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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?

BurnsTwoThree's Avatar


BurnsTwoThree
01.29.2012 , 03:59 AM | #71
A flat out 4 second silence would not work. If we're talking about higher-end PvP with geared/skilled players, too much damage goes out. Hell even one "good" Scoundrel or OP could easily burn a Light Armor healer down to 20% in those 4 seconds.

Red_Cruiser's Avatar


Red_Cruiser
01.29.2012 , 04:03 AM | #72
Yes, let's lock out every heal spell because you don't want to be bothered to learn the name and the animation of the "big heal that might... MIGHT actually keep us alive" or the "little heal that restores half a tracer missile crit". It's not like every class doesn't have some kind of knockback, stun or AoE stun they can't throw down to interrupt spellcasting either.

Caelrie's Avatar


Caelrie
01.29.2012 , 04:04 AM | #73
Quote: Originally Posted by Eskymojo View Post
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!
If you're dying in 1.5s to a sorc you have bigger problems than interrupts.

Caelrie's Avatar


Caelrie
01.29.2012 , 04:05 AM | #74
Quote: Originally Posted by Acyu View Post
And healers in WoW had multiple schools of heals, healing shields or powerful HoTs. Try again.
Or not.

Aidank's Avatar


Aidank
01.29.2012 , 04:05 AM | #75
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.
How is this different from other MMOs where healers do just fine, in WoW for example heals did even less.

Quote:
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.
This is assuming that a healer can't fake a single cast, If a healer sits there for 20 seconds getting every single cast interrupted they deserve to die. Not to mention every class has instant casts, bad healers are supposed to be killable.

Quote:
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:
Good healers would still be able to heal, bad ones being focused would die. Sounds balanced to me.
Quote:
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.
That makes no sense. I could see trauma being changed with this but doubling the amount of heals is idiotic.
Quote:
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.
As is healers don't really need peels. If they're being interrupted they can simply use other heals.
If interrupts locked out, healers would actually need peels to heal effectively, which to me sounds like a change for the better.

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

Think about it.
A single healer shouldn't be able to stay up while simply sponging damage. Think of how PVP is set up in this game, It's almost all objectives, you don't need to kill anyone to turn the tides of a battle. Not to mention that healers in this game actually can kill people, making this point moot on both fronts.
Quote: Originally Posted by HileyQuiggley View Post
Nerf Grav Round are you serious? What else could we possibly do after that?

Dampiel's Avatar


Dampiel
01.29.2012 , 04:06 AM | #76
Quote: Originally Posted by SuprabondAddict View Post
seems rasonable..
only becouse noone spams the same spell over and over and over...

oh wait..
Oh i see the scarcasm!

wait who said commandos/mercs?
Quote: Originally Posted by Dampiel View Post
saying smash should not be nerfed is like saying 4chan is required reading in a masters level college curriculum

Caelrie's Avatar


Caelrie
01.29.2012 , 04:07 AM | #77
Quote: Originally Posted by Aidank View Post
Interrupts are off the global cooldown.
Notice a theme here? The people calling for this change have minimal game knowledge at best, on average.

I'm thinking that's why they're having so much trouble in the first place.

Aidank's Avatar


Aidank
01.29.2012 , 04:07 AM | #78
And hell, this thread wasn't even supposed to be about healers. I'm sorry the medal system is not good but this has absolutely nothing to do w/ this thread.
Quote: Originally Posted by HileyQuiggley View Post
Nerf Grav Round are you serious? What else could we possibly do after that?

Choppaman's Avatar


Choppaman
01.29.2012 , 04:08 AM | #79
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.

You're right. All of the melee players who open with charge in this game are truly great players, but they are just victims of an unforgiving and underpowered class structure.

Interrupts are fine, couple that with the outrageous damage and stuns in this game and you shouldn't have a problem killing casters.

Aidank's Avatar


Aidank
01.29.2012 , 04:08 AM | #80
Quote: Originally Posted by Caelrie View Post
Notice a theme here? The people calling for this change have minimal game knowledge at best, on average.

I'm thinking that's why they're having so much trouble in the first place.
And the people saying that a lockout would be a bad idea... Sounds like most of the people on the forums just have minimal game knowledge.
Quote: Originally Posted by HileyQuiggley View Post
Nerf Grav Round are you serious? What else could we possibly do after that?