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Is smash really that OP?

STAR WARS: The Old Republic > English > PvP
Is smash really that OP?

Jherad's Avatar


Jherad
12.30.2012 , 07:43 PM | #131
Quote: Originally Posted by cashogy View Post
i can do at least 600k damage as a Merc in a 12 minute voidstar.........
Yeah this. Electricjudgement is either not playing, or playing with scrubs - because his comments don't reflect reality in the slightest.

I put up a vid of me doing 600k (on my commando) in a huttball just recently - and the good guards/juggs (as well as sents/maras) blow me away for damage.
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SomeJagoff's Avatar


SomeJagoff
12.30.2012 , 07:47 PM | #132
Quote: Originally Posted by Totaltrash View Post
Ok, this is not about how OP smashmonkeys are, but what that ability is doing to warzones:

I just finished a 50 Huttball with 11 smashers in it (5 Pub, 6 Imp).
The final score was 0:0, the ball never made it anywhere close to either endzone.

These idiots were just leaping, choking and smashing each other in the middle, even when they were ballcarriers themselves. No passing, not even trying to move the ball towards the other side - just brawling and more brawling.

I really couldn't care less about the damage, but smash turns PVP'ers into mindless morons and kills objective based warzones!

EAware, get off your butts, play your own game and bring some balance to this crap!
lol, just got out of a match where 2 lolsmashers were guarding the node and 2-shotting everyone who came by, with a pocket healer healing them as the assassin guarding the healer just stood there and watched. pretty funny, and yeah, that ability is definitely making pvp matches a lot less fun. It's really turning into whoever has the most lolsmashers win. I've been taking notice of group comp past few matches and I've noticed the matches we've won had 2-3 lolsmashers, which makes sense, because if they all jump to a group, all smash at the same time, they should get around 5 people to 25% hp, maybe less, execute range nonetheless.
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K_osss's Avatar


K_osss
12.30.2012 , 08:05 PM | #133
Quote: Originally Posted by Raansu View Post
The warzone adrenal does not boost damage anymore...Don't know why people still think it does.
Thank you for that, been gone since last February. Must have changed it in the interim.

cycao's Avatar


cycao
12.30.2012 , 10:48 PM | #134
I have two real issues with rage/focus right now. First its the hardest hitting ability in the game and its also an AoE. Second its stupid easy to play.

I know these things because I play with a jug whom is incredibly good at this spec (he has been playing it for some time) and I needed the warrior buff so I currently have a 42 jug (I know lowbie but this is play style) so I know the full potential of the class and how easy the set up is. My only 50 is an assassin and I play every spec and hybrid this class has to offer. Madness is one of the squishiest specs in the game and I get smoked by smash/sweep (like 7K+ smoked), deception offers 30% AoE reduction but the class still has little defenses outside shroud and not getting into darkness but I get hit quite hard even for a tank.

I hear a lot of "its easy to counter" of "the spec sucks in 1v1" and "glass cannon". While I will admit the class used to able to counter easily when it had a delay, that is gone and my one good counter (shroud), will be used whenever I see 4 stacks all they have to do is wait it out...and the 1v1 is a poor example as this class thrives in group play and is a essential part of most ranked teams as nothing puts pressure on a healer when you see potentially 5 players eat 5-8k crits.

This class was strong prior to the change, not OP not worthless but in a good place. Why they buffed it is beyond me and I never cry for nerfs (yeah yeah assassin) but reverting back before the buffs really should not hurt anyone.




Just my two cents. I could really care less about what they plan to do with this as far as "balance" but they usually do more harm than good when they try to level the playing field.

Darth-Rammstein's Avatar


Darth-Rammstein
12.30.2012 , 11:25 PM | #135
Remove decimate from the shared rage tree and put it back into the juggs vengeance tree. This will cause all the maras to respec and smashes will dramatically drop since there are way more rage maras than juggs right now.
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madtycoon's Avatar


madtycoon
12.31.2012 , 12:15 AM | #136
Here's the problem with high damage abilities like smash.

Rage Jug can be in a 5 on 5 situation. Smash is on cooldown. He notices the guardian he is attacking just got topped and popped saber ward and is white barred, so he taunts him, knowing his sweep is coming up in a couple seconds and gets out of the way so he doesn't take the aoe damage. Maybe terrifies the sentinel next to him who is also attacking the guardian's target, because he's not white barred or dotted. Then say he goes and interrupts a healers cast, while making his way to a slinger who is casting without hunker down up, so he knocks the slinger away and then gets on a shadow that is at 60% without deflection or shroud up and no white bar. He uses force choke and sweeps (making sure to position it so he doesn't break the mez on the sentinel) then dispatches, killing the shadow and as the terrify is ending on the sentinel, he leaps him, rooting him in place for a couple more seconds then switches to the healer or slinger.

