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The Operative Nerf

STAR WARS: The Old Republic > English > PvP
The Operative Nerf

Jest's Avatar


Jest
01.31.2012 , 12:15 PM | #131
Quote: Originally Posted by Coldin View Post
Scoundrel/Operatives longest in combat stun is flash grenade, which breaks on damage. Our actual stun, lasts only 4 seconds. So even if you tie the knock down and stun together, it's only 5.5 seconds.
Technically the stuns may be 5.5 seconds but everyone who's played the game knows there's an inaction bleed for animations like getting up from being knocked down. So even the 1.5 second KD does, in effect, take away player control for more than 1.5 seconds. I'm not going to venture a guess as to exactly how long but point being the timers on the abilities aren't really strict.

JBloom's Avatar


JBloom
01.31.2012 , 12:15 PM | #132
Quote: Originally Posted by Ossos View Post
Actually, they need to reduce the crit chance mechanic for the two classes.

Stims or not, Operatives/Scoundrels crit all the time.

Think about YOUR CLASS. Regardless of what it is, think about how hard you hit when you actually get a decent crit. Well, Ops/scoundrels crit like that ALL THE TIME!
Honestly I don't mind the crits. The only problem i have is getting stunlocked. I've got plenty of tools to deal with ops if I can actually fight back.

dipstik's Avatar


dipstik
01.31.2012 , 12:16 PM | #133
this gives me the incentive i needed to finally log into my smuggler alt.

Iskandarian's Avatar


Iskandarian
01.31.2012 , 12:16 PM | #134
sounds like another mid-mid week patch. probably right around the time i'm home to log on, too. sweet!
♬♫♪♩♩♪♫♬

ImURmaster's Avatar


ImURmaster
01.31.2012 , 12:19 PM | #135
Quote: Originally Posted by Nowyourdead View Post
And to the tool that said they have full BM and were hit with 10k and 11k hits, show a screenshot please I beg you. I thought my kids were a bunch of crybabies, holy cow man you so-called-adults take the cake.
Quote: Originally Posted by Vewdo View Post
I could be totally wrong...[snip]
3. I got hit last night on a operative opener. I was hit for 11k damage at level 50. Granted i dont have awesome gear yet but 11k? Holy Hell. I was hit for another one at about 10k, 9k and so on.

Again im not in any kind of good gear yet, but gimme a break. This is a little off. i hope some of you can agree !
How you got full BM gear from his post is..well..poor reading comprehension.

Not that I believe 11k hits eitherway.

Warkyd's Avatar


Warkyd
01.31.2012 , 12:20 PM | #136
Quote: Originally Posted by Ossos View Post
Before, after an opener you would be able to break CC and sprint away/shield-up/whatevah because your RESOLVE BAR would fill up from the Ops/Scoundrel Opener. There was nothing that they could do to CC you after that opener.

NOW that opener doesn't fill your resolve bar. So, after a 1.5 sec opener, we stun you agani for another 4 seconds (2.67 GCDs) and when THAT wears off, we can root you or just finish you off with a ranged hit (if you're not dead already).

Before you had a chance. Now you HAVE NO CHANCE!! Regardless of what class you play, how fast you are, or how good you are. ALL GAME MECHANICS ARE NOW AGAINST YOU!

ALL CLASSES NOT OPS/SCOUNDRELS ARE NOW FREE KILLS!!
Unfortunately its completely true. Reduced damage on one ability for improved stun lock is completely retarded from a balance perspective.

Ahhmyface's Avatar


Ahhmyface
01.31.2012 , 12:21 PM | #137
Quote: Originally Posted by Warkyd View Post
Unfortunately its completely true. Reduced damage on one ability for improved stun lock is completely retarded from a balance perspective.
No it's not. Unfortunately all of the people with an IQ over 100 are being drowned out by the noobwhinefest.

If you read the thread very carefully, you'll discover it.
Ahhmyface- 1400 Madness Assassin
[The Bastion][/B]

Frenzyguy's Avatar


Frenzyguy
01.31.2012 , 12:24 PM | #138
Quote: Originally Posted by Kholvan View Post
I think you assume people were upset with your stun. Maybe some were, but my issue was with you taking people to 25% health before they stood up. As long as the burst is reduced enough that this doesn't happen in the 5.5 seconds of stun, that's fine with me.

I don't mind you being able to CC - everyone else can, after all.
There was n o 5.5 second stun...only 3 sec and the resolve bar was filled so we couldnt do anythign, now we will put ou to the ground (stunned for 1.5s) + the delay to get back up and BAM 4 sec stun, then blind or root

Loey's Avatar


Loey
01.31.2012 , 12:25 PM | #139
Quote: Originally Posted by SneiK View Post
No, and this reenolds guy's clearly a troll. Too early to tell, but I haven't had any problems with operatives. Stop saying ''you can't counter them'' since we clearly can, when the fact was OP had too much burst out of stealth that couldn't be countered really. Now they 'fixed it' and a team (TEAM, stop making every example 1v1) can counter your silly *** better. Can't say if it's a good change or a bad change but stop lying to people.

Nope...we cant counter a opener with that amouth of dmg and stun.

Thats the main subject here.

And *** are you talking about " a team" ? So i must join a party to fight a operative? Are they some kind of world boss now?

Seriously:

1)You can come invisible at your enemy.

2) Stun lock him for about 6 or 7 seconds.

3) While you deliver about 10k chain dmg.

4) And while you can finish him from distance with good 3 ~4k dmg.

5) And finally, if everything goes bad you can still vanish from the battle....and dont say " oh, you just need to dot them" cause gunslingers, just to point one class" got one dot with their main trait line.

Btw, the nerf should affect only pvp...pve should remain the same.

VertisReaper's Avatar


VertisReaper
01.31.2012 , 12:28 PM | #140
Quote: Originally Posted by Coldin View Post
By the way, been running warzones on my scoundrel. At best I'm only critting for 3k on Shoot first with relic and surge adrenal. I don't know what's up, but that seems really low.
that sounds about right for most classes.