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Scoundrels/Operatives ridculously OP.

STAR WARS: The Old Republic > English > PvP
Scoundrels/Operatives ridculously OP.

CaptainInsano's Avatar


CaptainInsano
01.04.2012 , 01:09 PM | #421
So if the Operative crits on every attack from his opener onward he can get you down to 20%? Wow, news at 11. It's a burst class doing burst damage. Operatives don't have much outside of that burst being the only class with no knockback, gap closer, or pull. Furthermore, Operatives still can't take down tanks and guarded players. If anything the PvP damage pendulum in this game swings towards survivability over burst, but that's only when people actually play their class roles. If you're a low level player then yes, you will be killed inside the opener sometimes considering you have about 4k less hp than a geared level 50 and 0 expertise. That's BW's fault for not implementing level brackets. But I can tell you at geared level 50 play Operatives don't make much of a dent in group situations if the opposing team is organized. They have that opening burst, which fills the resolve bar btw, then not much else. Nerfing that burst would make the spec totally useless and you would just see every Operative respec healer (which is probably what people want, actually).

TheRealMesk's Avatar


TheRealMesk
01.04.2012 , 01:10 PM | #422
Both the KD from shoot first, and the "sap" fill the resolve bar to full making following it up with any other stun/snare etc useless...

So even if you pop up at 20% if the first thing you do is snare them and move away... enjoy watching them attempt to finish you off outside of 10m and completely unable to catch you.

Baddies are going to die regardless, you just happen to die faster to a "rogue"... there is no surprise there.

If in a warfront any "rogue" can pull off his opener more than once a life then you failed... even as a healer as soon as I see a stealthy the first thing I do is dot them.
Mesk

Laikacosmo's Avatar


Laikacosmo
01.04.2012 , 01:11 PM | #423
Quote: Originally Posted by raelimar View Post
The burst is incredible...best in the game, hands down. But if you nerf that, Operatives/Scoundrels need something else in return, because we're garbage in Huttball right now.
Um... Pass? The game is about team work, not fancy skills that cheapen the sport.

Oh, and yeah, balancing a class around Huttball = lol.

Kuari's Avatar


Kuari
01.04.2012 , 01:12 PM | #424
Quote: Originally Posted by Juicenewtonz View Post
Honestly, the only thing scoundrels / ops are good for is gibbing lowbies, anyone with any pvp gear will just break the opening stun and knock them away or heal through their entire burst with 1 biochem medpack / pvp healing consumable.

get level 50, get some gear, laugh at how useless scoundrels / ops are
Considering I'm a somewhat decently geared 50... now I can maybe see tanks having an easier time of it since most of the damage is kinetic and when you get a few good shield blocks in... otherwise? Bye bye.
Standards are made to be broken.
- Crie - 50 Sniper - Engineer spec -
- Kuari - 35 Assassin - Tank spec -

Sevvy's Avatar


Sevvy
01.04.2012 , 01:13 PM | #425
Please tell me you're the Mesk with the butterfly tattoo that played on Archimonde. Lulz.
Lag *** Powertech *** Helm of Graush
Sevv *** Sentinel *** Helm of Graush
<Hutts Don't Have Feet>

Bullsith's Avatar


Bullsith
01.04.2012 , 01:14 PM | #426
Quote: Originally Posted by raelimar View Post
The burst is incredible...best in the game, hands down. But if you nerf that, Operatives/Scoundrels need something else in return, because we're garbage in Huttball right now. The most important tools in Huttball are gap closers (like force leap), combat sprints, grapples/pulls, and knockbacks. Operatives have none of those, so we have far less utility in the most-played PvP map.
You are basically the only class that can eliminate the flag carrier next to the line. I play a tank SW almost 18k health, I saw it go down to 40% in an instant.

