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Poll: For or Against roots respecting resolve bar

STAR WARS: The Old Republic > English > PvP
Poll: For or Against roots respecting resolve bar

kitsinni's Avatar


kitsinni
07.13.2012 , 09:12 AM | #71
Quote: Originally Posted by SinnedWill View Post
If you had full immunity with full resolve, melees and close ranged dps characters will run amok - even moreso than they do now. Roots, slows, and stuns annoy everyone, yes, but roots and slows (which are off-resolve) certainly have a far more significant impact on melees and 10m range classes (some more than others). If roots/slows were added into resolve immunity, yet they themselves did not cause resolve to fill, many people would significantly reduce the frequency of their stuns/mezzes in favor of more root-capable class-composed teams and classes that have stuns/knockdowns that tend to fill less resolve (so that they can optimize their chain-stunning so as to kill the enemy out-right for when they DO use stuns).

Now, if they don't do this, they will simply be giving all melees and 10m ranged classes complete immunity to kiting mechanics which will easily result in more people complaining about PT/VG's, Assassins/Shadows (though tank specs are currently the least affected AC by roots/slows), Maras/Sents, and yes... rage/focus specced Jugg/Guardians.

Seriously, do any of you people not realise that warriors/knights cannot use their leaps if they are rooted? Imagine how much more easily (roots are the most effective counter for them when they are at full-resolve, currently, and they still feel as though they're finally closer to being capable of their maximum damage potential when resolve is filled) they'll seriously dominate if when they're at full resolve, there is no possible method to avoid their onslaught.
No one is asking for immunity for life here, how would a couple of seconds of not being able to be controlled going to ruin the game? Every other major MMO managed to put it in without ruining PvP.

No one is saying you can't use your roots to kite people, it just doesn't make sense for 8 people to all be able to use their roots on the same person and have no diminishing returns on them or immunity to it ever.
Okin

Nolenthar's Avatar


Nolenthar
07.13.2012 , 09:15 AM | #72
Quote: Originally Posted by Macabrae View Post
Range does not get killed by melee 100% of the time in melee range. Not even close actually, in fact, if this is happening to you then perhaps you need to look up some guides or talk to people who know how to play ranged cause I see ranged beating melee on a regular basis.
You need to sharp your sarcasm detector up. Most ranges will tell you that root is essential because they get melted away if at melee range. Still it's far from true. Yes true, if they are surprised by a melee (they didn't get any hit on him and suddenly they end up with a jug/mara/sin on their back, they won't survive without an escape), but having the root 100% working is still overkill to survive.

The operatives you surprise once full resulve could also cry and say that his stun should work. Still it doesn't.

There should be some kind of immunity to root at 1 point anyhow.
Kao'celaar Ildorii, Juyo Master, Mystical Awakening

PloGreen's Avatar


PloGreen
07.13.2012 , 09:17 AM | #73
Quote: Originally Posted by kitsinni View Post
No one is asking for immunity for life here, how would a couple of seconds of not being able to be controlled going to ruin the game? Every other major MMO managed to put it in without ruining PvP.

No one is saying you can't use your roots to kite people, it just doesn't make sense for 8 people to all be able to use their roots on the same person and have no diminishing returns on them or immunity to it ever.
So you want a change purely to benefit melee?


This change is the worst idea possible that anyone has suggested.

Add to this, some classes already have immunity to cc while using defensive cooldowns (shadow, jug), also some of the classes that would benefit this change have decent damage immunity cooldowns (maras). I dont see the problem with how roots are now, other than this suggestion or pol is a fairly substantial gift to melee players who dont actually need immunity to resolve as it stands now.

Nolenthar's Avatar


Nolenthar
07.13.2012 , 09:22 AM | #74
Quote: Originally Posted by PloGreen View Post
So you want a change purely to benefit melee?


This change is the worst idea possible that anyone has suggested.
How does it purely benefit melee ? AFAIK range are impacted by root as well. If a fleeing gunslinger want to avoid getting pwned by a melee, getting rooted or snared is not exactly helping. First thing I do when I start chasing a sniper or a merc on my shadow is to snare him to make sure he will feel my lightsaber.
Kao'celaar Ildorii, Juyo Master, Mystical Awakening

kcol's Avatar


kcol
07.13.2012 , 09:24 AM | #75
Against. If they allow roots/snares to be affected by resolve, they(the Devs) need to cut the burst damage of 4 AC's by 2/3's.