Another Rage Jug goes into the same situation. Smash is on cooldown. The guardian he has targetted just got topped off and pops saber ward and is white barred. He doesn't notice these things or doesn't care and uses force choke anyways, because **** it builds up stacks regardless. Force choke ends. He's like ***, my stun didn't work. Don't worry I'll use my other one. So he terrifies lol and spam clicks his smash button (of course its still on cooldown), so the guardian sweeps first. He eats it, because he doesn't have the awareness to move, and it gets whoever the guardian is attacking into dispatch range. Probably would have finished off that guy anyways even if he wasted a global to taunt. Stupid PuG, dying instantly. Now his smash is up, so he clicks it and accidently hits the healer and sentinel along with the guardian. Wow look at those numbers fly.

The first player is obviously a lot more skilled than the second, but really how much more effective is he compared to the second player? The first player did more things, but the second player did more damage and because high damage abilities like this are in the game, it becomes less and less about actual skill and more and more about tunneling one target down and killing them in a few seconds.

Karasuko's Avatar


Karasuko
12.31.2012 , 12:32 AM | #137
In some ways smash is OP.
-HIts hard.
-Hits many stupid/badly positioned targets.
-has very little set up sometimes.

But lets be honest.
1.there is a truckload of single target abilities that hit as hard smash.Check my sig, each 50 on the list has atleast one ability that hits as hard.
2. Vunerable to taunts, guards.More so than the single target abilities.
3.It's counterable and predictable.
4. Outside of defensive CD's juggs go squish.
5.Latency/FPS sensitive. I ahve a bad PC, you would not believe how many smashes I miss due to decreased frame rate.
6. No huddling together turns it into a single target ability.
7. Outside of the smash and dispatch theres very little sustained damage in the tree.

I'm not defending derpsmash, I think it is overpowered slightly, but where it gains its strengths is against bad players or someone willing to go balls to the wall to pad their scoreboard.

Missandei's Avatar


Missandei
12.31.2012 , 02:00 AM | #138
Quote: Originally Posted by Karasuko View Post
In some ways smash is OP.
-HIts hard.
-Hits many stupid/badly positioned targets.
-has very little set up sometimes.

But lets be honest.
1.there is a truckload of single target abilities that hit as hard smash.Check my sig, each 50 on the list has atleast one ability that hits as hard.
You mean that there are SINGLE traget abilities. That require channeling for 2-3 sec. And have a big warning circles/spots for an affected target? And that luckylly crits 1 time out of 5 in 1 minute rate?

Quote: Originally Posted by Karasuko View Post
2. Vunerable to taunts, guards.More so than the single target abilities.
errrr.. This is UNIQUE to smashspec?

Quote: Originally Posted by Karasuko View Post
3.It's counterable and predictable.
lol.. It is INSTANT and do damage BEFORE the animation.
counterable and predictable is snipers Ambush and slingers XS Flyby.

Quote: Originally Posted by Karasuko View Post
4. Outside of defensive CD's juggs go squish.
but where juggs go merely squish, other classes go dead.

Quote: Originally Posted by Karasuko View Post
5.Latency/FPS sensitive. I ahve a bad PC, you would not believe how many smashes I miss due to decreased frame rate.
Do you suggesting that Juggs have to be allowed to play only by people who have bad internet/PC?
lol...

Quote: Originally Posted by Karasuko View Post
6. No huddling together turns it into a single target ability.
There is NOT a 1vs1 tourney.
The WZs are a OBJECT BASED. That REQUIRE melee classes to stick together.

This is going just silly:
«- The smashmonkeys are OP!
- Noobs! Just focus fire Mara/Jug by two/three people and he is dead!
- Great! Hey, you two, come with me! Lets bring down that monkey!
- Noobs! Dont huddle together against smashmonkeys!»




Quote: Originally Posted by Karasuko View Post
7. Outside of the smash and dispatch theres very little sustained damage in the tree.
What you call «very little damage abilities» is a high damage rate abilities for other classes.
Where smashmonkey have 6-8K smash and 3-4K other abilities. Other classes have their 3-4K abilities that SOMETIMES crit for 4-5K

Quote: Originally Posted by Karasuko View Post
I'm not defending derpsmash, I think it is overpowered slightly, but where it gains its strengths is against bad players or someone willing to go balls to the wall to pad their scoreboard.
Yes yes. All good players are rolled smash, so all bad players stayed with other classes. Sure.

The Balacne in this game is maintained not by class mechanics but by gear and skill gap:
[8 skilled players] vs [3 bad smashmonkeys+5 decent players] = WZ is playable and balanced.
[8 skilled players] vs [3-4 good smashmonkeys + any score of any skill players] = total defeat for the first team.
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Arlanon's Avatar


Arlanon
12.31.2012 , 02:14 AM | #139
Smash is fine. Bads whine about anything that beats them.

You're next.

Debaucher's Avatar


Debaucher
12.31.2012 , 02:33 AM | #140
Smash is kinda balanced for 1v1 situation, and hardly noticable (healer PoV) when its one smasher.

Imho, what brakes the rage spec is the autocrit talent. Its what allows people to get huge numbers, by maxing for power and surge, ignoring crit etc.

If any other class had an autocrit ability talent, it would get as high the numbers.

As others pointed out, i am more scared of a sniper or an assault vanguard than a smasher.


And tbh, just nerf operatives.
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