you are not in the habit of ever providing any reasoning, I am not expecting any now. I am sure there are places that might offer classes for remedial reading comprehension. If you look very, very carefully, you may see that I didn't actually whine about Rage Juggernauts at all. I said the CC immunity on Fury is redundant and the scale of DCDs in the game should be toned down to lower the TTK. Do respond once you've learned to either read very simple text or when you find where I complained about Rage Juggies. If you think Concealment has the most broken DCDs in the game, you have zero idea how the game works. Then again, you've demonstrated that time and time again, so that's not exactly a surprise.
  11. You are missing the point. Must. Nerf. Operatives.
  12. No. Won't work for PvE. No need. There's enough defenses as it is. Remove it from Maras and tone down cooldowns in general. You just made Concealment unviable for all PvP content.
  13. I am very strongly against the Hinder change for several reasons, but the mezz spamming might be problematic too. Still better than the Hinder solution, but I'd prefer if mezzes didn't prevent people from catching the ball.
  14. The stun idea to me hinges on whether mezzes are counted as stuns or not. If not, Low Slash is going to be really, really strong there given the range and 15 second cooldown.
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