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Nerf tracer missle now


FrevikThul's Avatar


FrevikThul
02.01.2012 , 03:39 PM | #311
Quote: Originally Posted by Snaex View Post
The irony of the end comment is astounding. No if you are dieing fast, then you are the one who sucks l2p.

I watch consistantly 3-4 people beating on merc/commandos for AT least 20 seconds before they go down. I crit most geared players with shock for 3k as hybrid 23/0/18, I crit merc/commands for about 1400-1500. When they pop CDs I see numbers like 400-800 on big attacks.
here's a thought...those merc/commando's are Bodyguard spec. I know, I am one, and I do this to people all the time. The difference being, I don't have tracer missiles. *gasp*

Snaex's Avatar


Snaex
02.01.2012 , 03:42 PM | #312
Quote: Originally Posted by Excal View Post
here's a thought...those merc/commando's are Bodyguard spec. I know, I am one, and I do this to people all the time. The difference being, I don't have tracer missiles. *gasp*
I dont think there is anything wrong with tracer missle. I think there is something wrong with tanks who run around healing people.

Anyone remember warrior priests in wow, yea that was balanced.

LordTyrantXerxis's Avatar


LordTyrantXerxis
02.01.2012 , 03:43 PM | #313
Quote: Originally Posted by Migrayn View Post
Wheres the balance. Op's and scoundrels were killing too fast doing half HP in 5-6s. well Tracer missle spam can take 3/4 of my HP is 3 hits. 3.2k 3.4k 2.9 . That is killing much faster then intended per bioware.

Balance this crap out.

Tracer Missle has a 1.5sec cast time ... 3 tracer missiles is me standing still for 4.5 seconds ... incidentally standing still for 4.5 sec is more than enough time to get killed in a WZ.

Kuari's Avatar


Kuari
02.01.2012 , 03:44 PM | #314
Quote: Originally Posted by Snaex View Post
Since most tanky things like assassin absorb shield dont work against crits, the most important mitigation stat in pvp is armor value against most attacks. They have the same armor as a tank and they have defensive CDs that bolster their already strong mitigation. They are just as hard to burn as any tank specced class in pvp.
Did you miss the part where tank stances ADD additional armor?
Standards are made to be broken.
- Crie - 50 Sniper - Engineer spec -
- Kuari - 35 Assassin - Tank spec -

Buddhalux's Avatar


Buddhalux
02.01.2012 , 03:45 PM | #315
Quote: Originally Posted by Zarthorn View Post
Basically if mercs are stacked, you interupt one, eat tracer off another and another.

Same trick is pulled regularly and has been done since the game went live with Sorcs tab+lightning everything that moves.

And the problem with this? In a team game, the balanced team should have the advantage not the one that purposely stacked the crap out of one or two classes all with the same or similar builds.

This isn't saying "holy trinity" should beat all but when tracer and lightning spam are causing WZ's to be absolutely obnoxious places to be it goes against "fun" and into the realms of "frustration"

Now here is where the actual problem lies....if you hear me out.

What this team composition would be known as in any other MMO game is a "spike" team, all dps classes using dps skills to "spike" down a target, however a "spike" team is countered by a "turtle" team which is the likes of Tanks and healers making an impervious wall that slowly chip down the spike team one by one.

Unlike other MMO's where the spike team theory exists and it's counter exists, there is simply no counter to the spike team in SWTOR, at all.

Why?

Because of defensive cooldowns, because Sorcs/Mercs can't be simply "chipped" away since they get some base healing skills, because of the utility that Sorcs possesses, because Mercs can get on par mitigation with most tanks and not sacrifice damage for it.

Quite simply put, the utility, survivability and damage of Commandos/Mercs and Sorc/Sages is absolutely ludicrous, I don't care if you have to "stand still" for 1.5 seconds to "cast" you have everything you need in your toolkit to more than polish off anyone 1 on 1 and perform above expectations in teamplay.

This is skewed balancing and quite frankly a joke.

I'm sick and tired of hearing the pathetically poor attempts at defending these class mirrors, LoS works against ANY ranged class, interupt works against most classes if not all that have a channeled ability, these are basic hints for basic pvp play at the most infant of levels.

So I interupt your tracer missle? Then what? Oh that's right you rocket punch me backwards and unload until tracer comes back up.

So I LoS you? Then what? Oh you follow me or move to a position where I must pass and will have a heck of a time trying to get to a spot to break the LoS.

So I get into melee distance? Then what? Oh you use one of your knockbacks and/or Stun me then proceed to kite me at a safe distance where I cannot leap towards you.

So I actually get through all that and continue to wail on you? Then what? You already got extra mitigation from tracer spam aaaaand here is another 25% so now you can dps race me to death.

