Please upgrade your browser for the best possible experience.

Chrome Firefox Internet Explorer
×

1.3 Class Nerfs/Buffs

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

Shardas's Avatar


Shardas
06.06.2012 , 01:50 AM | #61
Quote: Originally Posted by TGBeans View Post
One thing I really want is a rework of the Mara/Sent talent that roots the target during the entire Master Strike / Ravage. Even with a Mara this just feel super cheap being able to take such a chunk out of someone with just a single button setup.
Might I remind you, that this advantage is only available through the combat/carnage tree? While I certainly understand your point we (yes I play a combat sentinel) don't have many other options in that tree to deal damage. Watchman/Annihilation has DoT, Focus/Rage has AoE and we have direct single target damage. Without the root advantage one of our most important damage dealing skills will become extremly unreliable, basically leaving us with Blade Storm. Also: Knockback. You can't run away, but you can knock us back.

Maybe Sentinels/Marauders do need adjustments, but the root-to-master strike/ravage advantage, which is located high in only one tree, is none of them.
Qc terxepssrw evi jypp sj aiewipw. Mrjsvq xli Uyiir, ws xlex wli qmklx wlss xliq eaec. Livi ai ks 'vsyrh xli qypfivvc fywl. Ks qsroic KS!

DDSilver's Avatar


DDSilver
06.06.2012 , 02:11 AM | #62
Quote: Originally Posted by Missandei View Post
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!
Well the funy part is..
He is right.

Lets review your earlier statements :

Quote:
guard/absorb damage - great! The 90% of all attacks bypass Shield/Defense..
What are you talking about here? guard has very little to do with Shield/Defence. Guard transfers 50% of the damage taken by the one guarded to the one that guards. Regardless of damage type.
Your comment made no sense at all.

Quote:
Taunts - great! 6 sec of arguable usefullness on a near 1 min cd basis..
Again, what the hell are you talking about?
Taunt 1 : Mind control : 15s cooldown
Taunt 2 : Mass Mind control : 45s cooldown

Quote:
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?
Again, what are you talking about?
Shadow Skills that have a form of CC :

Project
Force stun
Force lift
Spinning kick
Mind Maze

Only Mind Maze and spinning kick are usable from stealth, and only mindmaze cannot be used on a target in combat.

So... Are you even a Shadow? let alone a Shadow tank?

sauerkraut's Avatar


sauerkraut
06.06.2012 , 02:30 AM | #63
Since it's gonna be a "Come back and see the changes we made" operation, i suspect a big healer buff, or whatever brings the PvP reject rebs back.

Nyaara's Avatar


Nyaara
06.06.2012 , 02:41 AM | #64
Quote: Originally Posted by Hmille View Post
Which classes do you guys think will be getting a nerf or buff when 1.3 hits the PTS tommorrow? I've heard that commando dps will be getting buffed somewhere, idk.
We know Tanks are getting aggro buffs and sulvivality buffs, Commando dps getting buffed and SS Gunslinger getting buffed. What more? Imo:

1. PT dps burst damage nerfed.
2. Tankassin + dps gear deleted due tanking changes. Other 2 dps talent trees buffed a bit.
3. Marauder defensive cds nerfed.
4. Gunslinger defensive cds buffed. Right now are too easy to kill.
5. Some changes in healing putting all classes at the same level in PvP. Sages are ok now so i think they will touch Scoundrels healers cos is the best healing class in PvP right now.
6. Maybe they are adding some burst to Telekinetic Sage talent tree. I think Balance is ok.
7. No idea about dps Scoundrels

Overall, class balance is quite good but ranked warzones need some changes. Some setups are very strong and others are very weak. Anyway, will see how many players join the PTS and how ranked works. If enough, i think we will see some interesting changes while PTS is active. BW will get nice info for players.

Leafy_Bug's Avatar


Leafy_Bug
06.06.2012 , 02:51 AM | #65
Some of you here should stop playing SWTOR and be comedians. Do some of you even play as a shadow / assassin? Are you playing against a few shadows who know what they are doing and cry here on the forums about OP? I tend to think it is the latter as shadow tank players like myself know how squishy we are. I am full WH Shadow with DPS gear and my spec since 1.2 has been 31 0 10. I have 76% critical multiplier (thanks to a few pure surge campaign enhancements) , 98.5 % accuracy (from 103) and 32% critical chance. My armour is 7.2k+ with 42%+ damage reduction.


The majority of attacks in PVP bypass my armour due to skill tree buffs or completely ignore my armour. I face these opponents on a daily basis and the only thing standing between me and them is my hp as my gear is useless. With the above gear, if I don't see a jugg coming, he will hit me for 5k. We have a few on our server who do this. Powertech in Pyro spec make mince meat out of me as their attacks cannot be countered at all times. A good pyro player will have the upperhand against a shadow tank. I always get the attention of 2-3 pyrotechs so I last just a few seconds.

Shadow tank is good the way it is no nerfs or buffs or needed. On the other hand, infiltration and balance on this class need a serious survivability boost. I played infiltration yesterday 2 31 8 and the damage is perfect. I hit between 4.7 and 5.7k all the time. If I gank someone they have no chance but if they see me coming, I have no chance to survive. Shadow infiltration/balance players have the worst survivability in the game along with sages. Heck the sage can bubble himself up and root people but the shadow loses huge chunks of his hp on every hit he takes. I have 3.4k+armour with a 26%+ dmg reduction in this stance. I got hit by two operatives in this spec yesterday and they killed me on the floor. I died so fast that I could not even get up. This never happened in tank spec to be killed on the floor.


