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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?

Aidank's Avatar


Aidank
01.29.2012 , 03:43 AM | #61
Quote: Originally Posted by Redmarx View Post
When they buffed the power of interrupts in WoW, interrupts became too powerful.

So they had to give all WoW casters more instant abilities.

Basically it leads to an arms race of interrupts vs instant abilities.

Interrupts combined with stuns and punts is already devastating CC on healers. Try timing them.

Just because you're melee doesn't mean you should just rush at things and kill them by chain interrupting everything they do. Stop trying to faceroll smash your keyboard and play tactically.
Actually I play both a melee and a ranged class, the idea that two or more melee will need to coordinate interrupts to down a single ranged class isn't balanced at all, and is terrible balance when most pvpers primarily pug games.

Resolve fills after 1 knockback and 1 stun, or 2 stuns, or 3 knockbacks. and each one of those costs a gcd, and just isn't viable to interrupt casts which generally have cast times of 1.5 seconds.
Quote: Originally Posted by HileyQuiggley View Post
Nerf Grav Round are you serious? What else could we possibly do after that?

fest's Avatar


fest
01.29.2012 , 03:47 AM | #62
Right now, interrupts aren't feared. At all. And that's a problem. It should be worth the key press to interrupt. If people aren't fake casting when there's a melee on them, we have a problem.

Being interrupted needs to be detrimental to your role in PvP or else why bother? What separates a good healer from a great healer when neither of them have to avoid the interrupt to do their job?

And with rated warzones coming in March, you need to be able to tell the difference between a good player and a great player or the ratings don't really mean anything.

Proppa's Avatar


Proppa
01.29.2012 , 03:52 AM | #63
Yeah, you always have time to "fake cast". If you interupt the main heal on my sorcerer, your dps will greatly outweight my healing and it's not like I can interupt your melee to lock you out. If you then see my cast, you can knock me back or stun me to completely cripple me.

The trouble is, I think Ranged are more aware of their positioning and whats going on around them. Whereas Melee will just charge right in most of the time without looking around, then get focus fired.

I try my hardest to heal my entire group up, if I see someone taking DPS, especially Melee I will try and get them either out of the way (force pull), or healed up.

I think people act way to singularly in this game. They often don't realise that these "oober healers" are actually healing more than just themselves in warzones. So realistically everyone is on an even playing field, the biggest problem is often that there isn't a balanced number of specs/classes put into warzones.

There was a guy, with exactly the same thread of this, complaining because he joined a WZ with 5 Commando's and 3 Sages. Saying how they couldn't kill them. But at the same time, they wasn't dying either.
Imperial : 50 Sorcerer : Scepter of Ragnos.
Republic : 50 Vanguard : 50 Sentinel : 50 Scoundrel : 17 Sage : The Shadow Runner

Redmarx's Avatar


Redmarx
01.29.2012 , 03:54 AM | #64
Quote: Originally Posted by Aidank View Post
Actually I play both a melee and a ranged class, the idea that two or more melee will need to coordinate interrupts to down a single ranged class isn't balanced at all, and is terrible balance when most pvpers primarily pug games.

Resolve fills after 1 knockback and 1 stun, or 2 stuns, or 3 knockbacks. and each one of those costs a gcd, and just isn't viable to interrupt casts which generally have cast times of 1.5 seconds.

A heal in SWTOR heals for around 20-25% of a person's HP pool. And that's on crit. The HOTs are terribly weak also.

In order to allow interrupts to completely lock out all casting, with interrupts on 10s (and in the case of powertech/vanguard, 6s) cooldown, that means that along with 2 stuns and a mezz on the tail end, 1 person can lock down a healer and prevent all healing for upwards of 20 seconds. That is of course assuming the person knows what to interrupt and when.

Given that this would lead to a healer being simply unable to heal at all, and if 1 heal goes through it only does 20-25% of a HP pool, one would have to rebalance healers to either:

a) heal for around 200-300% more, that is 1 heal = 50-75% of a person's HP pool
b) have instant-cast hots that heal for 50% of a person's HP pool over 10-12 seconds.

Healers are largely defenseless on their own. They need teammates to peel for them in PVP. They cannot kill a dps class in a timely fashion and will get eroded down without actually contributing to the fight if they cannot heal.

Why should 1 unsupported interrupter be able to render a healer useless?

Think about it.

