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Why Ranged Classes Dominate This Game and Why It needs a fix

STAR WARS: The Old Republic > English > PvP
Why Ranged Classes Dominate This Game and Why It needs a fix

mBass's Avatar


mBass
02.11.2012 , 08:46 PM | #181
Let's make snipers go from the least played class to the not played class. Marauders and assassins are clearly underrepresented in warzones.

JuicyFruits's Avatar


JuicyFruits
02.11.2012 , 08:55 PM | #182
Quote: Originally Posted by nodq View Post
i don't think ranged classes are OP... not really. the only thing that needs a fix is these *********** knockbacks on almost every class on such a low cooldown. there 2 out of 8 classes which do not have a knockback, right? Thats stupid like ****.

Especially in huttball, nothing more annoying than knocked around like a ping pong ball.
Huttball can be so frustrating. Its very poor map design, IMO, to focus so damn much on platforms when 80% of your classes get access to short CD KBs.

I think there should be an additional path, that takes longer but stays on the ground. This would give players that get knocked down a "second chance" to join the fight.

I'm thinking about maybe an elevator, on the sides where the "fences" are (near the HP powerups.) This elevator would be VERY slow, but it would allow people to cross the fence and rejoin the fight.

I dont know, I'm not a map designer.

Jesmcalli's Avatar


Jesmcalli
02.11.2012 , 09:00 PM | #183
Quote: Originally Posted by mBass View Post
Where do you people keep coming up with this nonsense? As a sniper, the only reason I fight any melee classes toe to toe is because kiting doesn't exist for my class. The only reason I win some of those is because of gear..... even with that advantage, a shadow/assassin can roll right over me without any effort at all. To add insult to injury, even when it looks like I'm about to win a 1 on 1 at close range, most melee can just vanish into thin air... either to open on me again or run off and lick their wounds.

Confine your complaints to sorcerers/sages or learn how to play your class and accept its limitations.

It's not like you don't have tools to keep melee at ranged and crit their faces off or anything. On top of that, most of your abilities aren't very visible, so in the thick of a fight it's entirely possible a Sniper/GS could be stuffed in a corner, plinking away. One could argue that you need to learn to play your class/accept it's limitations as well.

mBass's Avatar


mBass
02.11.2012 , 09:22 PM | #184
Quote: Originally Posted by Jesmcalli View Post
It's not like you don't have tools to keep melee at ranged and crit their faces off or anything. On top of that, most of your abilities aren't very visible, so in the thick of a fight it's entirely possible a Sniper/GS could be stuffed in a corner, plinking away. One could argue that you need to learn to play your class/accept it's limitations as well.
Yes.. if one had no idea what they were talking about then they could argue that... but they'd still be wrong. We have exactly 0 tools to *keep* melee at range.

As far as not being visible, yeah I guess that big glowing 'come kill me' sign in front of any sniper in cover is pretty subtle.. ... ..... .. .

BobaFurz's Avatar


BobaFurz
02.11.2012 , 09:23 PM | #185
People complain about too much CC in swtor and this has a reason.

Like the OP on some pages before described:


SWTOR HAS NO DIMINISHING RETURNS at all


All we have is a resolve bar wich just accumulates cc abilities until its full and the player is immune.

What is flawed about it:

* you can chain cc with the same abilities
* no diminishing returns
* not all cc abilities are regarded into the resolve bar system


What we need and what we get with a change ?


* less cc in general in group pvp
* diminishing returns on individual spells and not accumulated into a bar
* a lot better group pvp
* better class balance for those who suffer most from cc
* more skill needed to play classes
STAR WARS
RETURN OF TEH HUTTBALL

Jesmcalli's Avatar


Jesmcalli
02.11.2012 , 09:26 PM | #186
Quote: Originally Posted by mBass View Post
Yes.. if one had no idea what they were talking about then they could argue that... but they'd still be wrong. We have exactly 0 tools to *keep* melee at range.

