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Should successful interrupts be a flat 4 second silence/lockout of some sort?

STAR WARS: The Old Republic > English > PvP
Should successful interrupts be a flat 4 second silence/lockout of some sort?

Caelrie's Avatar


Caelrie
01.29.2012 , 03:14 AM | #41
Quote: Originally Posted by Aidank View Post
Because there just isn't enough penalty when things are interrupted, the issue isn't that interrupting is too hard, it's that interrupting doesn't do enough.

Interrupt a sorcerer's long heal and they cast the fast one, which does almost the same healing per second, and even though it costs a little bit more force they're virtually impossible to focus starve.
Answer me this... Are you unable to kill casters or drastically hinder their casting as a melee? Yes or no?

Aweus's Avatar


Aweus
01.29.2012 , 03:15 AM | #42
Quote: Originally Posted by Aidank View Post
Because there just isn't enough penalty when things are interrupted, the issue isn't that interrupting is too hard, it's that interrupting doesn't do enough.

Interrupt a sorcerer's long heal and they cast the fast one, which does almost the same healing per second, and even though it costs a little bit more force they're virtually impossible to focus starve.
Yes. You touched another issue. It is much easier to force "OOM" on Operatives or Mercs than on Sorcs. That is just how the resource mechanics difference works. This is class is borked on so many levels...

Dalnar's Avatar


Dalnar
01.29.2012 , 03:17 AM | #43
Some comments here are priceless. If you interupt a sorcetard, he (unless its anoob) casts another spell / cc and continues with his happy bussines for 4s. If you root marauder/sentinel he cannot fulfil his role. If anyone has trouble with interupts, its just one-two ability spammers.

If any sorcetard complains against marauder quick (with talent only) interupt, he should learn to TACTICALLY use his CC, not just midlessly spam them on every occassion.

Aidank's Avatar


Aidank
01.29.2012 , 03:17 AM | #44
Quote: Originally Posted by Caelrie View Post
Answer me this... Are you unable to kill casters or drastically hinder their casting as a melee? Yes or no?
I can't kill sorcerers / mercenaries and after my ccs are blown I do very little to hinder their healing with just interrupts.
Quote: Originally Posted by HileyQuiggley View Post
Nerf Grav Round are you serious? What else could we possibly do after that?

Caelrie's Avatar


Caelrie
01.29.2012 , 03:18 AM | #45
Quote: Originally Posted by Aidank View Post
I can't kill sorcerers / mercenaries and after my ccs are blown I do very little to hinder their healing with just interrupts.
So your solution is to completely break operative healers? Good one!

Aidank's Avatar


Aidank
01.29.2012 , 03:20 AM | #46
Quote: Originally Posted by Caelrie View Post
So your solution is to completely break operative healers? Good one!
I've posted before that operative healing needs a buff, but that's an entirely separate issue, the main reason I made this thread is actually because of how faceroll caster damage classes are.


Considering it's the least played class, and 90% of the people who play the class play it as damage, it's obviously not the reason I made the thread.


And even then, an interrupt lockout wouldn't be as big of a nerf to ops as it would be to the other healers, they use more instant casts than mercs and sorcs. If anything it'd bring them more in line with the other healers.
Quote: Originally Posted by HileyQuiggley View Post
Nerf Grav Round are you serious? What else could we possibly do after that?

Aweus's Avatar


Aweus
01.29.2012 , 03:22 AM | #47
Quote: Originally Posted by Caelrie View Post
So your solution is to completely break operative healers? Good one!
My solution is to remove Sorcs from the game. But since I tend to be reasonable I am trying to find an intermediate compromise.

Caelrie's Avatar


Caelrie
01.29.2012 , 03:23 AM | #48
Quote: Originally Posted by Aidank View Post
I've posted before that operative healing needs a buff, but that's an entirely separate issue, the main reason I made this thread is actually because of how faceroll caster damage classes are.

Considering it's the least played class, and 90% of the people who play the class play it as damage, it's obviously not the reason I made the thread.
It's a solution to an imaginary problem. Melees are doing fine in WZs. Some of them are downright scary effective. It all depends on what class you're playing. Could sorc ability #s use some tuning? Probably. But we don't need to put in whole new (old) game mechanics just because WoW had it.

FYI: it didn't work so hot in WoW either. In MoP, Blizzard is removing school lockouts because they punish casters too hard.

Aidank's Avatar


Aidank
01.29.2012 , 03:27 AM | #49
Quote: Originally Posted by Caelrie View Post
It's a solution to an imaginary problem. Melees are doing fine in WZs. Some of them are downright scary effective. It all depends on what class you're playing. Could sorc ability #s use some tuning? Probably. But we don't need to put in whole new (old) game mechanics just because WoW had it.
I think i've already outlined the problem, and explained why it is a problem. Almost everyone here seems to think that caster classes in this game are easy to play. Sorcerers don't do outstanding damage, they don't have crazy burst, but what they do have are mechanics that are incredibly foolproof. There is practically no penalty to anything past standing in a flame pit.
Quote: Originally Posted by HileyQuiggley View Post
Nerf Grav Round are you serious? What else could we possibly do after that?

Eskymojo's Avatar


Eskymojo
01.29.2012 , 03:31 AM | #50
Quote: Originally Posted by Caelrie View Post
It's fine as it is right now. Between interrupts, pushback, knockbacks, mezzes and stuns, it's already plenty hard to get timed casts off unless you create some distance first.
This is rubbish....I use distraction now against Force Lightning and that **** is straight back on me again and then I'm dead in about 1.5 channels worth. It needs to be way more interruptable and with an actual lockout >> 4 sec gets me about 5k dmg if I'm lucky and GS is "alledgedly" great DPS....I don't think so!