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1.3 Class Nerfs/Buffs

STAR WARS: The Old Republic > English > PvP
1.3 Class Nerfs/Buffs

Kilikaa's Avatar


Kilikaa
06.05.2012 , 08:21 PM | #21
Tank Shadows/Sins do NOT need anykind of nerf. If their damage with DPS gear is such a major concernt then rather than nerf the class just restrict the Tanks to Tank gear only. My shadow is in Survivors gear, mostly WH with a few small BM pieces waiting to be traded in. Should I suffer the nerfs because some people use DPS gear? Just restrict the gear and leave the class itself alone.

cyvaris's Avatar


cyvaris
06.05.2012 , 08:31 PM | #22
Quote: Originally Posted by Kilikaa View Post
Tank Shadows/Sins do NOT need anykind of nerf. If their damage with DPS gear is such a major concernt then rather than nerf the class just restrict the Tanks to Tank gear only. My shadow is in Survivors gear, mostly WH with a few small BM pieces waiting to be traded in. Should I suffer the nerfs because some people use DPS gear? Just restrict the gear and leave the class itself alone.
But how do you restrict the gear? The easiest thing Bioware could do would be to increase Sin threat while in Tank mode and decrease their damage. Tank-sins in DPS gear really are ridiculous. They can take a hit, and deal it right back out as well.

cashogy's Avatar


cashogy
06.05.2012 , 08:40 PM | #23
i think bioware should stick to their guns and make as few class changes as possible. balance is not too far off, so only minor changes are really necessary
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kweassa's Avatar


kweassa
06.05.2012 , 09:18 PM | #24
Quote: Originally Posted by cyvaris View Post
But how do you restrict the gear? The easiest thing Bioware could do would be to increase Sin threat while in Tank mode and decrease their damage. Tank-sins in DPS gear really are ridiculous. They can take a hit, and deal it right back out as well.
Its a common phenomenon that happens in the exact same manner with Guardian/Juggs as well. However, you don't necessarily have to restrict the gear itself, IMO.

There is a solution, and a very straightforward one.

At the heart of the problem is the fact that defensive stats on gear (shield/defense rating) provide only miniscule effects into self preservation for PvP, and therefore, the actual contribution to self-preservation from such stats are much lower than armour rating(passive, direct mitigation) and endurance(HP buff).

In other words, among the three main components of self-preservation; (1) Defense Rating, (2) Shield Rating, (3) Armour, (1) and (2) are much worthless, and as a result (3) becomes much too important. That means as long as a Guardian/Jugg or Shadow/Sin can wield the basic armor-boosting form/stance/skill etc., it doesn't matter what gear they wear. Hence, investing into defensive stats with defensive gear is considered to be largely ineffective, whereas using a defensive form/stance/skill + offensive gear is largely recommended.


The solution? Very simple.

Increase the impact of (1) Defense Rating and (2) Shield Rating, and decrease the benefits of (3) Armour, so the positive increase in survivability coming from (1)+(2)+(3), greatly exceeds that of the build using (3) + offensive gear... and this discrepancy must be large enough to be clearly noticeable.

Simply put, those who only choose (3) as a means of defense and give up (1) and (2) by going offensive gear, must suffer that much loss of survivability, whereas those who choose (1) + (2) + (3) and basically give up damage and commit oneself to the tanking role, must be rewarded that much survivability for it.


Do this, and both Guardian/Juggs and Shad/Sins are brought in line. Make a clear distinction between low-damage/high survivability, medium-damage/medium survivability, and high-damage/low survivability.

Rahak's Avatar


Rahak
06.05.2012 , 09:23 PM | #25
Everything I play will get nerfed.

KBSIP's Avatar


KBSIP
06.05.2012 , 09:27 PM | #26
Quote: Originally Posted by cyvaris View Post
But how do you restrict the gear? The easiest thing Bioware could do would be to increase Sin threat while in Tank mode and decrease their damage. Tank-sins in DPS gear really are ridiculous. They can take a hit, and deal it right back out as well.
not a shadow or sin player, but their tank mechanics rely on self heals which are tied to their damage. nerfing the damage thus nerfs their survivability and reduces their viability as tanks.

Kanthar's Avatar


Kanthar
06.05.2012 , 09:32 PM | #27
Quote: Originally Posted by KBSIP View Post
not a shadow or sin player, but their tank mechanics rely on self heals which are tied to their damage. nerfing the damage thus nerfs their survivability and reduces their viability as tanks.
Incorrect. Their self heals are a percentage of their total health or a static number. They are not directly related to the amount of damage they do.

Superawesomerman's Avatar


Superawesomerman
06.05.2012 , 09:36 PM | #28
Quote: Originally Posted by Sulvan View Post
Tell that to all the healing sages/sorc out there.
I think they're fine.
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Blasphemerr's Avatar


Blasphemerr
06.05.2012 , 09:43 PM | #29
Errbody in the club gettin' nerfed.
Something pretentious.

Xerain's Avatar


Xerain
06.05.2012 , 09:50 PM | #30
Quote: Originally Posted by fungihoujo View Post
Yeah, it's clear they were planning to do that in 1.2- buff up the least played classes, nerf the crap out of the most played classes... it did half work- the hugely buffed classes became extremely popular, so much that they went from barely played to most played class in the game (marauders).

Too bad that most of the people who had 50s in those popular classes... got mad at the nerfs and instead just quit.


You don't make much money when you make people leave your product and never want to come back.

Good job BW, really thought that one through.
Lol marauders were barely played pre 1.2?! Are you even playing the same game?