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Buff Operatives


Escarrabutxaques's Avatar


Escarrabutxaques
05.05.2012 , 08:48 AM | #71
+1
The concealment operatives need some serious buffs in mobility and some changes in energy regeneration/cooldown length.

While adjustable energy regeneration rate is quite a good idea for PVE, for PVP it is bad. Really bad. And here is why: while you can keep with your rotation in PVE without hurting your regen much, in PVP in order to be efficient and useful for your team, you don't strickly stick to your rotation, you have to cc, dispel dots, interrupt, even throw emergency heals if needed. Why do I do that and why do I even complain about not being able to do those things efficiently? Because after initial burst, half of the times you end up stuck in combat for 8-30 seconds, even if you managed to kill your target. Or even better, sometimes you respawn already stuck in combat (revitalizers bug?).

Mobility. I see the designer of this class/tree logic: any kind of gap closer or speed boost isn't really needed on a class that supposed to ambush, do a lot of damage in a short time and disappear. But it is not working as designed.
Ambushing someone sometimes is impossible due to how stealth detection works, amount of random aoe in the teamfights and very long cooldown on sneak. Restealth mechanic is not realiable (stuck in combat), neither our combat restealth is (too long cd, no stealth protection mechanic. evasion not removing all the dot effects).

As we can see, 5 months after the game launch stealth is still fragile and not 100% reliable tool, stuck in combat issue still occurs, even some new awesome bugs have been added (Im talking about cover animation bug and crouch, making cover mechanic even less reliable than ever). So, maybe it's time to review the design of the class and compensate for broken and unreliable stealth dependancy (because there wasnt any signs of developers actually fixing or planning to fix stealth/restealth mechanics)?
Operative - Arkanian Legacy - vr 80+
Star Wars: Jedi Sentinels vs Sith Assassins? No, thanks. Unsubscribed

Ravashakk's Avatar


Ravashakk
05.05.2012 , 09:41 AM | #72
Quote: Originally Posted by Mercuryshooter View Post
Gap closers? Stealth? Don't you have a 8 sec ranged stun i.e. Flash Bang? These are both gap closers.
10m is "ranged" now? That's the range of pretty much every melee move lol.

And when you can drop combat like you can in wow, then I'll say stealth is really great. Sometimes takes 30+ secs of nothing before you can without blowing your cloaking screen, as opposed to the 6 secs of inactivity that wow has.

Ravashakk's Avatar


Ravashakk
05.05.2012 , 09:47 AM | #73
Quote: Originally Posted by khouj View Post
I'll show you mine if you show me yours.
Most impressive operative performance screenshot competition? Sure

AHChrist's Avatar


AHChrist
05.05.2012 , 09:53 AM | #74
Shadow-step - Blink out of sight and appear behind the target.

Every MMO but this one has it.

Crumpilumpigus's Avatar


Crumpilumpigus
05.05.2012 , 09:58 AM | #75
The irony of this thread is that when people realize they can't win a fight, they want to run away...and now you guys want a gap closer. How much is ever enough for you guys?

Ich_Bin's Avatar


Ich_Bin
05.05.2012 , 10:00 AM | #76
I completely agree with the original poster. Rarely do I see any DPS Operatives in my warzones and if I do they pose no real threat. They are just too easy to control. Once they get knocked back/slowed/rooted/whatever they become pretty helpless.

And I also agree with the assumption that DPS Ops will not be part of any strong rated WZ team. But we will see that soon enough.
Quote: Originally Posted by Ewgal View Post
The trouble with PvP... fact and fantasy blur into what the player does believe.

TonyDragonflame's Avatar


TonyDragonflame
05.05.2012 , 10:03 AM | #77
There is not most useless class in WZ or Flashpoints, than Scoundrels/Ops.

Every other thing every class can do better, than they. Ranged dd, melee dd, controling, healing, stealth... everything.

If I enter in WZ and see other Scoundrels, except me, in our team, I sure, what game will be defeated in 95%.

Aetou's Avatar


Aetou
05.05.2012 , 10:05 AM | #78
Quote: Originally Posted by Crumpilumpigus View Post
The irony of this thread is that when people realize they can't win a fight, they want to run away...and now you guys want a gap closer. How much is ever enough for you guys?
Everything a DPS Op can do, a DPS Shadow can do better. THAT is the issue that needs resolving. Shadows have so many cool abilities that Scoundrels lack while also having better sustained damage and survivability. Either Shadows are too good, Scoundrels are too bad, or a little of each. 20s Force Speed while also having Stealth and potentially a Pull too... yeah...

Annex's Avatar


Annex
05.05.2012 , 10:16 AM | #79
This is a great idea. Definitely buff another mdps class.

Mdps is totally underpowered and badly needs a buff. Definitely the way to go is to bring all dps up to marauders/juggs and not moderate the other classes damage.

PS also sages/sorcs are opd. *** YOU THROW PEBBLES, WHY DO YOU DO 100 INSTEAD OF ONLY 1 DMG?!!!1 *** OMG NERF HAX. If i look at you funny, you should die.

Also please give all mdps perma stealth and access to /fly.
Annex / Scimitar
ShadowLegion

namelless's Avatar


namelless
05.05.2012 , 10:52 AM | #80
Scoundrels really do need some sort of utility to make them viable in huttball, perhaps they should have an ability making them immune to cc for a short period of time, regardless of resolve.

Either that or just give them a long moderate sprint, like the sentinel group buff.

I'd also reduce the CDs on Shoot First and Backblast, 7.5 seconds is just too long and the energy cost/cd increase to backblast was unnecessary.
Elagabalus- Sith Sorcerer(alt)
Commodus- Scoundrel(main)