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Class Balance ? Sith Inquisitors ?

STAR WARS: The Old Republic > English > PvP
Class Balance ? Sith Inquisitors ?

Washingtoon's Avatar


Washingtoon
12.24.2012 , 04:00 PM | #51
Quote: Originally Posted by DarthSabreth View Post
This video while it is funny clearly demonstrates the point i have been making all along about the overly excessive CC in this game. the CC in this game is not really considered a mechanic anymore due to its spamability next to the CC breaker and the Resolve after the horrible idea behind patch 1.4. the CC now is more like a funny thing to do to other players akin to a bad joke in pvp.

the CC's in this game should be on a much longer CD and the CC breaker should have its CD reset on rez. also the resolve bar should not drop untill the wall is droped in the rez zone so players arent spam CC'ed like in this video when they waited for the rezers to drop. this video clearly shows one sorc holing an entire team at bay with just one CC being used. its even worse when an oposing team has multiple sorc's to get anyone around them on the move with the cc's.
Anyone who decides to use that video as some for of evidence is delusional.
1. A team packed with bubble sorcs wouldnt stand a chance against an optimized team.
2. They are going out of their way to stun people, with no regards to the objective.
3. You can put together a team of operatives, smashers, sins etc and point your finger at the excessive use of a specific ability. I'd say that I'm more often than not the only sorc with a stun bubble, or sorc period, in my warzones and unless I'm a heal hybrid I'm not going to bother with throwing it on other people. Hence, 3-4 sorcs with stun bubbles in every warzone is as far from the reality as you can come.

I probably take 50 smashes for every time I'm stunned by a bubble. Let's discuss that instead since it's the only reason to why people are using stun bubbles in the first place.

Individual's Avatar


Individual
12.24.2012 , 04:11 PM | #52
Quote: Originally Posted by KettleBelll View Post
I'm watching this for the next round of class balancing:

- If they balance based on the amount of QQ from bads on the forums, Smash will be nerfed,
- If they balance based on what is overpowered in the game atm, Snipers will be nerfed.
- If they balance based on Metrics on what is overplayed, Assassins will be nerfed.


I'm super curious which way Bioware goes.
How are snipers overpowered? LOLs, I pwn snipers.

CommanderKeeva's Avatar


CommanderKeeva
12.24.2012 , 04:30 PM | #53
Quote: Originally Posted by KettleBelll View Post
I'm watching this for the next round of class balancing:

- If they balance based on the amount of QQ from bads on the forums, Smash will be nerfed,
- If they balance based on what is overpowered in the game atm, Snipers will be nerfed.
- If they balance based on Metrics on what is overplayed, Assassins will be nerfed.


I'm super curious which way Bioware goes.
-If they balance based on their usual Bioware logic, Operatives and Mercs will be nerfed.

Acid Blade: Activating this skill has a 50% chance to poison you instead of your target.
Pin Down: Sever Tendon now removes all movement impairing effects from your target and immobilizes you for 5 seconds.

Tracer Missile: Each stack of Heat Signature now applies +20% armor rating to your target, while reducing your own armor rating by 20%. Stacks up to five times.
Pinning Fire: Unload has a 100% chance to increase the movement speed of your target by 70% for 5 seconds with each hit.

etc.
BEING A GOOD SOLDIER COMES DOWN TO ONE THING, ONE SINGLE QUESTION:
WHAT ARE YOU PREPARED TO SACRIFICE?

ArchangelLBC's Avatar


ArchangelLBC
12.24.2012 , 04:36 PM | #54
Quote: Originally Posted by KettleBelll View Post
I'm watching this for the next round of class balancing:

- If they balance based on the amount of QQ from bads on the forums, Smash will be nerfed,
- If they balance based on what is overpowered in the game atm, Smash will be nerfed.
- If they balance based on Metrics on what is overplayed, Smash will be nerfed.


I'm super curious which way Bioware goes.
Fixed that for you.

But knowing BW it will be Mercs/Commandos and Operatives again.
In update 2.9 the game will simply uninstall itself for you.

-Wnd

xenotpt's Avatar


xenotpt
12.24.2012 , 04:43 PM | #55
Quote: Originally Posted by Edonidd View Post
DPS Sorcerers and DPS Mercenaries are both broken beyond redemption, there is no way to fix these two classes in PvP under the way the game now operates. If they could do the same damage at Range that a melee class can do if and only if they close to melee range, there would be no reason to play any melee class.

Unfortunately melee classes have as much or more CC and kiting abilities as either a merc or a sorc. They have more anti-CC abilities and ways to deal with kiting than either a Merc or a Sorc. So you must accept the fact that they will close range eventually. There is nothing you can do to keep range on them.

Melee classes are all given more defensive cooldown abilities than either a Sorc or a Merc, this is so they have a chance to survive in order to close the range and level the playing field.

Melee classes have almost all instant abilities. Ravage for warriors is channeled and melee range only, but pretty much every other ability is instant. Sorcs and Mercs have a plethora of cast-time abilities and our big damage is from channeled abilities.

