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Please address lack of balance between DPS specs

STAR WARS: The Old Republic > English > General Discussion
Please address lack of balance between DPS specs

Monoth's Avatar


Monoth
11.02.2012 , 09:17 AM | #291
Quote: Originally Posted by warultima View Post
Ironically that you mentioned that. The most powerful group buffs (bloodthirst, predation) in game are also provided by Marauders which happens to be one of the highest DPS AC, with the most durable defensive CDs as well as combat stealth and powerful combat debuffs like obfuscate, HELL they can even passively raid heal while doing their max dps rotation as annihilation...

What does operative DPS has for his group that's better than a Marauder?
I will agree Sentinels/Marauders seem to be Bioware's favorite class atm.... They do get a lot of goodies plus serious burst damage.... They went from one of the worst classes when the game came out to the FOTM class and Bioware has left them there for awhile now... I suspect a incoming nerf for them in the next patch and probably The Dirty Fighting tree for Gunslinger/Scoundrel as that has some serious damage output also...
F2P is like driving on a long stretch of highway with toll booths every 1/2 mile

Lostpenguins's Avatar


Lostpenguins
11.02.2012 , 09:43 AM | #292
Quote: Originally Posted by Monoth View Post
I will agree Sentinels/Marauders seem to be Bioware's favorite class atm.... They do get a lot of goodies plus serious burst damage.... They went from one of the worst classes when the game came out to the FOTM class and Bioware has left them there for awhile now... I suspect a incoming nerf for them in the next patch and probably The Dirty Fighting tree for Gunslinger/Scoundrel as that has some serious damage output also...
Seriously dude, you don't know what you're talking. Annihiliation spec'd Marauders haven't changed much since this game came out. If anything, they have been given a nerf in that spec since game release. And that spec still puts them at the top of the charts. Their other 2 trees have been brought up to give about the same dps which certain things favoring certain builds (Carnage for burst, Rage for AoE). In fact, on HM Keph, we had 3 Marauders with each of the 3 specs. Rage came out way ahead because of the insane AoE you get at the packs of adds with the Anni and Carnage being very close (I - The Carnage - ended up being 10k damage behind, but I also was in charge of solo killing the yellow warrior during the shield/add phase while the other two AoE'd the packs).

If you're talking strictly about PvP, yes, Rage is ridiculous in group PvP, but if you're talking to PvE, then plz stop talking about it as you don't know what you're talking about.

Sarlan's Avatar


Sarlan
11.02.2012 , 09:57 AM | #293
Quote: Originally Posted by Thornsbane View Post
Im not sure how they work but it sounds like these simulators are only using dps in their calculations. What about stuns, stealth, slows, movement boosts, extra interrupts, improved defenses, cooldowns etc that are different between the classes. Its not all about big dps numbers is it?
Apparently it is and it is a perfect example of how the concept of "Raiding" is horribly broken. For 50 levels all the skills you mention as well as the non talented heals are useful that is until you step foot into a raid......

SoonerJBD's Avatar


SoonerJBD
11.02.2012 , 11:31 AM | #294
Some people are really missing the point here. Every class has some utility skills. Whether it is a Sentinel's Inspiration or a Gunslinger's group shield or some other AC's defensive cooldown or heal. Those things balance out. They are supposed to serve as a reason to bring along a variety of classes.

But that only works if the DPS output is somewhat close. As it stands, you will never find a group that is looking for a DPS Scoundrel. None of the utility they offer is worth the added DPS you would get from a Sentinel, especially when a Sentinel has its own utility skill that is arguably the best for PvE. Inspiration is essential for many boss fights and is far more useful than any utility a Scoundrel brings to a raid.

SoonerJBD's Avatar


SoonerJBD
11.02.2012 , 11:33 AM | #295
Also, for the millionth time, this isn't about PvP. Utility like stealth and healing is much more valuable in PvP than in PvE. The dev statement about keeping classes within 5 percent was strictly for PvE. That is what we are talking about.

thasensei's Avatar


thasensei
11.02.2012 , 11:38 AM | #296
I don't think I've seen it mentioned in this thread yet....but what about Guardian DPS? They can put out decent DPS, but I'm fairly certain it's closer to the bottom of the scale. To make matters worse, Guardian DPS gets very little utility. No long-term CC, no group buffs...

dakisback's Avatar


dakisback
11.02.2012 , 11:39 AM | #297
What people do not understand about these "Under-performing classes" is that they have enhanced survivability.

