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Tank Assassins (and Shadows) are ruining PvP.

STAR WARS: The Old Republic > English > PvP
Tank Assassins (and Shadows) are ruining PvP.

TheronFett's Avatar


TheronFett
04.25.2012 , 11:18 AM | #471
Quote: Originally Posted by vimm View Post
Lots of new issues and information being brought to light in this exhilerating thread.
QFT. Shadow/Sin tank hybrid specs have been out of whack since beta.

Notnicematt's Avatar


Notnicematt
04.25.2012 , 11:21 AM | #472
Quote: Originally Posted by TheronFett View Post
QFT. Shadow/Sin tank hybrid specs have been out of whack since beta.
what is a hybrid spec to you, please tell us..... im 31/0/10 and that is not hybrid, i respect completely up darkness... and ya im might not spec all 41 points in there, but only a fool would do that with any class. .... please tell me what your "hybrid spec" is.... how about you link it buddy....

DarthKhaos's Avatar


DarthKhaos
04.25.2012 , 11:32 AM | #473
Quote: Originally Posted by Astarica View Post
Because a class with taunt, a crippling AE debuff that does good damage, and guard is going to be really bad in large fights?

If anything Tankasins are even more powerful in large scale fights.
Not really. Mass Tankadins are not. Here we have another situation where people really do not know how to play. Unless the group is REALLY well cordinated then it's easy to get the upper hand on multiple tankadins. First thing is this they don't got a dedicated healer so they will be dropping. Second focus on the one who cast the guard not the one with the guard on them. Even with the taunt debuff a serious DPS class on em with a healer backing em up will not lose and if they try to focus on the healer who keeps mobile they are not gonna come out on top.

Tankadins do high dps on the end score not because they got crazy dps it is because they have longer fights. ANY smart Tankadin from the start of the fight guards a healer and sticks near em. The healer is happy for the guard and will do all they can to keep em alive because the Tankadin or any tank for that matter is helping em survive. Let's be honest the most powerful tanking class in the game is Powertech/Vanguard because you can't run away from em. You getting too far grapple if you wanna stay near the objective. Jetcharge if yu got the luxury of moving away from where you're standing. To top all that off they got WAY more range where they can be dealing dmg to you. Guardians/Juggs or Shadows/Assassins got to be in their face or no dmg.
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Varicite's Avatar


Varicite
04.25.2012 , 11:32 AM | #474
Quote: Originally Posted by thefishdude View Post
I stack power too. However, what those screenshots won't tell you is who were they fighting. You'll never see a 600K damage from a sin/shadow against equally geared teams.
Of course you will. The other team just needs healers that aren't stupid, and voila, 500k+ damage as long as you can keep yourself alive long enough to deal it.

Probably see it less often now that healers are rerolling, heh. Conversely, you just need to not die and be near enemies (who also don't die quickly) the majority of the time. 2 AoEs as part of your main damage rotation will take care of the rest.
Quote: Originally Posted by JayPres View Post
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wtfnonamefree's Avatar


wtfnonamefree
04.25.2012 , 11:32 AM | #475
Does anyone remember late beta, when assassin got nerfed (15m range > 10m range)? 'Unplayable' and broken was thrown around...xD

Just think about the qq, if they reverted it and fixed the assassin's training bug - 15m range as well as plus 25% shock damage!

btt: Imo the Tankasin is overtuned, but the qq is thrown out of proportion as well. Let me quote myself from another thread on the same topic:
Quote: Originally Posted by wtfnonamefree View Post

For the record - I main Tankasin and chose to do so when I first logged in during late beta. I didn't care whether that class/spec would be strong or not - it's not the first mmo I play and I am conscious of the obligatory buff/nerf cycle - I just liked the concept of the AC and intended to tank in PvP, if possible.

When I hit 50, geared myself up, embraced the buff in 1.1.3 (iirc) and finally switched from the survivor to the stalker set, I was glad to discover that we were at the top of the food chain. Tankasins were the duel kings and excelled both in group and solo situations in the warzones.

For 1.2 I predicted a nerf and hoped for a redesign of the defense mechanics in PvP (thus making the tank sets viable in PvP). Well I was wrong.

Still, we don't exactly know how the new metagame will play out. 8m premade play will definitely shift the perceived value of the ACs. Same goes for the gearing process - it will be different when the majority of the players runs modded wh gear. Maybe we will even see new specs have their patch duration of fame (snipers, I am looking at you)...

Even though there are classes, that surpass us in terms of survivability or dps/burst - they never do in both (well, except maras ofc). And no other AC surpasses us in the utility department. Add to the mix, that the difference in survivability and damage compared to our respectively stronger peers is not too big and you'll come up with the godmode jack-of-all-trades you all know and love

But please do not forget, that the difference isn't as big as the qq crowd wants to believe as well. Maras are unarguably at a very strong spot atm, maybe the strongest, juggs just got buffed, too, pyro pt damage is insane right now, operatives are still able to do their thing if in capable hands, etc....

Long story short - balance actually is quite fine atm. Only Sorcs, Mercs and Medics got the shaft for now, while Maras and Tankasins shine a little (exact diference being debatable) too much.

Often it is just a l2p issue, but in the case of Tankasin - there is truth in the complaints. We are neither unkillable nor the strongest damage dealers - but we have the best package of them all.

There are many ways to approach this issue, here are just a few alternatives:

- change dc (tanking stance) to an increased damage penalty (and add an aggro modifier to counteract for PvE)
- make tank stats viable in PvP (involving drastic changes to the overall PvP situation; probably the hardest to do, but my personal favorite)
- buff the other AC's survivability/utility/damage to get them on par (aka balance around this gem of an AC aka what they allegedly intend to do)
- nerf force shroud aka the best spell in swtor, maybe increase cd (hard to counterbalance for PvE, though...)

