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Its time to nerf Vanguards and Powertechs

STAR WARS: The Old Republic > English > PvP
Its time to nerf Vanguards and Powertechs

Twor's Avatar


Twor
06.28.2012 , 09:28 AM | #61
Quote: Originally Posted by KBSIP View Post
powertechs lack stealth, survivability (heavy armor is for all intents and purposes useless in ranked pvp), have only 1 small defensive cooldown (25% DR is nice for 1v1, you will never be in a significant 1v1 in ranked.), have no speed boosts in or out of combat, one gap closer that is situationally useful only in huttball, and occasionally a harassment tool in other gametype, and has only a 4 and 2 second stun.

replacing them with pretty much any other melee DPS AC gives you;
operatives - self heals, stealth capability, excellent opener synergy and strong offensive capability with the group stealth field
marauders - stronger series fo defensive cooldowns and a bit more mobility from leap, along with equitable amounts of single target damage potential.
advanced prototype powertechs- in combat speed boost and hydraulic overrides for emergency pass positioning skill and for quickly pressuring enemies going for a cap, equitable damage from equally skilled players, more overall damage for the AP given the right circumstances (vastly superior AOE).
juggernauts - can be specced for a high mobility double leap capability, retain the powertech taunt advantages, can be specced for heavy smash damage, retain 'heavy armor" though I still say this is a negligible advantage.
assassins - vastly superior defensive cooldowns, stealth capability, self heals in tank spec, have a knockdown, long term mez, hard stun, etc.

in rateds, the only time you bring a pyro is if its an exceptional player, otherwise if you're just looking for composition you're better served by a different DPS class.
Hush. We bringt arguments and we actually know how the class works. That is not wanted in this thread where everyone gets hit for 6k all the time.

Oh and at the guy who said the shield CD is reduced. It is actually reduced by taking damage. So for every death we can reduce it by lets say 15 seconds (5hits counted as the ICD is 1,5secs for it).
Definetly superior to rebuke for example, completely right

Oh wait, rebuke has a base CD of 60 seconds already from the start. My bad.
Quote: Originally Posted by fungihoujo View Post
BW motto- If it ain't broke, break it. If it is broke, take it away.

Rogean's Avatar


Rogean
06.28.2012 , 09:32 AM | #62
Quote: Originally Posted by KBSIP View Post
powertechs lack stealth
Stealth is mainly a 'getaway' tool, which PT's don't need since they'll kill their target before it becomes a problem anyways.

Quote: Originally Posted by KBSIP View Post
have only 1 small defensive cooldown
Some classes don't have any.

Quote: Originally Posted by KBSIP View Post
have no speed boosts in or out of combat, one gap closer that is situationally useful only in huttball
You don't need gap closers, you can do all your damage from 10m, and your attacks have a built in snare.

Quote: Originally Posted by KBSIP View Post
has only a 4 and 2 second stun.
Only two damage-able stuns eh? That's more than most classes.

You guys can argue how Pyrotechs look on paper all day but the simple fact of it is they are doing too much damage too quickly and consistently. They have very little to no build up required for their heavy hitting abilities which get CD-Reset pretty frequently by spamming basic attacks that are doing a lot of damage as it is. They do this from 10m away and can keep their enemies away from them with built in snares, they have no channels and are constantly mobile.

Mrunlimited's Avatar


Mrunlimited
06.28.2012 , 09:35 AM | #63
Quote: Originally Posted by ATango View Post
You guys are so narrow minded. AS VG's aren't the only dps class out there. It's hard to digest, I know, but please try to. I've seen the following classes do just as good
sentinels
gunslingers
commandos
dps sages

Please STOP with this nonsense. If you lack the sense to cc or control these classes while burning down their heals and then killing them, I can't help you.
I like how your trying to tell me that a gunslinger has just as much worth in a rated as a power tech.. thats cute

KBSIP's Avatar


KBSIP
06.28.2012 , 09:39 AM | #64
Quote: Originally Posted by Rogean View Post
Stealth is mainly a 'getaway' tool, which PT's don't need since they'll kill their target before it becomes a problem anyways.



Some classes don't have any.



You don't need gap closers, you can do all your damage from 10m, and your attacks have a built in snare.



Only two damage-able stuns eh? That's more than most classes.

You guys can argue how Pyrotechs look on paper all day but the simple fact of it is they are doing too much damage too quickly and consistently. They have very little to no build up required for their heavy hitting abilities which get CD-Reset pretty frequently by spamming basic attacks that are doing a lot of damage as it is. They do this from 10m away and can keep their enemies away from them with built in snares, they have no channels and are constantly mobile.
the powertech can keep one enemy at a time away from them. once again, excellent 1v1, but you will never see a significant 1v1 in ranked pvp between two competent teams.

stealth is the single best offensive capability in the game, as it allows you to not telegraph where your next push will go. 3 stealthed scoundrels/operatives can charge in to a duo guarded turret and quite literally pick the defenders apart, and the defenders won't even be able to call out until they're dying. to call stealth a "get away" ability again means you're talking 1v1, and I agree, stealth is the get out of f-up free card for 1v1, but in team play it gives significant tactical advantages.

