View Single Post

NoTomorrow's Avatar

12.10.2012 , 11:29 AM | #71
Quote: Originally Posted by cashogy View Post
huh? rocket punch is a melee ability. Run and Gun wouldnt increase the rate of fire for Tracer Missile, Power Shot, or Fusion Missile (all 1.5s casts = 1 GCD). PvE DPS would lose nothing by not using it, and gain nothing by using it.

the only possible major effect Run and Gun would have is for a Bodyguard merc (3 Rapid Scan instants), which would allow them to get 3 heals out quicker (1.5s instead of 2s). this would have an adverse effect on heat management tho. but Merc healers are already fine in PvE, and wouldnt need to use Run and Gun; they would be 100% fine without it.
With all those buffs, you are basically asking to be able to fully DPS as a ranged turret class WHILE BEING FULLY MOBILE everytime a melee gets in your range. Tracer, Tracer, Tracer, Heat Seaker. Jeez, would you like snipers to be able to always instacast snipes, FT and ambushes? This is not how you balance a ranged DPS class. You give them activation abilities for the other classes to have a chance to escape LoS you.

Run and Gun would ONLY be gainable from Rocket Punch, which means we are in melee range. which is where we need the most help, we cant do crap against melee opponents right now. and Run and Gun *DOES NOT* increase the rate of fire or the damage of Tracer Missile, Fusion Missile, or Power Shot. it functions the exact same as Power Surge, but allows the use of 3 abilities rather than 1.
Your problems with melee, do not warrant you to be a fully instacast ranged DPS machine. I don't care about the fact that it is the same 1,5 seconds between abilities. It's a front loaded, uninterruptable damage. Any damage of this sort must have previous activation set-up abilities: like insta cast heat seaker AFTER your tracers. You are looking for a wrong solution against melee classes.

What you really need is not more instacast damage abilities but those that put distance between you and melee, or protect you from leaps and pulls. In this case i would make the merc being immune to leaps while his shield is on.

Hydraulic Overrides
Cooldown: 30s
Grants 8 seconds of immunity from movement-impairing effects, knockdowns and physics and increases movement speed by 30%.

What i have suggested for Pyrotech is to allow immunity to ROOTS AND SLOWS (movement impairing effects). you would still be susceptible to knockdowns and physics effects, and would receive no movement speed increase. so explain to me how i am asking for Hydraulic Overrides?

and if you are taking the armor set bonuses for the Energy Shield duration as a DPS class, you are doing it very very wrong.
knockdowns are part of resolve. that thing is already covered. Immunity to roots and slows for the entire duration is ridiculous and stupid, force speed gives only 2 sec immunity. Hydraulic overrides is already quite high up in the tree.

And the set bonus is wrong? What is wrong is that you will give that shield with all those immunities for 15 sec basically every minute with the pyro talent.

if you have even read TWO POSTS ABOVE YOURS you would have seen that i have been suggesting that change for ALL HEALERS. limiting what debuffs can be cured to only certain healing classes is a very clunky mechanic, and it would make life much better for healers if they could reliably cure debuffs from their allies.

pull your head out of the sand please. you offered no logical arguments against any of my suggestions other than "OH SWEET JESUS THAT WOULD BE SOOOOOOOO OVERPOWERED!!!11!!!". stealth scan? passive stealth detection is already wicked high, dont think you need any help with that. just open your eyes.

before you post again, i suggest you read some of the thread. every single change i proposed focuses on utility and mobility enhancement. Merc is at the bottom of list, by a significant margin, in each of those categories right now.
There should be no universal cleanses. PERIOD. You are going to ruin more than you can manage. It will make healers completely OP and easy mode faceroll class. As a sorc i know i can take on ops and mercs. As an operative i know i can use my tech debuffs on sorcs. It was done on purpose and it will never ever change, especially for spammable ability like cleanse which basically has a very short CD

Your original post is enough to see that you are heavily biased without any intentions to actually make a balanced game. I don't see any reasons to read anything else as you don't even intend to re-edit your original post. You keep into those terrible ideas which they frankly deserve bashing.
Quote: Originally Posted by EricMusco View Post
Scatter Bombs are meant to be a fun bit of extra damage that occurs when you roll into or away from the action. That said, we’re okay with you trapping an unsuspecting enemy for a “wall bang” every now and then.