Maybe, due to the 'new metagame after patch 1.2' reasoning above, there isn't even a need for any changes to the Tankasin. Just let them fix the other ACs, if necessary.

That said, I'd be totally cool about tweaks like the above, as well. Hell, I could even live with a severely gimping nerf, just to get it over with...xD As I said in the beginning - buff/nerf cycle, its's an mmo constant. Enjoy it in the good times, endure it in the bad times. After being at the top for quite a while, it can be quite healthy to experience a change for the worse again. Playing through such a patch is pure practice and this will be ever the sweeter when the next buff comes around in a subsequnt patch.

tl;dr - Op is right imo. As a Tankasin player I may be biased. Still I perceive them as borderline op, but would recommend downtuning the qq - wait for the metagame to settle.
Darth Fector
Tankasin EU | Jen'jidai
"Slippery as a greased Hutt"

SinnedWill's Avatar


SinnedWill
04.25.2012 , 11:36 AM | #476
Quote: Originally Posted by Notnicematt View Post
i play a tank assassin in dps gear, full battlemaster with 3 augmented war hero peices. my spec is 31/0/10. again all dps stalker gear and i augment for crit.

im a skilled player and yes i play my class very good and just yesturday alone, i 2v1'ed a bounty hunter and a maurader. they both where bad, .
32/4/5 here, and it's easy to win almost every 2v1 even if they're very skilled (only 2v1 that requires me to pop adrenal/trinkets is 2x Carnage Maras, in which case I need to kill one of them very quickly use shroud, force cloak, force speed, overload, and deflection at key moments -helps that I have a marauder, so I know when those key moments are-). Hell even if I'm solo defender in a Novare Coast or Civil War and I have a group of 6 come zerging in, I can effectively hold them off until help arrives (and usually end up killing 1 of them). Problem is we have too much of a combination of burst damage (proc and stack-based), survivability, cloaking, defensives, CC's, mobility (force speed 20s cooldown, breaks slows/roots), and utility (pull, wither, force slow, electrocute, spike, taunts, guard, self-healing). And if we happen to pair up with each other or group with multiples of each other (especially with staggered taunting), there's just no counter to us. Two of us will stunlock and kill all squishies in ~ 6-8 seconds, easy to pull healers away from their protectors for quick kills, etc. How can any good tankasin actually NOT feel dirty doing all this?
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.

Notnicematt's Avatar


Notnicematt
04.25.2012 , 12:04 PM | #477
Quote: Originally Posted by SinnedWill View Post
32/4/5 here, and it's easy to win almost every 2v1 even if they're very skilled (only 2v1 that requires me to pop adrenal/trinkets is 2x Carnage Maras, in which case I need to kill one of them very quickly use shroud, force cloak, force speed, overload, and deflection at key moments -helps that I have a marauder, so I know when those key moments are-). Hell even if I'm solo defender in a Novare Coast or Civil War and I have a group of 6 come zerging in, I can effectively hold them off until help arrives (and usually end up killing 1 of them). Problem is we have too much of a combination of burst damage (proc and stack-based), survivability, cloaking, defensives, CC's, mobility (force speed 20s cooldown, breaks slows/roots), and utility (pull, wither, force slow, electrocute, spike, taunts, guard, self-healing). And if we happen to pair up with each other or group with multiples of each other (especially with staggered taunting), there's just no counter to us. Two of us will stunlock and kill all squishies in ~ 6-8 seconds, easy to pull healers away from their protectors for quick kills, etc. How can any good tankasin actually NOT feel dirty doing all this?
first of all, if players group up... that does not mean the class is op.... bounty hunters have pulls to.... and naming all the ulitilty, cc's, burst damage, survivability, you are exagerating them and reusing moves. all we have is pull(not only class with pull), wither( we only have 2 aoe moves, other classes have more dps viable aoes), force slow(multiple class have slow), electrocute( a stun really? every class has stuns except for mauraders go get gernades from the GTN), spike(another stun? really? again a multiple class move), taunts(we are tanks and again multiple classes have taunts), guard(omg, again multiple classes have guard), self-healing(only 12% btw) these are all obsolete arguments, you are complaining over the moves we have and been given and say we should feel bad for using them when in reality they are completely in comparison to the rest of the classes. and our survivability cd's dont last long, and our self heal can very very easily get taken out of the rotation from a knockback or stun... everything we have can be countered,

yeux's Avatar


yeux
04.25.2012 , 12:10 PM | #478
This thread makes me lol.

I actually switched to a full dps spec, mostly deception, and still did just as good in pvp. Just switched to dark charge when I needed to guard something.

me thinks that most of these people are just mad bc they got nerfed.

what's your plan to rebalance assasins/shadows in pve with these nerfs? We already take more damage than our tank counterparts and considerably more, than say a pyrotech in heavy armor, when we arent using dark charge. got to think beyond the pvp side of the game. tanksins are already only used when desperate in pve.

LordOfThePeople's Avatar


LordOfThePeople
04.25.2012 , 12:12 PM | #479
/signed on nerfing tank sin/shadow in pvp

Also the pull they have works with full resolve... FIX THIS NOW
Proud Owner of Star Wars: The Old Republic Collector's Edition
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Notnicematt's Avatar


Notnicematt
04.25.2012 , 12:16 PM | #480
Quote: Originally Posted by LordOfThePeople View Post
/signed on nerfing tank sin/shadow in pvp

Also the pull they have works with full resolve... FIX THIS NOW
really.... why dont u prove it then, or maybe u can watch ur resolve bar instead of coming up with false information.