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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?

Proppa's Avatar


Proppa
01.29.2012 , 02:46 PM | #181
So, what happens to melee when they get interupted? Nothing, than can still carry on beating on you. So you lock out the Sorc's main Damage/Heal spell then you out-damage them. Heaven forbid people actually work together and focus fire. How about you stun the Jedi your melee is on preventing them from DPS, whilst the Marauder charges onto them and kills them quickly?

Yes, you can maintain casting, but what would be the point if every interupt would flat out stop you doing anythhing for 4 seconds? Ranged classes would be useless. There are swings and roundabouts to every class. I guess we all see things from different perspectives....
Imperial : 50 Sorcerer : Scepter of Ragnos.
Republic : 50 Vanguard : 50 Sentinel : 50 Scoundrel : 17 Sage : The Shadow Runner

BurnsTwoThree's Avatar


BurnsTwoThree
01.29.2012 , 02:49 PM | #182
Quote: Originally Posted by Aidank View Post
The point I'm trying to make here is that getting interrupted hardly penalizes casters.
And what we discussed last night was the issue of because of the amount of CC in the game that one interrupt on the correct spell can be fatal for a healer.


But if they added some sort of passive ability where an interrupt wouldn't affect healers like rdps by allowing same-school abilities to be cast, I would more than welcome that change. But in the game's current state, improvements to interrupts would severely gimp healers to the point where they would go from 100%-0% if focused by more than one person.

Aidank's Avatar


Aidank
01.29.2012 , 02:56 PM | #183
Quote: Originally Posted by Proppa View Post
So, what happens to melee when they get interupted? Nothing, than can still carry on beating on you. So you lock out the Sorc's main Damage/Heal spell then you out-damage them. Heaven forbid people actually work together and focus fire. How about you stun the Jedi your melee is on preventing them from DPS, whilst the Marauder charges onto them and kills them quickly?

Yes, you can maintain casting, but what would be the point if every interupt would flat out stop you doing anythhing for 4 seconds? Ranged classes would be useless. There are swings and roundabouts to every class. I guess we all see things from different perspectives....
The equivalent of a lockout is... being out of range.

It's terrible game design if two melee are required to focus one caster to lock him down while one caster can prevent a melee from doing 90% of his damage simply by kiting him.

And I play a dirty fighting scoundrel and a madness sorcerer. I would say that I've got less bias here than most players.

And no, I don't believe casters should be able to sit there and cast while a melee is on them without any penalty. On my sorc I really don't have a hard time kiting most melee players, but I'm finding that a lot of the time It's just plain easier to sit there and cast while i'm being beaten on rather than kite them.

The class almost rewards playing badly.
Quote: Originally Posted by HileyQuiggley View Post
Nerf Grav Round are you serious? What else could we possibly do after that?

Aidank's Avatar


Aidank
01.29.2012 , 02:58 PM | #184
Quote: Originally Posted by BurnsTwoThree View Post
And what we discussed last night was the issue of because of the amount of CC in the game that one interrupt on the correct spell can be fatal for a healer.


But if they added some sort of passive ability where an interrupt wouldn't affect healers like rdps by allowing same-school abilities to be cast, I would more than welcome that change. But in the game's current state, improvements to interrupts would severely gimp healers to the point where they would go from 100%-0% if focused by more than one person.
Quote:
edit2: When creating this thread, I didn't really have healers in mind. I'm speaking mostly about sorcs/mercs. If we could keep discussion mainly to those that would be better.
Please read the original post.


And if anything the amount of CC in the game is worse for melees than it is for ranged.
Quote: Originally Posted by HileyQuiggley View Post
Nerf Grav Round are you serious? What else could we possibly do after that?

bamsmacked's Avatar


bamsmacked
01.29.2012 , 03:02 PM | #185
Quote: Originally Posted by SuprabondAddict View Post
seems rasonable..
only becouse noone spams the same spell over and over and over...

oh wait..
Tracer Missile, Tracer Missile Tracer Missile, Tracer Missile, Tracer Missile, Tracer Missile, Tracer Missile, Tracer Missile, Tracer Missile, Tracer Missile, Tracer Missile, Tracer Missile , Tracer Missile, Tracer Missile, Tracer Missile, Tracer Missile, Grav Round, Grav Round, Grav Round, Grav Round, Grav Round, Grav Round, Grav Round, Grav Round, Grav Round, Grav Round, Grav Round, Grav Round, Grav Round, Grav Round, Grav Round, Grav Round, Grav Round, Grav Round, .

