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Opinion on 1.4 balance.

STAR WARS: The Old Republic > English > PvP
Opinion on 1.4 balance.

Trauglodyte's Avatar


Trauglodyte
09.27.2012 , 03:44 PM | #41
The new sprint for Ops/Smugglers is awesome. That, combined with the snare equalization to PTs/Vans, is huge. If I need to get away, I can. And, especially in VS, if I need to switch sides, I can in 50% of an instant. My survivability and damage hasn't changed but I don't feel as hampered by the massive quantity of snares/roots in the game. The change to the Sorc/Sage KBs is a definite bonus in HB as I'm not terrifited of going up on the cat walks anymore - Snipers/GSers still make this a hazzard. Oh, and I can run the ball now like a ghetto Sage/Sorc - screw you fire traps, I've got my new Keds on!
To die is simply to end the cycle of pain!

Rathgaar's Avatar


Rathgaar
09.27.2012 , 03:58 PM | #42
Quote: Originally Posted by Legendari View Post
Either the Bioware devs in charge of PvP do not play their own game, or they are getting feedback from people who don't play on a level that would give their opinion any credibility.
They've been guilty of this since their 'Friends and Family' Beta testing lol. You'd think that they'd have figured out by now that by 'Cherry-Picking' their testers, they've screwed their results lol..
Think Here

Lowyjowylof's Avatar


Lowyjowylof
09.27.2012 , 04:06 PM | #43
Quote: Originally Posted by vimm View Post
You also got buffs. You know, like Explosive Dart no longer sharing a cooldown with Thermal Detonator, and a ranged interrupt. Is this WS Huan? Pull it together!

As for my opinion,

Smash was fine in PvP before the update. Giving them more armor penetration, as well as more damage and crit to their execute, a faster smash and the abitity to shorten the cooldown of obliterate and smash wasn't necessary. They took one of the easiest and most powerful PvP specs and made it easier and more powerful, which is baffling to me.

I'm quite happy with the operative and sorcerer changes, all though they are quite overpowered in the right hands - I forsee some nerfs in the future.

The Resolve changes are forgiving to mistakes and you actually spend MORE time CC'd than ever, which again makes me wonder what they were thinking. People are bein burned down in a couple stun durations more often, without much chance to move, unless they have their stun break up.

To me though, the worst part are the little changes they decided to make without even putting in the patch notes - that's quite irritating.

Overall, contrary to what you may have read above, I do enjoy the update - I simply disagree with certain changes.
The interrupt is the only viable thing merc/mando got. The range decrease in cryo hurts Gunnery Commando alot in PvP, the same with the nerf to stockstrike. The duration of the root is so short that the knock back was better. The snare is pointless on FA since it clears 1 second after the channel. With all the elemental and internal damage in PvP our defense is awful and we lost one ability that kept space and had one reduced to 10M.
Battle is an orgy of disorder.
George S. Patton

Trauglodyte's Avatar


Trauglodyte
09.27.2012 , 04:08 PM | #44
Quote: Originally Posted by Lowyjowylof View Post
The interrupt is the only viable thing merc/mando got. The range decrease in cryo hurts Gunnery Commando alot in PvP, the same with the nerf to stockstrike. The duration of the root is so short that the knock back was better. The snare is pointless on FA since it clears 1 second after the channel. With all the elemental and internal damage in PvP our defense is awful and we lost one ability that kept space and had one reduced to 10M.
But hey, Snipers/GSers still have their 30m 3 target AE Mezz - that's balanced, right?
To die is simply to end the cycle of pain!

DaedalusV's Avatar


DaedalusV
09.27.2012 , 04:16 PM | #45
Been playing my sage alot (augmented custom wh gear) blind bubble healer spec and I am loving the changes. The survivability of this spec is through the roof post patch. I lost my range on my hard stun but gained overall utility and survivability. The new self heal crits for more than our long cast heal. Only downside is the fact that the only spec that was buffed is the heals hybrid I run. Any other sage specs only gained sleightly from the patch.
The new recruit stuff is a big improvement over the old one. My fresh lvl 50 sentinel is happy to repport he can do stuff without feeling totally gimped (bear in mind l capped comms pre-50 and legacied a wh bracer to him)

All in all. 1.4 works for me. Looking forwards to the next balance patch. They aren't near what I hope pvp will become, but they are on the right path.
"you're going to find that many of the truths we cling to depend greatly on our own point of view."
Aërwyn Sage Blitzkrieger Sentinel Sk'ye Guardian