Eltohan's Avatar


Eltohan
01.29.2012 , 03:54 AM | #65
Quote: Originally Posted by Aidank View Post
I feel like for casters the game is a lot more forgiving than it is for most melees. Seems like this is mostly because if any of their casts get interrupted they can just cast something else.

I don't think I've ever seen someone bother to fake cast in this game... Ever.


a 4 second lockout might be a little bit much, maybe 2 or 3 depending on the interrupt, but what do you guys think?


edit: To add, my main reasoning for starting this thread Is I posted a thread earlier today asking people which class they thought took the most skill.

Out of some 6 pages not a single person said sorcerer, mercenary, operative, and only some 3 people said sniper.

I figured the reason for this is that melee classes are penalized a lot more for playing badly in this game than caster classes are.
2 sec lockout when you take 1.5sec yourself to kick the ability and have under 0.5sec to use anything else (latence FTL) ?

Anyway, I agree ranged people have an easy time on melee in this game.
Unsubscribed because of the crappy Hero Engine
Now playing Black Desert Online & Guild Wars 2

ShenLong's Avatar


ShenLong
01.29.2012 , 03:55 AM | #66
Ew, no.

A full lock out is just going to throw healers out of the match. They already get shafted for several other reasons, and now you want to throw another one?

Let's see. Trauma, usually a marker, less medals/commendations, interrupt/cc spam on occasions, and now let's switch it to interrupt spam that completely locks the healers out of their spec. Makes sense

I'll pass.

Also anyone that says a healer can just switch to any skill probably hasn't played a healer.

Staple of the sage is Deliverance

Interrupt it, lock it out, and that sage is going to be struggling. When he gets it back, someone else locks it out and he's dead. Period. Done. Healing Trance/Benevolence/Rejuvenation only works as a combined effort with a cast of deliverance.

Red_Cruiser's Avatar


Red_Cruiser
01.29.2012 , 03:56 AM | #67
Quote: Originally Posted by Redmarx View Post
A heal in SWTOR heals for around 20-25% of a person's HP pool. And that's on crit. The HOTs are terribly weak also.

In order to allow interrupts to completely lock out all casting, with interrupts on 10s (and in the case of powertech/vanguard, 6s) cooldown, that means that along with 2 stuns and a mezz on the tail end, 1 person can lock down a healer and prevent all healing for upwards of 20 seconds. That is of course assuming the person knows what to interrupt and when.

Given that this would lead to a healer being simply unable to heal at all, and if 1 heal goes through it only does 20-25% of a HP pool, one would have to rebalance healers to either:

a) heal for around 200-300% more, that is 1 heal = 50-75% of a person's HP pool
b) have instant-cast hots that heal for 50% of a person's HP pool over 10-12 seconds.

Healers are largely defenseless on their own. They need teammates to peel for them in PVP.

Why should 1 unsupported interrupter be able to render a healer useless?

Think about it.
Thank God for a voice of reason.

Aidank's Avatar


Aidank
01.29.2012 , 03:56 AM | #68
Quote: Originally Posted by Eltohan View Post
2 sec lockout when you take 1.5sec yourself to kick the ability and have under 0.5sec to use anything else (latence FTL) ?

Anyway, I agree ranged people have an easy time on melee in this game.
Interrupts are off the global cooldown.
Quote: Originally Posted by HileyQuiggley View Post
Nerf Grav Round are you serious? What else could we possibly do after that?

Redmarx's Avatar


Redmarx
01.29.2012 , 03:57 AM | #69
Quote: Originally Posted by ShenLong View Post
Ew, no.

A full lock out is just going to throw healers out of the match. They already get shafted for several other reasons, and now you want to throw another one?

Let's see. Trauma, usually a marker, less medals/commendations, interrupt/cc spam on occasions, and now let's switch it to interrupt spam that completely locks the healers out of their spec. Makes sense

I'll pass.

Good point. Healers already get less medals (5 medals doing 500k healing), less commendations, they have a 30% constant heal debuff in PVP.

There are not enough healers in PVP already. They need to be encouraged, not discouraged.

Rhazesx's Avatar


Rhazesx
01.29.2012 , 03:58 AM | #70
Healers healing themselves are not healing their teammates. Their damage is garbage to. Not one heal class in this game should be nerfed. The problem is 70% of players in warzones are trash and don't interupt their big heal, they let them stand in aoe hots or even worse ignore them completely while they stand 4 feet away and spam heals.