pyrotechs deal truly huge burst damage in 1v1 scenarios against bad players, or against mercenaries (thanks to utter lack of mercenary tools to increase survival against mdps). in a multitarget scenario, the pyrotech can lay out their DoT's, but with the recent dump to adrenals and relics in pvp the super burst that allowed pyros to ignore healers is essentially gone. in a ranked environment with multiple healers covering eachother and 1-2 tanks doing their job with taunts, one pyro will barely dent the reserves of a healer, and the same could be said of any class. you need focus fire, then, to counter this.

doesn't telegraph their burst? the single highest burst and most QQ'ed about potential of PT's is stacking ED/TD with railshots, ED and TD have visual effects and a throw animation that gives a 3 second window to prep your defensive CD to mitigate their most serious burst that can only happen every 15 seconds, and leaves them overheated if they use it consistently unless they simply aren't attacking outside of that window. if you're at range you can also LoS the railshot. if you're any class with deflection/dodge CD's railshot is a ranged attack and is easily avoided witht he right buffs/debuffs.

your post clearly demonstrates that you don't understand ranked pvp, or how undesirable simply stacking damage dealers is.

Varicite's Avatar


Varicite
06.28.2012 , 09:40 AM | #65
Quote: Originally Posted by Rogean View Post
Stealth is mainly a 'getaway' tool, which PT's don't need since they'll kill their target before it becomes a problem anyways.
Exactly. Now you see why Powertechs have that burst. Because they cannot get away if they ever want to, period.

Quote:
Some classes don't have any.
Name ONE. I can wait.

Quote:
You don't need gap closers, you can do all your damage from 10m, and your attacks have a built in snare.
Every melee class gets a snare (baseline, also) that has higher up-time. PTs have to spend 8 talent points to fully max out their snare. How many talents did you spend on YOUR snare?

That's what I thought.


Quote:
Only two damage-able stuns eh? That's more than most classes.
Most classes have a long duration mez or root to compensate the lack of second stun. In fact, I'm pretty sure EVERY class has at least 2 CC's, even Marauders.

I don't honestly care about the PT nerf debate, but if you're going to make an argument, at least make a valid one.
Quote: Originally Posted by JayPres View Post
Strap your digital dog to your digital roof and take your ideologies, lovely wife, and sweet little 8yr old girl to a PVE server where you fit best.

Twor's Avatar


Twor
06.28.2012 , 09:41 AM | #66
Quote: Originally Posted by Rogean View Post
Stealth is mainly a 'getaway' tool, which PT's don't need since they'll kill their target before it becomes a problem anyways.



Some classes don't have any.



You don't need gap closers, you can do all your damage from 10m, and your attacks have a built in snare.



Only two damage-able stuns eh? That's more than most classes.

You guys can argue how Pyrotechs look on paper all day but the simple fact of it is they are doing too much damage too quickly and consistently. They have very little to no build up required for their heavy hitting abilities which get CD-Reset pretty frequently by spamming basic attacks that are doing a lot of damage as it is. They do this from 10m away and can keep their enemies away from them with built in snares, they have no channels and are constantly mobile.
The built in snare has to proc. Or be triggered with IP which costs ammo and a GCD. Than its active for 2 seconds. Also the 2nd stun is centered on the Pyro- so by your logic of 10m distance he can not use it.

Also again, to reliable (relatively) reset hip we need MELEE range. IP has a far lower chance to reset it than stockstrike has.

I also find your "PTs do not need a getaway" point ridiculous. But yes every and each fight is one on one with allCDs avialble for the pyro and none for his opponent, there is NEVER a second player suddenly coming around the corner or a -for example- marauder with all his defensive CDs up who laughs as our burst runs into his CDs.
Quote: Originally Posted by fungihoujo View Post
BW motto- If it ain't broke, break it. If it is broke, take it away.

KBSIP's Avatar


KBSIP
06.28.2012 , 09:41 AM | #67
Quote: Originally Posted by Mrunlimited View Post
I like how your trying to tell me that a gunslinger has just as much worth in a rated as a power tech.. thats cute
gunslingers have roots, a group defensive cooldown, good ranged burst, a full repertoire of 30 meter attacks, an AOE 8 second mez, a melee range stun, the best area denial AOE in the game (shared with scoundrels), cover mechanics and entrench giving them 20 second CC and physics immunity every minute, a knockback with root attatched, an armor debuff... need I go on?

ATango's Avatar


ATango
06.28.2012 , 09:42 AM | #68
Quote: Originally Posted by Mrunlimited View Post
I like how your trying to tell me that a gunslinger has just as much worth in a rated as a power tech.. thats cute
I don't know what to say to answer this. You got me. Really, you did. With flashbang aoe mez, knockback for ramp control, nice damage output and damage reduction shield I couldn't think of anything.

Edit: nvm. thanks for elaborating even further (above poster)
Major Alphatango <TCT VG>
Jedi Covenant

Zorcha's Avatar


Zorcha
06.28.2012 , 09:45 AM | #69
They should rename the class Overpoweredtech
Gothika (Merc) , Kutski (Marauder)
<Nemesis> on Corellian Run

KBSIP's Avatar


KBSIP
06.28.2012 , 09:46 AM | #70
Quote: Originally Posted by Zorcha View Post
They should rename the class Overpoweredtech
lawl... mercenary. french for unwanted in ranked pvp. (unless healer).