Jerro's Avatar


Jerro
09.27.2012 , 04:17 PM | #46
im mostly wondering why the pvp development team want pvp to be so "bursty"? it is burstier than ever after patch 1.4 we are now very Close to wow pvp nuke or get nuked, hope that you crit a lot and win else there isnt much to do.

jubaiyagu's Avatar


jubaiyagu
09.28.2012 , 04:57 AM | #47
No pvp is terrible now, i mean the whole system is great but the resolve tweaks they have made have really mssed things up.
I am so angry i wasted days of my life leveling up a char to just hav to leave the game cos of a horrible change they made and one i know they will not change

bglodt's Avatar


bglodt
09.28.2012 , 05:42 AM | #48
Quote: Originally Posted by Jerro View Post
im mostly wondering why the pvp development team want pvp to be so "bursty"? it is burstier than ever after patch 1.4 we are now very Close to wow pvp nuke or get nuked, hope that you crit a lot and win else there isnt much to do.
Heh... its the Healer vs DPS and the TTK vs DPS arms race! Without burst damage and with just sustained damage, healers can heal themselves and others through a dedicated attack, so they make burst more important, so your damage spikes can outperform incoming heals. Without burst or spike damage, fights would last forever or be constant stalemates with healers on both sides. The flip side is that people will complain that the burst is too high (which admittedly it is in some instances) and they will either decrease the burst or increase the heals. If they decrease the burst people will complain that their burst classes are ineffective or that it takes too long to kill anyone. If they increase heals then all the "non healers" will complain that healers are OP and impossible to kill (which again in some instances was the case). Now throw in the ever increasing hit point totals with better gear and better itemization and it gets even more complicated. They have to find a balance. Unfortunately, balance seems to be like beauty, in the eye of the beholder, and not really "universal". I'm not sure there will ever be a pvp game that allows for customization of your character and equipment that is truly "balanced" for everyone. I'm not saying they should stop trying, just that its probably near impossible to obtain. Take for example the Jugg/mara I apparently offended yesterday who was complaining about the previous 30m stun troopers and vanguards had. To him that was unbalanced. To many troopers and bounty hunters, now having no way to keep him at greater distance so he can more easily Smash you for 6k hits is unbalanced.

I agree with your comment though. Unfortunately i dont see a good solution either, at least one that does not include decreasing our ability to customize our characters. Still I hope someone who works at BW who is smarter than me can figure it out!
Zenick Bladeborne, 50 Vanguard, Tranquility, JC
Zenfor Bladeborne, 50 Jedi Sentinel, Tranquility, JC

I play the vaunted 31/31/31 spec... It's not that good though.

Gnoblesse's Avatar


Gnoblesse
09.28.2012 , 06:10 AM | #49
Quote: Originally Posted by DaedalusV View Post
Been playing my sage alot (augmented custom wh gear) blind bubble healer spec and I am loving the changes. The survivability of this spec is through the roof post patch.
You're not kidding. I jumped onto my (also bubble blind healer specced) sage last night for the first time since the patch and OH. MY. GOD. I could almost feel the rage radiating from the screen as people kept trying to kill me and couldn't.
That was the most fun I've had on my sage in ages.

LarryRow's Avatar


LarryRow
09.28.2012 , 07:01 AM | #50
Quote: Originally Posted by CharterMonkKent View Post
and as far as the smash went last night. I didn't really notice the damage wasn't applying until I was doing some black hole dalies to get creds. I'd do a 5k+ smash on a mob and notice that they were all stunned but no damage was applied. I went back into the WZ and noticed it happens but veeeery rarely.
I'm experiencing this too I think. I'm also having an issue where I will get knocked back and go for my force leap. I won't leap but the cooldown will fire. Then I'll run up and attack and I get the animation stutter and red text on the screen. Basically I have to Guardian Leap to a friendly to break the bug and keep fighting.

Anyone else?

As for balance feedback, I guess I am still feeling out the new capabilities of the other classes. It's awesome leaping to a consular and running behind them before they hit force wave - mwahaha!

Focus spec is insane right now. All I really cared about was the animation fix on Sweep. The other buffs are overkill. I am practically 3-shotting people.

CC seems fine - I haven't really noticed a big change.
A classic sig that should not be lost:
Quote:
Stunned , pew pew hack slash , stunned , running backward circles, stunned cannot move, pew pew, break stun, 30 second snare, wha?!?!!? stunned, knockdown, ...less stun more pew pew and hacknslash please.