Honestly I don't know what to say, people say nerf the opener that pretty much decides the outcome of a fight and that's wrong, I agree with that nerf. But you say you aren't much good without the opener. So yeah, I don't know what to believe. That the class actually sucks or that the people playing it do, and put all their money on the opener, cause let's face it, when you have an ability that is that good, you depend on it to finish the job, outside of that your field of expertise regarding the class fails. Simply put I can't decide if it's a L2P issue or not since I fought a few scoundrels who, even out of stealth damaged me badly.
Choices need to matter! If I die I need to live with it. Hardcore!

blackadda's Avatar


blackadda
01.04.2012 , 01:15 PM | #427
Quote: Originally Posted by raelimar View Post
. The most important tools in Huttball are gap closers (like force leap), combat sprints, grapples/pulls, and knockbacks. Operatives have none of those, so we have far less utility in the most-played PvP map.
The most important aspect in huttball is PASSING and getting in position for quick passes/goals.

As a stealther you can get into position and destealth to receive a pass and be totally usefull....more so in that role than anyone who cant stealth.

When the opposition has the ball you spend time trolling your own defensive line and making sure enemies who are in good positon to receive passes die horrible deaths via your insane burst dmg combo and you have the best CC in the game to use directly against carriers and their support.

the main thing however is the passing//receiving game, doing it yourself and denying it to the other team = winning huttball 99% of the time.

raelimar's Avatar


raelimar
01.04.2012 , 01:15 PM | #428
Quote: Originally Posted by Laikacosmo View Post
Um... Pass? The game is about team work, not fancy skills that cheapen the sport.

Oh, and yeah, balancing a class around Huttball = lol.
I pass all the time - to my premade's Assassin, who has far better mobility, CC, and utility than I do. Considering Huttball accounts for the vast majority of PvP on most PvP servers...yeah, it's a good idea to make sure classes are competitive in that setting. Right now, the only thing damage-spec Operatives are good for is assassinating the ball carrier before they can pass. If you neuter that damage, they need something else.

Quote:
The most important aspect in huttball is PASSING and getting in position for quick passes/goals.

As a stealther you can get into position and destealth to receive a pass and be totally usefull....more so in that role than anyone who cant stealth.

When the opposition has the ball you spend time trolling your own defensive line and making sure enemies who are in good positon to receive passes die horrible deaths via your insane burst dmg combo and you have the best CC in the game to use directly against carriers and their support.

the main thing however is the passing//receiving game, doing it yourself and denying it to the other team = winning huttball 99% of the time.
Again, I pass all the time, to people more suited. And I don't have an insane burst damage combo - I'm Medicine spec, it's much better for group settings. Concealment is only useful for playing Rambo.

Gratus_Mortuus's Avatar


Gratus_Mortuus
01.04.2012 , 01:16 PM | #429
Quote: Originally Posted by Mursie View Post
ops/scoundrel opener gives full white resolve bar on open. this does little to help you though, when over 80% of your health is gone in the time it takes to respond and cc-break (should you be lucky enough to have that off cooldown).

further, resolve does not respond to snares, roots. So if the operative opens on you... takes 80% of your life... and then snares you to get easy access to your back... you are dead. It may have felt like a stun-lock...it wasn't...but that really doesn't matter. the dmg was done.

broken class is broken.
This.

Oh wait, Bioware already knows it.

I expect no change. just being realistic.

Mursie's Avatar


Mursie
01.04.2012 , 01:17 PM | #430
Quote: Originally Posted by Bullsith View Post
You are basically the only class that can eliminate the flag carrier next to the line. I play a tank SW almost 18k health, I saw it go down to 40% in an instant.

Honestly I don't know what to say, people say nerf the opener that pretty much decides the outcome of a fight and that's wrong, I agree with that nerf. But you say you aren't much good without the opener. So yeah, I don't know what to believe. That the class actually sucks or that the people playing it do, and put all their money on the opener, cause let's face it, when you have an ability that is that good, you depend on it to finish the job, outside of that your field of expertise regarding the class fails. Simply put I can't decide if it's a L2P issue or not since I fought a few scoundrels who, even out of stealth damaged me badly.
when you go from hitting ppl for 7k on an opener to only hitting them for 2.5-3.5k out of combat you feel like your "crap out of stealth". do not be sucked into this ridiculous argument. Compared to 7k, yes, their dmg out of stealth is garbage. Compared to all other dmg in the game... their dmg out of stealth is in-line.