If a sorcerer could output as much DPS as say a sniper and still be able to bubble themselves and self heal and force speed that would be very overpowered.

Same goes with assassins. They have some decent abilities that protect them and can switch to tank stance if they need to. Bioware takes all these factors into account when balancing a class.

I say a 12% difference in damage output is acceptable; considering survivability of some classes. If you want to do more DPS reroll as a pure DPS class.

Nobody would pick a pure DPS class if every other class performed just as well.

Also on the topic of DPS Scoundrels. I've had a DPS operative in my guild and they can output just as much as the other guys 1450-1500 dps on some fights in HM EC.
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NoFishing's Avatar


NoFishing
11.02.2012 , 11:54 AM | #298
Quote: Originally Posted by dakisback View Post
What people do not understand about these "Under-performing classes" is that they have enhanced survivability.

If a sorcerer could output as much DPS as say a sniper and still be able to bubble themselves and self heal and force speed that would be very overpowered.
I guess it doesn't matter how often it is repeated, because people are still going to come here and make the same incorrect argument. It isn't about utility, or the ability to off-heal, because every class has desirable utility. Every class has defensive cooldowns, and if that DPS sage is using his bubble constantly, or on anybody other than himself, he will simply run himself out of force before the fight ends. And that sniper has a bubble that can shield not just himself, but *the entire fricken raid*, which is really useful for certain fights in TfB. So all other things being equal, I wouldn't care...but tell me the sniper does 200 more DPS than the sage, and I'll prefer him and his shield.

Quote: Originally Posted by dakisback View Post
Same goes with assassins. They have some decent abilities that protect them and can switch to tank stance if they need to.
Not in a raid on a boss fight they won't. We already brought two tanks with the correct gear and specs.

NoFishing's Avatar


NoFishing
11.02.2012 , 12:32 PM | #299
Quote: Originally Posted by lklinga View Post
Did any of you actually factor in all the other feature that some of the classes have?
Yes. It doesn't matter.

Quote: Originally Posted by lklinga View Post
DPS Assasin has stealth can combat rez if properly used has out of stealth cc plus if trained instant whirlwind taunt interrupts.
DPS Sorc Has cc ranged damage and the odd heal
Operative same like assassin plus some heals to help with no whirlwind but has sleep dart.
Sniper almost same damage and its ranged [means much higher actual damage] plus the occasional flash bang
and slice droid
Looking at this I would never pick a marauder or sentinel for the group.
The sentinel can have significant passive raid healing, can slice droids as well as the slinger, and a 8s interrupt which can be reduced to 6s. Oh, and the most desirable buff in the game, inspiration. Why wouldn't you want one again?

SoonerJBD's Avatar


SoonerJBD
11.02.2012 , 12:38 PM | #300
Quote: Originally Posted by dakisback View Post
What people do not understand about these "Under-performing classes" is that they have enhanced survivability.

If a sorcerer could output as much DPS as say a sniper and still be able to bubble themselves and self heal and force speed that would be very overpowered.

Same goes with assassins. They have some decent abilities that protect them and can switch to tank stance if they need to. Bioware takes all these factors into account when balancing a class.

I say a 12% difference in damage output is acceptable; considering survivability of some classes. If you want to do more DPS reroll as a pure DPS class.

Nobody would pick a pure DPS class if every other class performed just as well.

Also on the topic of DPS Scoundrels. I've had a DPS operative in my guild and they can output just as much as the other guys 1450-1500 dps on some fights in HM EC.
This is complete nonsense. Sorcs and Sages do not have enhanced survivability. They are the squishiest class in the game. They are the only class with no defensive cooldown, which is why they get a self heal and force armor. And a DPS can't even use force armor much during a fight because it drains their force too fass. And as has been said numerous times, every class has utility. Sentinels get Inspiration, which is arguably the best utility skill in the game.

There is no such thing as a "pure" DPS class, and anyone who makes this argument doesn't understand how end game raiding works. The only value any DPS-spec'd toon brings to a raid in PvE is DPS. Yes, every class has utility skills. But you're so-called "pure" DPS classes have their own utility skills which are at least as valuable as anything a Sorcerer or Assassin or Scoundrel can bring to a group.