FalcoLombardi's Avatar


FalcoLombardi
07.13.2012 , 09:26 AM | #76
I think at full resolve they should just slow you down
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Esiqual's Avatar


Esiqual
07.13.2012 , 09:30 AM | #77
I dont get you people, you complain about being chain rooted and snared and say there is no way around it. Try specing into root and snare breaking abilities for pvp.

Vanguard / PT - have hydrolic override / mirror to break and be immune to roots / snares for 8 secs.
Mercs / Commando - have deguaes in pyro tree to break roots and snares + cure to cleanse most snares
Shadow / Assassin - have force speed to break roots and snares when talented + resilience to become immune
Sorc / Sage - have cleanse to break roots and snares + force speed to deny snare effects for a short time
Operative / scoundrel - have cleanse to break snares and roots + evasion
Sniper / gunsligger - have hunker down to become immune to all cc
Sentinals / Mara - have force camo when speced to break roots and snares
Jugs / Guardians - have cc immunity on force leap when speced

So every spec in the game has some form of cc immunity and/or immunity to snares and roots and/or breaking of snares and roots for a period of time.

So stop complaining about snares and roots and start running some specs that give you this type of utility instead of pumping everything into dmg talents. If damage talents are all you spec into its your own damn fault not the game design

/L2P

PloGreen's Avatar


PloGreen
07.13.2012 , 09:32 AM | #78
Quote: Originally Posted by Nolenthar View Post
How does it purely benefit melee ? AFAIK range are impacted by root as well. If a fleeing gunslinger want to avoid getting pwned by a melee, getting rooted or snared is not exactly helping. First thing I do when I start chasing a sniper or a merc on my shadow is to snare him to make sure he will feel my lightsaber.
The answer to that question should be obvious.

In any case a gunslinger already has cc immunity - hunker down.

Savej's Avatar


Savej
07.13.2012 , 09:39 AM | #79
Quote: Originally Posted by LenrocNewDawn View Post
Common sense made humans believe for thousands of years that the earth is flat. Then came science and said, nope it's round (which doesn't contradict common sense BTW), but people had to burn before those entranced in their views started to accept the truth. Common sense and empirical evidence have their limitations, don't base all your opinions on those alone. When the game developers say "OK we really thought about this and this is how it's supposed to work." why should we listen to your empirical arguments? And it's not just blindly believing them, some of us actually have the common sense to understand their arguments.
All that remains to be said is "Adapt and overcome" and don't let your frustration cloud your judgement as I know how painfully it is to die 2 meters away from the scoring line .
There's a big difference between common knowledge (often wrong due to bad guesses, superstitions and lack of scientific knowledge/facts) and common sense. But common sense can be wrong if your entire frame of reference is based on bad common knowledge (common sense would tell someone they'd sail off the edge of the world eventually if they thought the world was flat).

But here we have a very clearcut resolve system: resolve is supposed to fill when a character is cc'd, and when you get hit with too much of it you are supposed to be immune. That's the definition. That's the logic. In this thread are people saying "it's not really cc" or "it's not detrimental so it shouldn't fill the bar". The only argument I've seen that is relevant amounts to "but my character needs to be able to cc regardless of resolve" and that should be its own thread (as should ideas for an overhaul of fhe resolve system).

PloGreen's Avatar


PloGreen
07.13.2012 , 10:38 AM | #80
Quote: Originally Posted by Savej View Post
There's a big difference between common knowledge (often wrong due to bad guesses, superstitions and lack of scientific knowledge/facts) and common sense. But common sense can be wrong if your entire frame of reference is based on bad common knowledge (common sense would tell someone they'd sail off the edge of the world eventually if they thought the world was flat).

But here we have a very clearcut resolve system: resolve is supposed to fill when a character is cc'd, and when you get hit with too much of it you are supposed to be immune. That's the definition. That's the logic. In this thread are people saying "it's not really cc" or "it's not detrimental so it shouldn't fill the bar". The only argument I've seen that is relevant amounts to "but my character needs to be able to cc regardless of resolve" and that should be its own thread (as should ideas for an overhaul of fhe resolve system).
It works fine as it is. All i see is qq from players seemingly unable to grasp the concept of teamwork, cc breakers and defensive cooldowns.