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Lamonte
09.05.2012 , 01:31 PM | #441
Overall, I'm very disappointed with the direction of this proposed patch.

"Electro Dart and Cryo Grenade now have a 10-meter range.
Electrocute and Force Stun now have a 10-meter range."

These i can understand, they can be abused now with being insta cast 30 meters can be a bit much. With this change you wont have quite as many chain stuns in effect at once if they have to be up close to cast them.

"In addition, while Overload and Force Wave make for great escape abilities, they have done so previously at a cost to the overall PvP experience. What we want for these abilities is to create distance between you and your target(s), but what frequently occurs is a bad experience for incidental nearby enemies that aren’t your intended target(s). Jet Boost and Concussion Charge behave similarly, but they are limited to the Mercenary and Commando. Changing them has a less effective impact on the game, and those Advanced Classes play better with a stronger ability on a longer cooldown.

Overload and Force Wave have been redesigned. These abilities now knock back all targets within a 15-meter 120-degree cone in front of you. Furthermore, these abilities now knock back all potential targets instantly; they no longer wait for an animation note at the end of the ability animation."


This is just bad, bad... incidental nearby enemies that aren’t your intended target(s) ?? I'm sorry, but any enemy around me in a 360 degree 8 meter radius is my intended target. As others have said, you're making getting away from enemies even more difficult than it already is now. A lot of the time it is enemies behind you whacking on your behind that you want to put some space between them and you. So now, to knock them back I'd have to stop running forward... turn around and moonwalk slowly, activate force wave, then turn back around again to run away.... how in the world is that supposed to help my survivability? OK, you've extended the knockback area of effect 15 meters......only in front of me. Guess what? Being that the enemy was in front of me, other than cases of ledges and the enemy being slightly off to the side being knocked off said ledge, I'm still going to have to run through the enemy to get where I'm going.
Looks like Jet Boost and Concussion Charge are going to remain the same because those abilities are only used by 2 classes "Changing them has a less effective impact on the game"? Are you kidding me? Really?
To be clear, No, I don't want mercs and commandos to be nerfed in the same way consulars and inquisitors are having done to them. This nerf to cosulars and inquisitors is going to be very detrimental to their survivability.
The only positive thing with the change is enemies getitng knockbacked instantly instead of after the animation runs its course.

"We’ve also made adjustments to the Resolve system in Game Update 1.4. We’ve adjusted the gain logic of Resolve such that simultaneous and overlapping control effects no longer linearly add together their Resolve gain values. Instead, using a crowd control ability on an already controlled target now applies reasonable Resolve gain values by comparing the incoming control effect to the greatest of existing control effects."

My biggest gripe with pvp is getting chained stunned by multiple enemies and die without even being able to move 5 meters before dieing. This change is going to make this much, much worse. So having "reasonable Resolve gain values" applied is going to mean the enemy can chain stun a target many more times before the resolve bar fills up. This is going to translate into targets rarely making it to the goal line unless they are getting solid heals. You should really be looking into diminishing the effects of multiple stuns at once, not allowing more stuns to happen before the resolve bar gets filled up.

"Mercenaries and Commandos now have a 30-meter interrupt, Disabling Shot. This ability interrupts the target's current action and prevents that ability from being used for the next 4 seconds. This ability can be trained at level 18."

This is a welcome change. Mercs and Commandos are like the red-headed stepchildren being the only classes not able to interrupt.

"Afterburners/Concussive Force: Rocket Punch/Stockstrike now immobilizes the target for 4 seconds instead of knocking it back. Damage caused after 2 seconds ends the effect. The knockback previously caused by this skill generated enough Resolve that it was actually detrimental to the Mercenary/Commando’s ability to further escape the attacker."
One of my strategies in Huttball is to stockstrike an enemy off the ledge that's waiting there by the firepit. Or in voidstar knocking them off the bridge. Yes, it sucks when getting knocked off ledge/bridge, but that is the risk one takes standing on a ledge/bridge. How about adjusting how stockstrike/rocket punch gererates resolve instead of taking away our knockback.
If this change goes live, I'll be specing out of concusive force. It's not a matter me saying don't change this or else, I'm just informing you i'm not going to put 2 points into the ability if there the knockback for stockstrike isn't there. The 4 meter extra knockback for concussion charge is nice, but i only speced concussive force because of the knockback for stockstrike.

I'm not going to get into the healing changes because I hate healing and avoid that role like the plague. I'll leave the feedback on that subject to the healers out there.

"Polarity Shift/Mental Alacrity now additionally grants immunity to interrupts for the duration. Improved visual FX to demonstrate this effect."
This is a big boon for sorcs/sages, but my big concern is trying to kill a healer sorc/sage is going to be near impossible during this duration unless there are multiple targets beating on him/her.

"In the case of Infiltration/Deception, the spec’s fragility was of great concern to many players, insofar as it didn’t encourage the spec to contribute well to lengthy fights or lend support to teammates."
In pvp it was very frustrating killing a target and even though the fight is over, a teammate somewhere is fighting and I can't restealth. Not being able to stealth even though I am not in combat doesn't allow me to contribute to lengthy fights.
My operative's burst is averageish in pvp, but in pve is subpar. There is a reason why groups don't want dps scoundrels/operatives in their pve groups(mainly talking operations here, HM FPs have been watered down so much, it doesn't take much dps). This patch does nothing to correct this issue.

"Kinetic Field/Entropic Field has been redesigned. Now critical hits cause you to build a Kinetic/Entropic Field, increasing damage reduction by 1% per point per stack. Stacks up to 3 times."
I know you moved the original effect to fade, but you had an ability that gave up to 30% reduction in area effect damage and give in return up to 3% damage reduction after criting someone 3 times. Seem such a minimal gain for a squishy cloth wearer spec that doesn't have the armor buff. This would make more sense for a darkness spec. Which speaking of that... So is this going to be a 1 point talent skill now?

"Clairvoyant Strike/Voltaic Slash: Using Project/Shock no longer consumes the buff provided by this ability. This change was made to better synergize with Spinning Strike/Assassinate during execute phases."
This sounds really great if I'm reading this correctly. So the buff only goes away if you stop using Clairvoyant Strike/Voltaic Slash long enough for the buff to wear off?

After reading the loving that shadows/assasins are getting, why so little for scoundrels/operatives? These changes aren't going to change much for ops/scounds viability in groups.