As far as not being visible, yeah I guess that big glowing 'come kill me' sign in front of any sniper in cover is pretty subtle.. ... ..... .. .

You don't have a stun grenade? A root? Pretty sure I've seen Snipers use those quite effectively.

mBass's Avatar


mBass
02.11.2012 , 10:01 PM | #187
Quote: Originally Posted by Jesmcalli View Post
You don't have a stun grenade? A root? Pretty sure I've seen Snipers use those quite effectively.
we have a mezz grenade and a root that both break on damage... so they're not *keeping* anyone at range.. unless we're running away and haven't dotted them.

Jesmcalli's Avatar


Jesmcalli
02.11.2012 , 10:08 PM | #188
Quote: Originally Posted by mBass View Post
we have a mezz grenade and a root that both break on damage... so they're not *keeping* anyone at range.. unless we're running away and haven't dotted them.
Okay, and I've seen Snipers throw down some pretty sick damage in that timeframe. Sick enough to where if you're a melee without a CC break on CD, you're going to be hurting.

mBass's Avatar


mBass
02.11.2012 , 10:19 PM | #189
Quote: Originally Posted by Jesmcalli View Post
Okay, and I've seen Snipers throw down some pretty sick damage in that timeframe. Sick enough to where if you're a melee without a CC break on CD, you're going to be hurting.
What time frame?... they break on damage so if I'm laying down sick damage it's the exact same damage I would have laid down if I had just started shooting. That isn't to say they don't have other uses... like mezzing a group of people waiting to kill a ball handler at the end of a ramp or trapping someone in flames.... but useful for keeping melee off of us they aren't.

mufutiz's Avatar


mufutiz
02.11.2012 , 10:24 PM | #190
Quote: Originally Posted by Evilmyst View Post
Marauders are the 1v1 king (they only had Ops/smgl to hold them back) and are a valuable asset to any team hoping to win a WZ, OP but not broken (maybe a little), a good marauder can easily take on any good merc because of its awesome burst and survivability.
The reason marauders can take on mercs is not their burst (mercs have far better and easier applied burst). It's interrupts and this is the way it has to be because someone has to keep them in check ;-)

Also people need to stop with the MARAUDERS BEAT EVRYONE IN 1on1 OMG. They're far from unbeatable actually.
If a marauder consistently beats hybrid PTs and assasins, full tanks of any class or even a hybrid combat medic those classes were not controlled by an equally skilled/geared player. It's that simple really.


1v1 doesn't matter anywaythough. If a marauder blows all his cds in a 1on1 situation it's GG for the next time he stumbles upon a group pvp situation and gets focused down within 5 seconds. That's what those CDs are there for. Surving group combat where no other class makes such a great target as a marauder - and such an obvious one. Nobody enjoys beating on tanks, nobody sees the stealthies coming. But that guy with the two bright glowing sticks in his hands, who is ALWAYS in the fray, targetable and reachable by everyone from 30 meters away because he has no other choice? Yeah let's shoot at that one.

the punch line being: This game is about teamplay and group combat more than any other game I ever played.

Quote:
As a Full BM geared Merc i can say confidently that i cannot beat a GOOD Marauder 1v1 in a flat fighting area.
Every pvp map in this game offers amazing options for ranged classes to LoS and otherwise annoy melee classes(even the side nodes in alderaan are enough to deny a force leap after a knockback)

Quote:
Melee is not weak in this game. I know i never want to see a full team of Marauders ever.
melee is not weak in and by itself. The pvp map design just heavily favors ranged. There is no denying. Voidstar maybe not so much but at worst it's balanced, completely offset by Huttball.

PvP in this game is all about teamplay and marauders are hardy overpowered in a group setting. They are pretty well balanced, imo. If anything they might need a little help in toning down some of the more ridiculous CC in the game (this counts for all classes though, everyone will profit)