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1.3 Class Nerfs/Buffs

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

Coldin's Avatar


Coldin
06.06.2012 , 01:11 AM | #51
Quote: Originally Posted by Mournblood View Post
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.
Marauders were already good prior to 1.2. They were just slightly more difficult to play, and there wasn't as many of them. 1.2 gave a few small buffs, and changes to skill trees....but that's all a class can need to go from underpowered, to overpowered.

It's not about how much DPS they have, nor about how effective their defensive cooldowns are, but how both of those combine lead to a very powerful class in PVP. I think it's most likely if Sentinels/Maruaders get a nerf, it will be increased cooldowns to their defensive skills. This won't hurt them much in PVP, but it would ensure they won't always have Camo and Guarded by the Force available for every single encounter.

Missandei's Avatar


Missandei
06.06.2012 , 01:13 AM | #52
Quote: Originally Posted by Zepidel View Post
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.
You made my day.. lol..
By any chance have you played swtor at all? Or just theorizing on forums?
Please go an make some research on game abilities and then come and we talk.. Thanks in advance!
Missandei Shadow ...yet shadows can kill. And oft-times a very small man can cast a very large shadow.

Missandei's Avatar


Missandei
06.06.2012 , 01:14 AM | #53
Quote: Originally Posted by Xerain View Post
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.
Against Greengeared noobs with zero Expertise? Sure!
In REAL WORLD you will not see such numbers.
Missandei Shadow ...yet shadows can kill. And oft-times a very small man can cast a very large shadow.

ShadowOfVey's Avatar


ShadowOfVey
06.06.2012 , 01:14 AM | #54
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".

Coldin's Avatar


Coldin
06.06.2012 , 01:15 AM | #55
Quote: Originally Posted by ShadowOfVey View Post
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".
What's sad...is I could see that.

*Adjusted range of several scoundrel skills. They were in fact, just slightly further than intended.*

Of course, more reasonable, it will be.

*Lowered damage of Vital Shot by 5%. Increased Energy Cost by 2.*

With no reason given by the devs. You know. Just enough to really give a scoundrel a "Dirty Kick".

Missandei's Avatar


Missandei
06.06.2012 , 01:17 AM | #56
Quote: Originally Posted by ShadowOfVey View Post
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".
I have an experience of playing Huttball against 6 operatives and 2 healers..
That was not fun at all.. constant stunts and roots..
Missandei Shadow ...yet shadows can kill. And oft-times a very small man can cast a very large shadow.

Hmille's Avatar


Hmille
06.06.2012 , 01:21 AM | #57
Quote: Originally Posted by Blasphemerr View Post
Errbody in the club gettin' nerfed.
Errbody in the club gettin nerfed. *repeat*

Funick's Avatar


Funick
06.06.2012 , 01:24 AM | #58
Quote: Originally Posted by Darth-Rammstein View Post
Are you kidding me?! scoundrels dps is crap atm which is why all the scoundrels roll sawbones and just heal...
I guess you missed that I was just joking about how every time they make class balance changes they nerf scoundrel dps again... cause like teams of stunlocking operatives making people quit yo!

oh I missed in my first post commandos need a buff to their dps, imo they were weak in pvp pre 1.2 now they are just laughed at, and they no longer are kings in pve although still viable in pve at least. not to mention you need a one button class for the countless swtor players who cant press more than one button. making their rotation more complicated is probably costing subscribers.

Gimpl's Avatar


Gimpl
06.06.2012 , 01:30 AM | #59
What's all this speculation about? In one of their 1.3. posts they already stated what will happen:
Sniper/ Gunslinger get slight buff in Marksman tree
Commando/ Merc DPS will be buffed
Tanks get buffed concerning PVP

Of course this announcements doesn't stop them to add more to the list, when the patch is on the PTS...

Missandei's Avatar


Missandei
06.06.2012 , 01:47 AM | #60
Quote: Originally Posted by Zepidel View Post
Are you seriously this stupid?
Thats a very hard argument! I assume its the best you can produce..

Quote: Originally Posted by Zepidel View Post
The CD on single target taunt is 15s, the CD on aoe taunt is 45s.
So you are do aoe taunt and then immediately taunt again the target you have taunted by aoe? lol..
But seems you byyourself see that there have to be buff on AOE cd. agrred?

Quote: Originally Posted by Zepidel View Post
Guard effects all damage including tech and force.
Dont throw meaningless words..
Elaborate exactly the presise numbers of this OP ability..


Quote: Originally Posted by Zepidel View Post
Assassins/shadows have more CC than just mind trap/maze.
lol.. mind to name any but Stun?
We are not talking about 31/31/31 build.. are we?

Quote: Originally Posted by Zepidel View Post
The two biggest abilities that people complain about on the forums (railshot and ravage) which come from PTs and marauders respectively (2 of the classes you listed as fotm) are mitigated by sheild generators.
I cant comprehend how you even play this game if you dont even know what your own abilities do.
Just to be plain.. name the number of crit damage mitigated by shield.. lol..
Missandei Shadow ...yet shadows can kill. And oft-times a very small man can cast a very large shadow.