So I get you low then what? You stun and heal yourself, now I have to start again and if my medpacks are on cooldown I cannot heal so you have won the fight by default.

===========================

Basically put, you mercs and sorcs needs to put a sock in it, suck it up, stop spamming l2p you are all noobs, etc and start realising...You have too much of your own way right now and it's going to change.

So rather than pretending that it was intended, because it clearly isn't...start looking at ways to change it so the class for the better.....or don't say I didn't tell you say when the nerfhammer falls in your direction and it hits you harder than you thought it would.

Op/Scoundrels are testament to this, most were in denial, the FOTM'ers are gone, those of us that knew it had to happen were happy with it after it happened, adapted and continue to enjoy our class.
Oh I get it now. You got nerfed already and are hell bent on seeing everyone else nerfed to compensate for your loss of easy mode.
Matala 50 Merc
Matael 50 Marauder
Mataz 3x Jugg
Matazi 2x Sniper

ugig's Avatar


ugig
02.01.2012 , 03:46 PM | #316
Quote: Originally Posted by Snaex View Post
The irony of the end comment is astounding. No if you are dieing fast, then you are the one who sucks l2p.

I watch consistantly 3-4 people beating on merc/commandos for AT least 20 seconds before they go down. I crit most geared players with shock for 3k as hybrid 23/0/18, I crit merc/commands for about 1400-1500. When they pop CDs I see numbers like 400-800 on big attacks.
If you saw a merc or commando taking hits from 3-4 people for 20 seconds then you were blind to the healer keeping him alive, learn some awareness.

Cegenaus's Avatar


Cegenaus
02.01.2012 , 03:46 PM | #317
Quote: Originally Posted by Kuari View Post
Replace the less then stellar enhancements in your PvP gear. That's a big source of it.
EDIT: I'd also like to note it was on a different topic then what you're referring to if you'd have followed the quotes. Seriously...
so youre telling me that fully geared mercs who replaced all their mods with crit/surge hit too hard? i think thats kind of the point of pvp armor lol

i dont quite see where youre getting at with your edit. no i didnt read everything, i see 30+ pages of this thread and every time i come back i see 10 more pages. i fail to see how this proves your point or disproves mine
Cegenaus/Xyrin/Ixor/Domz
Merc/Sorc/Mara/Jugg

Vortex Reborn/Das Ubel- Terentatek

Snaex's Avatar


Snaex
02.01.2012 , 03:47 PM | #318
Quote: Originally Posted by Kuari View Post
Did you miss the part where tank stances ADD additional armor?
Yea my additional armor puts me at about 6k, as assassins where cloth, the stance puts me on PAR with heavy armor targets. You didn't disprove my point, and by the way you argued it, I don't believe you realize that assassin tanks wear light armor and the stance is only a means to make us the same as other classes. Our "special" tank mitigation stat, absorbtion is horrible in pvp, we are the same as a heavy armor wearing merc/commando.

SinnedWill's Avatar


SinnedWill
02.01.2012 , 03:48 PM | #319
Quote: Originally Posted by ugig View Post
This proves you know absolutly nothing about the class your complaining about and make the rest of anything you say suspect. The uppercut knockback has no slow on it and only barely knocks you back out of melee range, 5m is all. jet boost is the aoe knockback with a 60% slow on it, 30 second CD, 20 if tallented.
Forgive me if I don't have a Merc or commando and for being confused between the different knockbacks, I simply called it an uppercut knockback + slow coz... well, that's what it looks like. Also, I think that person who said "AND THEY CAN HEAL THEMSELVES" was referring to the heal-specced/tracer-specced hybrid - the big heal becomes pretty quick and a crit can heal them for more than 50% health. As for what they said about mercs having the armor of a tank... well, no, they don't. They're highly vulnerable to the 2 damage types armor doesn't give and are still moderately squishy.
Mains: TheSinner - Madness Sorc; Scornful - Carnage Marauder
Minis: Scorned - Deception Assassin; Sinbane - Pyro Powertech; Sinborn - Marksman Sniper
Guild: Physics
Server: The Shadowlands by way of Dreshdae Cantina.

Buddhalux's Avatar


Buddhalux
02.01.2012 , 03:49 PM | #320
Quote: Originally Posted by Snaex View Post
Yea my additional armor puts me at about 6k, as assassins where cloth, the stance puts me on PAR with heavy armor targets. You didn't disprove my point, and by the way you argued it, I don't believe you realize that assassin tanks wear light armor and the stance is only a means to make us the same as other classes. Our "special" tank mitigation stat, absorbtion is horrible in pvp, we are the same as a heavy armor wearing merc/commando.
Careful now. You may be next on the whine fest since you're a stealthing assasin tank!!
Matala 50 Merc
Matael 50 Marauder
Mataz 3x Jugg
Matazi 2x Sniper