I wish I could just spam Blade Storm over and over with my 9 second force rush in effect.

RealAeiouy's Avatar


RealAeiouy
01.29.2012 , 03:06 PM | #186
Quote: Originally Posted by Aidank View Post
The equivalent of a lockout is... being out of range.

It's terrible game design if two melee are required to focus one caster to lock him down while one caster can prevent a melee from doing 90% of his damage simply by kiting him.

And I play a dirty fighting scoundrel and a madness sorcerer. I would say that I've got less bias here than most players.

And no, I don't believe casters should be able to sit there and cast while a melee is on them without any penalty. On my sorc I really don't have a hard time kiting most melee players, but I'm finding that a lot of the time It's just plain easier to sit there and cast while i'm being beaten on rather than kite them.

The class almost rewards playing badly.


What I don't get is the mentality that people should easily be prevented from using their abilities. That is bad pvp design.

People erroneously claim this game is like wow then make suggestions to change it to be just like wow.

It is okay if the game is balanced around range being able to use their abilities.

Someone earlier in the thread latex out how spellcaster lockdown in wow caused further changes that just changed everyone into instacast.

That is not better. I prefer both sides get a chance to use their abikities in a fight. There is already a ton of cc in the game.

Beefing up interrupts and stuns on range is a bad idea.

Ps I play melee
I put the AssAssIn assassin.

Aidank's Avatar


Aidank
01.29.2012 , 03:11 PM | #187
Quote: Originally Posted by RealAeiouy View Post
What I don't get is the mentality that people should easily be prevented from using their abilities. That is bad pvp design.

People erroneously claim this game is like wow then make suggestions to change it to be just like wow.

It is okay if the game is balanced around range being able to use their abilities.

Someone earlier in the thread latex out how spellcaster lockdown in wow caused further changes that just changed everyone into instacast.

That is not better. I prefer both sides get a chance to use their abikities in a fight. There is already a ton of cc in the game.

Beefing up interrupts and stuns on range is a bad idea.

Ps I play melee
A. People love to hate wow, but they got a lot of stuff right.

B. It's not balanced if the game lets ranged use their abilities all the time, but melee are susceptible to kiting.

C. I quit during wotlk, so I'm not sure what happened after that, but interrupts worked absolutely fine up to then.
Quote: Originally Posted by HileyQuiggley View Post
Nerf Grav Round are you serious? What else could we possibly do after that?

Batslav's Avatar


Batslav
01.29.2012 , 03:14 PM | #188
yep but will good if they donw it to 3 sec or there will be way to much crying
or
a bit longer cd

fest's Avatar


fest
01.29.2012 , 03:31 PM | #189
Quote: Originally Posted by BurnsTwoThree View Post
And what we discussed last night was the issue of because of the amount of CC in the game that one interrupt on the correct spell can be fatal for a healer.


But if they added some sort of passive ability where an interrupt wouldn't affect healers like rdps by allowing same-school abilities to be cast, I would more than welcome that change. But in the game's current state, improvements to interrupts would severely gimp healers to the point where they would go from 100%-0% if focused by more than one person.
With how many instant casts ALL healers have, 1 interrupt is NEVER fatal. Ever. Sorry, try again.

Mackuss's Avatar


Mackuss
01.29.2012 , 03:32 PM | #190
You can't fake cast in this game because the game sucks, lol.

Try it, it's hilarious. The game will get confused, and the cast bar will go away (even if you're casting it), and tons of weird **** starts to happen.

Honestly, that's what I think the entire first page of the PvP forum should consist of. About 10 threads, and they all are just saying "Please fix the game. It sucks right now".
while(horse.State == dead)
{
horse.beat();
}