Bottom line, shadow tanks are good the way they are, the other two trees, damage wise are perfect, survivability wise are useless. Why do you think everyone plays shadow tank? Better survivability. Yesterday I solo-ed a wh marauder in infiltration, capped the turret and asked for help as I had no defensive cds to protect it. We lost it instantly as I got bolted to death in a few seconds by a sorc.

BambulaGTS's Avatar


BambulaGTS
06.06.2012 , 02:57 AM | #66
Quote: Originally Posted by Leafy_Bug View Post
Some of you here should stop playing SWTOR and be comedians. Do some of you even play as a shadow / assassin? Are you playing against a few shadows who know what they are doing and cry here on the forums about OP? I tend to think it is the latter as shadow tank players like myself know how squishy we are. I am full WH Shadow with DPS gear and my spec since 1.2 has been 31 0 10. I have 76% critical multiplier (thanks to a few pure surge campaign enhancements) , 98.5 % accuracy (from 103) and 32% critical chance. My armour is 7.2k+ with 42%+ damage reduction.


The majority of attacks in PVP bypass my armour due to skill tree buffs or completely ignore my armour. I face these opponents on a daily basis and the only thing standing between me and them is my hp as my gear is useless. With the above gear, if I don't see a jugg coming, he will hit me for 5k. We have a few on our server who do this. Powertech in Pyro spec make mince meat out of me as their attacks cannot be countered at all times. A good pyro player will have the upperhand against a shadow tank. I always get the attention of 2-3 pyrotechs so I last just a few seconds.

Shadow tank is good the way it is no nerfs or buffs or needed. On the other hand, infiltration and balance on this class need a serious survivability boost. I played infiltration yesterday 2 31 8 and the damage is perfect. I hit between 4.7 and 5.7k all the time. If I gank someone they have no chance but if they see me coming, I have no chance to survive. Shadow infiltration/balance players have the worst survivability in the game along with sages. Heck the sage can bubble himself up and root people but the shadow loses huge chunks of his hp on every hit he takes. I have 3.4k+armour with a 26%+ dmg reduction in this stance. I got hit by two operatives in this spec yesterday and they killed me on the floor. I died so fast that I could not even get up. This never happened in tank spec to be killed on the floor.


Bottom line, shadow tanks are good the way they are, the other two trees, damage wise are perfect, survivability wise are useless. Why do you think everyone plays shadow tank? Better survivability. Yesterday I solo-ed a wh marauder in infiltration, capped the turret and asked for help as I had no defensive cds to protect it. We lost it instantly as I got bolted to death in a few seconds by a sorc.
Lol, so could you PLEASE list that MAJORITY of pvp attacks that bypases/ignores your armor?

Ok, pyrotech railshot. What else?

silvershadez's Avatar


silvershadez
06.06.2012 , 03:12 AM | #67
A tank spec shouldn't be able to hit for 4k+ and do 1,5-2k+ channeling attacks (which ticks 4 times). He should be hard to kill but not have the same burst potential other pure DPS speced classes have.

Nerf is coming and it's about time for you tank sins.



PT/Vanguard are off the road too. In my oppinion they have the hardest hitting burst ingame. I expect some reworks on this class too, as the previous 1.2 patch which was ment to tune them down abit with the hidden CD on their procs turned out to buff them even more since the proc chance went up alot.

Blurps's Avatar


Blurps
06.06.2012 , 03:16 AM | #68
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.
Armour means jack **** in this game, there are way too many attacks completely bypassing it. The reason tanks are running in their defensive stances is the flat damage mitigation it provides directly or via talents.

For self preservation: Flat damage mitigation >>>> everything else available to tanks combined.

Commanding Awe ( Guardian, Vigilance DPS tree ) for example provides almost the same benefit as wearing heavy over medium armour and a huge bonus on top when Focused Defense is active.

Crooching's Avatar


Crooching
06.06.2012 , 03:21 AM | #69
Scoundrels are receiving a significant rework.

They now have a teleport to target skill, and to balance that up their stealth only lasts 6 seconds, but usable once per minute.
They have removed all ranged skills from the arsenal, and instead thrown in quite a few single target big hits, along with a reliance on dots in for the scrapper tree.
They also duel wield sabers.
The Red Eclipse -
Rattak, Watchman Sentinel
Larnia, Sawbones Scoundrel

Venjirai's Avatar


Venjirai
06.06.2012 , 03:25 AM | #70
Quote: Originally Posted by Leafy_Bug View Post
We have a few on our server who do this. Powertech in Pyro spec make mince meat out of me as their attacks cannot be countered at all times. A good pyro player will have the upperhand against a shadow tank. I always get the attention of 2-3 pyrotechs so I last just a few seconds.
Really?
Pyrotechs are really easy to beat with a shadow tank.
Force Shroud their burn dot and detonator in the beginning which counters a huge amount of burst and their ability to rail shot you for 5 seconds.
Then after 5 seconds when they reapplied their dot, your deflection will be up which gives you 50% defense chance.
So with your 16% Defense Chance you have a 66% - their accuracy to dodge their rail shot.
Their accuracy will be about 5% or else they are missing a lot of power or surge which makes their rail shot powerful.
I mean, yeah, if you don't use eiter Force Shrould or Deflection, the fight might be not so easy, but then you are not playing your class to it's potential.