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1.3 Class Nerfs/Buffs

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

Missandei's Avatar


Missandei
06.06.2012 , 12:09 AM | #41
Quote: Originally Posted by Zepidel View Post
Have you by any chance tried playing your tank specced assassin like an actual tank? Use guard, taunts, CC, absorb damage, cap huttball, all that nonsense? You know, like the other tanks in the game have to.
Sure. Im love to play TANK not the halfDPS..
And thus i know what im talking.

guard/absorb damage - great! The 90% of all attacks bypass Shield/Defense..
Taunts - great! 6 sec of arguable usefullness on a near 1 min cd basis..
CC - great! Only useable from stealth on TARGETS THAT ARE NOT involved in combat.. Sure there is a lot of such targets in skirmishes.. yes?

The Tanksins are THE MOST SQUISHY of all the tanks specs.. And you are suggest to make them just sitting duck targets.. very wise.

Nerfing the Tanksins will kill the Sins as a class.. There isnt really much alternative for Sins to play but tank spec..
A lot of people will just unsub instead of reroll FOTM class like Snipers/Maras/Pyros (and spend several months for leveling/gearing new char..)
Missandei Shadow ...yet shadows can kill. And oft-times a very small man can cast a very large shadow.

Mournblood's Avatar


Mournblood
06.06.2012 , 12:10 AM | #42
What I find the most incredulous about all the people claiming that Marauders need any kind of nerf is that they are fundamentally unchanged since 1.2. BW reorganized some of our abilities to make Rage and Carnage more viable in PvP, and in fact, Annihilation was slightly nerfed in the process. The only real buffs we got in 1.2 were to Rage and Carnage specific abilities. The reason why most Marauders still use Anni is because when you're in a PUG (as most of us are) and can't count on there being a healer on your team, let alone one that will heal you and not just their Jugg buddy they queued up with, you at least have some longevity from your self-heals. No one likes spending most of the match respawning, but even with all our survivability tools, I still die LOTS more often than some other ACs.

Frankly, I'll lose all faith in BW's judgement if they pander to misinformed player QQ on this, and as bad as the game is right now due to widespread population issues that are so low their respective servers barely have a pulse, that's going to be the final nail in the coffin for me. I'm not about to reroll and go through the WH grind all over again just to appease some narcissistic player who's ego was bruised by one of the few times I managed to avoid getting killed in the space of a single CC.

OGsam's Avatar


OGsam
06.06.2012 , 12:11 AM | #43
Quote: Originally Posted by Hmille View Post
5 50's? Lol what is your legacy at man?
Levelling toons hardly gives you any LXP, I have 3 50's and a level 45 and 1/2 legacy...
Staunchy - GM of <Toxic>
Harbinger

Kilikaa's Avatar


Kilikaa
06.06.2012 , 12:15 AM | #44
Quote: Originally Posted by kweassa View Post
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.
THIS! I agree 100%. I already use Surviors defensive gear. My damage is not that high so if this were to be implemented I would not lose my current damage ability and have even higher survivability. You, good sir, should call Bioware and pitch this idea.

Darth-Rammstein's Avatar


Darth-Rammstein
06.06.2012 , 12:19 AM | #45
Quote: Originally Posted by Funick View Post
I think the game should have a...

nerf to tank shadows damage, small buffs to other trees survivability
small nerf to sentinel survivability
small nerf to gunslingers either damage or cc
buff to healer sage survivability
significant nerf to scoundrel dps... because you can't have a class balance change without that.

honestly I don't see too huge of problems other than all tank shadow teams on my server.
Are you kidding me?! scoundrels dps is crap atm which is why all the scoundrels roll sawbones and just heal...
Belgoth's Beacon ----> The Fatman ----> Prophecy of the Five ----> The Ebon Hawk
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Zepidel's Avatar


Zepidel
06.06.2012 , 12:21 AM | #46
Quote: Originally Posted by Missandei View Post
guard/absorb damage - great! The 90% of all attacks bypass Shield/Defense..
Taunts - great! 6 sec of arguable usefullness on a near 1 min cd basis..
CC - great! Only useable from stealth on TARGETS THAT ARE NOT involved in combat.. Sure there is a lot of such targets in skirmishes.. yes?
The fact that you dont understand how guard works, you dont know the CDs on your own taunts, and you dont seem to understand what CC is leads me to believe with reasonable certainty that you are in fact terrible.


I also appreciated the irony of you stating that sheild generators are useless right before you go on to list 3 classes you deem FOTM, all three of which rely heavily on white damage and are as such mitigated by a sheild generator.
Zepidel-Sniper
Belatin-Scoundrel

Xerain's Avatar


Xerain
06.06.2012 , 12:58 AM | #47
Quote: Originally Posted by fungihoujo View Post
Yeah yeah, we know you- weren't able to beat other classes pre-1.2 so you think the patch was fantastic because you suddenly don't suck anymore- naturally means everyone playing other classes are bads and has nothing to do with the buffs/nerfs that happened.

And yes, they were one of the less common classes- were you even playing the same game back then?
I saw plenty of marauders... maybe it was just your server. Did you ever stop and think of that one? Sorry to say marauders were good anyways pre 1.2 and if you think marauders went from complete crap and then in 1.2 they got all these amazing buffs out of nowhere, some talent switching and the ravage buff which also effects another class, well then you probably weren't good pre 1.2 and aren't good post 1.2.

Xerain's Avatar


Xerain
06.06.2012 , 01:00 AM | #48
Quote: Originally Posted by furiousferret View Post
PT - Slight nerf to AOE damage
Sins - Slight DPS nerf
Sorc - Survivability buff
Merc - Heals, DPS buffs
Mara - Survivabilty nerf

That's about it, I think the game is pretty balanced.
Did you say merc heals need a buff? Really...

Xerain's Avatar


Xerain
06.06.2012 , 01:02 AM | #49
Quote: Originally Posted by Missandei View Post
Lol... Tankassins DPS is A HALF OF any other class DPS..
If you call tankassins DPS a «mad DPS» i cant imagine how bad player you are...
Yeah a 31/0/10 build and a 27/x/x build can both put out mad damage with dps gear... 4k+ shocks with 2k+ chain shock procs to drop 6k+ damage on a person in a global... Not very good at all in pvp.

ShadowOfVey's Avatar


ShadowOfVey
06.06.2012 , 01:10 AM | #50
Just to keep the trend going I hope they give operatives some random nerf for lulz.

Something that doesn't really matter but can still be called a nerf. Like just randomly reduce the range on corrosive dart from 30m to 28m.

"The range on corrosive dart was exactly 2m too far according to our metrics".