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Why the proposed 1.2 Pyrotech changes are poorly thought out

STAR WARS: The Old Republic > English > PvP
Why the proposed 1.2 Pyrotech changes are poorly thought out

carjohnrod's Avatar


carjohnrod
03.28.2012 , 07:08 PM | #311
bump for informative thread
Creed - 50 Pyro Powertech - V79 - Ctrl Alt Elite
Fluffykinz - 50 Vengeance Juggernaut - V50 - Ctrl Alt Elite
Kreed - 44 Assault Vanguard - V44 - Invalid Target

Fafryd's Avatar


Fafryd
03.28.2012 , 09:02 PM | #312
They should change it so that the ability reduces the general cooldown on HIB and make HIB cost less and be done with it.

No RNG, but also no terrible clunky gameplay mechanics with this hidden lockout.

Theology's Avatar


Theology
03.28.2012 , 09:05 PM | #313
I thought about it for a while and realized that a flat cd reducer on PPA would be kind of cruddy, since we couldn't get back to back rails that way.

ICD of 4.5 on PPA would be the best solution

Agooz's Avatar


Agooz
03.28.2012 , 10:18 PM | #314
Quote: Originally Posted by Ryotknife View Post

if the AP changes dont pan out, pts will be forced into ironfist, a tank/dps hybrid that does pitiful damage but has more utility and survivability.
Ironfist is a tank spec, not a tank/dps hybrid. Parakeet on the other was a tank/dps hybrid. There is nothing in the ironfist build that adds an ounce of dps over a 31 ST build.

Agooz's Avatar


Agooz
03.28.2012 , 10:39 PM | #315
All the math here is interesting, but in all honestly it is all theoretical. While for some cases it reflects what we should expect, in many others it doesnt simply because PvP specifically has too many variables.

I may have a different playstyle than many as a pyro. I go into every fight all out. I am not planning my heat management for the next fight or two fights ahead. This nerf will make heat management rough, even outside the parameters of the math discussed here.

From my experience a big advantage of burst, leading to a much quicker kill, will give me more time to vent heat (passive venting or a quick 1-2sec of recharge) while I switch and go to another target.

When fights are prolonged, as in the case of fighting healers, you see the effect of that very clearly. Either you get to a non-manageable heat level, and/or the fight changes because now 1-3 more people are coming to save the healer. So even if you manage to take out the healer, you are left with high heat fighting the rest of the mobs. Having our burst nerfed that much, I see us running in more of these situations with other classes not just healers. All our fights will be prolonged (whether we win or loose is beside the point).

Instead of quickly taking out someone on our term, which is how we pyros usually do, we will often fall victims to the side effects of longer fights, which also mean having much less time venting heat between fights over the course of an entire game.

DarthVallik's Avatar


DarthVallik
03.28.2012 , 11:16 PM | #316
Quote: Originally Posted by Bnol View Post

More predictable damage is preferred by good players

These changes are thought out to keep some fluidity in the rotation to make things interesting without too much random feast/famine scenarios. The changes are good because it actually raises the skillcap on PT Pyro.
what do propose said PT fill the gap with seeing as venting heat will happen less?

inc missle - hell no to much heat
thermal det - every 15s
unload - does pitiful damage
rapir shots - well looks like the only choice....


how is knowing your going to do less damage than before going to be better than having a chance of doing alot more?

change equates to no chance of getting lucky and blowing something up but LESS chance of really bad luck with procs

removed spike dmg to even out the dmg but all they did was cut off the top they didnt even anything out the lowpoint is the same and the highpoint is just moved down considerably

DarthVallik's Avatar


DarthVallik
03.28.2012 , 11:34 PM | #317
Quote: Originally Posted by Kaarsa View Post
Funny thing, unload and flame thrower are heat efficient, only IM is not.
Flame thrower in PVE isnt bad in PVP its possibly the least effect skill in the game heat wise as you opponent just moves a few feet back and avoid 2/3 of the dmg

DarthVallik's Avatar


DarthVallik
03.29.2012 , 12:11 AM | #318
Quote: Originally Posted by FalmeseReb View Post
They nerfed all the burst DPS in 1.2. If they unnerf PT then they need to unnerf my Focus Guardian too.
merc heatseeker +10% dmg that aready hits for 4.5K all the time i expect to see 5k hits all the time with the change thats not burst?

Shredbull's Avatar


Shredbull
03.29.2012 , 01:33 AM | #319
Spam harder bro.

On topic : Pyrotechs should have gained a buff for other specs rather than a nerf for the only viable spec.

The tank spec is a complete joke. You're better off pumping points into pyrotech for the extra endurance and shield cooldown.

The middle spec, advanced prototype I think, is completely useless for several reasons. Theres no sustainable damage, no decent gap closers, and no extra defenses PLUS the end tier skill sucks.

But no, bioware just nerfs our only spec and decides to buff marauders, which are insanely strong , and leave assassins un nerfed.

This game will go down the drain once 1.2 hits, and it wont be saved by 500 new money sinks called legacy system. PvE and PvP will be dominated by the FOTM classes, also known as the strongest classes, and bioware will continue randomly nerfing/buffing classes to create imbalances ON PURPOSE, simply to keep people playing.

JediDuckling's Avatar


JediDuckling
03.29.2012 , 01:41 AM | #320
pyrotech dps railshot tree is OP as hell


if you can only hit 5k with your railshot you are obviously doing something wrong.



you can hit up to around 8k railshots when they crit against any target because of the 90% armor pen and 30% crit damage bonus ontop of the other damage increases from procs.

ive seen many pyrotechs flame dot champion+ players followed by a rail shot and rocket punch and killing them with those 3 abilitys.not only that they have a 30% chance with 1 ability and a 60% chance wit another to reset railshot/high impact bolt from its 15 second cd and cost nothing to cast :P


im sorry but typing all that drivel to sound smart is kind of void when you could of just put it simple.

powertechs/vanguards dps needs a nerf