Melee does more damage than ranged. Like above at ranged they do 0 damage, so once they close to melee range, they have increased damage to make fights fair.

Melee classes have a huge advantage over ranged classes right now once the fight gets to melee range. Currently every melee class has an ability that lets them instantly get to melee range. Charge, Grapple, or Stealth. Some classes even get two of them.

It's like Bioware when designing this game completely lost all common sense, and/or the right hand wasn't talking to the left. A DPS sorcerer can use his knockback and shove a player back a good 5 meters. A Juggernaught can use his and shove a player back like 20 meters. And knock him on his face to boot. Tell me it makes sense for a melee class to have an ability to knock back another player out of melee range? On a Tank class too? Tell me it makes sense for a ranged class's knockback to not knock another player out of melee range? What is the purpose of it them if they can still force scream and saber throw me?

Why was every single class given interupts, but Ravage isn't allowed to be interupted? Series of Shots can only be used from cover and cover cannot be interupted.

Currently the only viable ranged class is Snipers. Because they cannot be jumped to to close the gap. Stealthers eat them for breakfast, because they start fights at melee range. They are also the only ranged class that cannot be interupted of their major ways to deal damage.

Melee classes would have to have their gap closers taken away, or significantly shortened in PvP. They would have to have less CC AND less anti-CC, they would have to do less damage, and/or have to have casted abilities, or channeled, have to be vulnerable to interupts on a a major source of their damage. Or mercs and sorcs would have to get buffs in all of these areas. It would be a major redesign of the whole PvP system, and combat in SWTOR as a whole. Not gonna happen.
Thank you, my friend. This is exactly everything I cry out as I PVP, especially your thoughts on knockbacks, Ravage and Series of Shots. Well put.

Nonnolol's Avatar


Nonnolol
12.24.2012 , 05:29 PM | #56
Quote: Originally Posted by KettleBelll View Post
I'm watching this for the next round of class balancing:

- If they balance based on the amount of QQ from bads on the forums, Smash will be nerfed,
- If they balance based on what is overpowered in the game atm, Snipers will be nerfed.
- If they balance based on Metrics on what is overplayed, Assassins will be nerfed.


I'm super curious which way Bioware goes.
Obvious marauder is just so unbelievably obvious.

Srepos's Avatar


Srepos
12.24.2012 , 05:45 PM | #57
All of you ppl are gonna be sorry if they buff merc/commando dps. They hit like trucks as it is when they stay out of sight. I do agree they need a survival buff of some sort, as most classes have a many to choose from. They do need to rework the assault tree as well. With all the jumping monkeys out atm im currently playing a sniper and just fell in love with the class. That should have been the merc/commando class imo, has all the gadgets, tree options, ect.
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Red'stain - PT

Ulfrik_Wulfgar's Avatar


Ulfrik_Wulfgar
12.24.2012 , 05:46 PM | #58
Quote: Originally Posted by Edonidd View Post
A DPS sorcerer can use his knockback and shove a player back a good 5 meters. A Juggernaught can use his and shove a player back like 20 meters. And knock him on his face to boot. Tell me it makes sense for a melee class to have an ability to knock back another player out of melee range? On a Tank class too? Tell me it makes sense for a ranged class's knockback to not knock another player out of melee range? What is the purpose of it them if they can still force scream and saber throw me?
I'm too new to form an opinion on this but this makes a valid point that no one has answered yet. Melee should have the ability to get in to range fast, range should have the ability to keep melee away. That's just plain common sense. If nothing else, Overload needs a significant buff.

Srepos's Avatar


Srepos
12.24.2012 , 05:56 PM | #59
Quote: Originally Posted by xenotpt View Post
Thank you, my friend. This is exactly everything I cry out as I PVP, especially your thoughts on knockbacks, Ravage and Series of Shots. Well put.
Steathers do not own snipers that easy. Ever hear of entrench? Knockback? dots? Shield probe? Dodge buff? Root? Cover? Pvp heal stim? 15% damage reduction stim? Oh and if u spec leathality the PROPER way and no hybird crap u can just sit back and own ANY class with no energy probs. Tbh all the tree spec's are good if u play them right. But ppl like to see the numbers on the scoreboard, so they get all the aoe crap and run out of action. Then they get owned. Now if u play a merc or commando u just have a knockback and root. Yes i do think that class needs some survival tweaks.
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Red'stain - PT

Washingtoon's Avatar


Washingtoon
12.24.2012 , 06:17 PM | #60
Quote: Originally Posted by Srepos View Post
All of you ppl are gonna be sorry if they buff merc/commando dps. They hit like trucks as it is when they stay out of sight. I do agree they need a survival buff of some sort, as most classes have a many to choose from. They do need to rework the assault tree as well. With all the jumping monkeys out atm im currently playing a sniper and just fell in love with the class. That should have been the merc/commando class imo, has all the gadgets, tree options, ect.
No one would be happier than me if commandos got a buff because I'm currently stuck with three useless ones in every game and their role can best be described as "decoy". Buffing commandos would be to balance the the outcome of games between imps and pubs, it's currently in the imps favor since there are ten commandos for every merc.