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Slickerpunk

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  1. Doesn't really compare because the assassin recharge rate is static (meaning if its 1 or 99, it still recharges at the same base rate).
  2. I only bring up the issue because the two AC's function more or less the same - vanish/sap/bursty. The two abilities also function the exact same way (down to the range of them).
  3. That is not correct at all. Some serious, learned, non-troll responses would be appreciated.
  4. Playing both ACs I have come to the realization that the Operative/Scoundrel sap (the ability to CC someone only from stealth if they are not in combat) awards the victim a FULL resolve bar whereas the Shadow/Assassin equivalent awards maybe 60-75% of a resolve bar. These two respective abilities by each AC essentially do the exact same thing and are applied in the exact same manner. My question is this: Why does the Operative Sap award full resolve and the Assassin version does not? Working as intended or bug? This is a HUGE advantage to the Assassin in many situations (especially 1v1).
  5. I agree to an extent, but I wouldn't be able to even hurt heavy armor classes otherwise. They are pretty beefy as it is!
  6. This is not just flexing my epeen, this is making sure the communtiy knows how silly stacking BUFFS is. PLus a little epeen
  7. I do like how no one has mentioned that my comparison duel with the equally geared powertech left me killing him 2-3 seconds slower than me killing him. Where are the cries for powertech nerfs? He bursted me down better, I just have a incap with my opener which can easily be trinketed if you save for it (just like most cooldowns, if you dont have it up, you're gona lose 1v1).
  8. I honestly feel the same way most of the time. I agree with everyone here where the major issue is the stacking of damage buffs/stims to an unfair advantage.
  9. The only piece of set centurion gear I have is the chest, the rest IS champ gear. Those rofl videos are people stacking expertise consumables x 2 (warzones and stim), marauder buff (15% dmg) +, PvE gear, and are biochems stacking their stim and on use stim with relics versus people with little or no expertise...that is how you get the 8+k hidden strike crits. I don't cheese THAT much, just the expertise buffs/relics.
  10. I agree 100%. 30% by stacking just the expertise buffs, not to mention biochem cheese and relics.
  11. 15% more expertise (15% MORE damage and LESS damage taken) does not seem like a lot, but it will often mean victory or not. Not to mention you can stack the one you pickup in the warzones with the consumable which makes it 30% more/less. I believe this consumable should have a negative as well. Right now it is too powerful and makes pvp center around having these buffs or not when you want to engage. Suggestions: Make the consumable and the warzones NOT stackable Tweak the actual buff itself - (20% More Damage Done, 10% more Damage Taken - Or Something along those Lines). Right now on my 50 Operative I have 10% base expertise with gear, I pop a consumable, stealth and pickup the warzones one and then get 6-8k Hidden Strike crits (depending on target expertise). That is a 40% increase in damage done and less damage taken. WAY too much of an advantage with no disadvantage to go with it. I realize changing the buff to have something NOT expertise would make it completely useless for tanks and healers, but something has gota give.
  12. Looks like he is wearing pve gear? So he is going to have more cunning than with pvp gear typically, he has a 15% marauder buff, 2x 15% expertise buffs and from the looks of it, he is stimmed up the ***. If you use all of the above versus someone else that does not have expertise, it is totally possible and tbh, not worth crying over. How to fix it? A: Make some sort of negative aspect for the 15% expertise buffs (like WoWs berserking buff - 30% more daamge, 15% more damage taken) so it is not too much of a bonus and have no negative. Also, make it so the one you pick up and consumable are not stackable. B: Change stims so they cannot be used in warzones OR make other professions have some sort of bonus that can be used in pvp as well (passive or not - ie: cybertech grenades). C: Tweak Expertise so it is more like resiliance in WoW - it reduces crit chance and overall damage taken by players, but it doesnt INCREASE your damage. I think c is the biggest problem right now. Players without expertise are being completely obliterated because they not only do less damage to players WITH resiliance, they are taking MORE too. The idea that expertise will cancel itself out amongst equally geared players is a good idea, but it makes getting expertise whhile other players have it painful and a little absurd, tbh.
  13. Because it generally screws up the person you are attacking if they arent very good (it requires extra effort to stay facing me). This is especially good versus casters.
  14. Talented, our Hidden Strike (the one I open with that can only be used out of stealth) has a 100% chance to knock the target down for 3 seconds. This ability also gives the target an immediate resolve bar of 100% (CC immune). To answer your question, it would not mess up our rotation necessarily, but it would give you the ability to pop defensive cooldowns or CC me back to recoup yourself to get into the fight, which can be a big deal if you are good. Our backstab (9 second cooldown? can't remember) requires us to be behind the target (which is why I always use it 2nd, out of stealth). We have no abilities that require the target to be stunned/incapped in pvp.
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