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Scoundrels/Operatives ridculously OP.

STAR WARS: The Old Republic > English > PvP
Scoundrels/Operatives ridculously OP.

IcyBergals's Avatar


IcyBergals
01.30.2013 , 02:10 AM | #1151
Quote: Originally Posted by LordXayd View Post
OK, first off. The fact that this thread has 115 pages speaks for itself in regards to whether this class is overpowered.

Also, a nifty little ability (Sedatives) in the healing tree (that only costs 2 points I might add), reduces the targets DPS by 50% for 10 seconds when First Strike is used (which is a pretty big attack by itself). 50%. 10 Seconds. I couldn't believe it when I saw it. You wanna know why you're dying when they jump you? It's because you're gimped. All your high cooldown big booms are halved. 10 seconds is the majority of the engagement. That ability costs no power and is passive. And it's in the healing tree? Hmm.
.
It's funny how you say that because this thread has 115 pages in over a year that means Operatives are OP but then you say Smashers aren't OP when there's a thread with 1000 pages about Mara's. Does that mean they're 10x as OP as Operatives?

Sedatives reduces the target's damage output by 50% after Sleep Dart wears off, not after Hidden Strike is used.

Could you please provide a link to this super OP hybrid spec you speak of? All of the good Ops I see run either full heals or full dps, if you go hybrid you just end up gimping both specs. I went ahead and tried to make my own hybrid spec, if you don't want to share your OP Hybrid want to pick some nits with mine? I personally don't like it just looking at it. You don't get the CC on Hidden Strike, you don't get the DOT from Acid Blade, and you lose out on the 30% crit chance on backblast. So basically you tickle the other guy for awhile, he beats the crap out you, then you run away and heal yourself up.

http://swtor.askmrrobot.com/skills/o...32-218dd62l2-0

Thanks for your help, just trying to become a better OP OP.

VukMarkov's Avatar


VukMarkov
01.30.2013 , 02:51 AM | #1152
Quote: Originally Posted by Kemmer View Post
This reminds me of the threads in WoW screaming for Rogues to be nerfed. There's something about a stealth class that just enrages people, even when other classes often kill them FAR MORE in pvp. Hunters seemed to get a free pass on dominating BGs, and here for some reason people QQ more about Operatives, when I see Bounty Hunters and Sorcs demolishing all of my Republic characters far more often. Sure, I get ganked by operatives like everyone else, but I die to them a lot less overall than BHs and Sorcs.
Not discussing what is op and what isn't (this thread is like a year old). Just something I noticed in gaming generally, when it comes to stealth classes. I agree with you, yes. Dying to a rogue/operative/thief/dota 2 stealthers/whatever always feels like you've been cheated and outsmarted, when you never had a real chance to fight back in the first place. The fact that you're stunlocked while someone is spamming knives in your back makes you think of being jumped in an alley by a thug with a blackjack. You just wanna rip him to shreds... Yeah, if you ever recover from the ambush.
People kinda expect chivalry by default, not a cheap way to die without an ability to even resist.

As i said, this is just a gaming observation.

edit: Oh yeah, about hunters. Yes, same with snipers really, though they get focused a lot more then hunters (wow). They just do their stuff and kill everyone while you're annoyed to hell by that stealther. Logic, right?
-Loathe (Imperial Sniper, Operative and Scoundrel)
-dirtdog (Vanguard).
-Paranoir (Dreadnaught)

MotorCityMan's Avatar


MotorCityMan
01.30.2013 , 05:54 AM | #1153
Agree with the OP, and no, i didn't read all the pages of this thread, just a few.

Mookind's Avatar


Mookind
01.30.2013 , 05:58 AM | #1154
Quote: Originally Posted by MotorCityMan View Post
Agree with the OP, and no, i didn't read all the pages of this thread, just a few.
He said that over a year ago, when they were OP, lol

xxIncubixx's Avatar


xxIncubixx
01.30.2013 , 06:15 AM | #1155
why keep necroing ********?

geflin's Avatar


geflin
01.30.2013 , 08:29 AM | #1156
Quote: Originally Posted by Bandelederen View Post
Anyway. Fact remains, they are immensely OP and their damage needs to be turned down ALOT.

They are atm the gods of pvp.
The opposite it true now I'm afraid. Operatives no longer have the damage to be viable and next to no defense. It's rare for me to see another concealment Operative these days especially when a warrior can jump and do more damage in an AoE. Makes total sense

LordXayd's Avatar


LordXayd
01.30.2013 , 08:42 AM | #1157
Quote: Originally Posted by IcyBergals View Post
Sedatives reduces the target's damage output by 50% after Sleep Dart wears off, not after Hidden Strike is used.
That's true. Popping Sleep Dart CC, then immediately First Striking (which finishes Sleep Dart) triggers Sedatives. Should have been more specific on that point. No matter how much detail I try to input to answer questions, I always leave something out.

In the hybrid spec I speak of, you're not going to put a turret guard down as fast as a sniper could, but it is an eventuality. Only way out of it I've seen if it you also happen to be a well geared knowledgeable healer that's cool under fire. But you dont often see healers on guard duty, or at least you shouldn't.

I've tried full DPS and it is better overall numbers, but you dont get the longevity with slow release medpac or the gimping debuff of sedatives. Takes more time. Not the wham bam the OP speaks of (except for the introductory volley of course), but a victory of time and pressure. About 50 to 75% longer than a sniper's capable of. If power maintenance were an issue, I could see that impacting the engagement, but that's not a problem for this class, on power mgmt par with what a sorc is capable.

Bear mind that my whole reply is not about reducing an Ops DPS potential. Like I said, it's not insane. It's just reasonably high burst. My point was to illustrate that their in-combat stealth should be removed. *Poof*ing out of an engagement is game breaking unless your entire class is built around it (AKA Assassins/Shadows). But to give this ability natively to a healer as well is where I take exception. IMO, only Sin/Shadows should have in-combat stealth, AND they should also have better speed boosters that nullify most of the snare associated with being stealthed.

To this, an Op healer would complain about a a Sorc healer's Bubble Pop Spec. But when you're in Bubble Pop, you don't get away. You just hold off the inevitable. It's not like you disappeared, hid somewhere where you brought yourself back to full, and stepped out again to sleep dart a few enemies before initiating your next rotation. And since they moved Bubble Pop out of the healing tree anyway, this prevents you from acquiring the group heal (bread and butter of the sorc healer). That alone ends that IMO. You can't maintain power on a sorc if you're solo healing with only single targets. Ergo, if you want to do your job right, you don't get to be bubble pop, which I agree with. It's an OP ability that should be reserved for protecting yourself (and the occasion VIP) when you're in a DPS spec. That's how tradeoffs are supposed to work. You're not supposed to get them by default.
To everyone that feels like flaming me, I don't care. The forums were put up so prematurely before game release that every thought has been expressed a thousand times over, and I don't feel like reading the 1000 prior threads to ensure they aren't an exact match for mine.

POPsi's Avatar


POPsi
01.30.2013 , 08:59 AM | #1158
First of all, gratz whoever brought this up again. OPs were nerfed to the ground with the exception of the healing tree, I hope now they will do it again...

Quote: Originally Posted by LordXayd View Post
OK, first off. The fact that this thread has 115 pages speaks for itself in regards to whether this class is overpowered.

Yeah, I think the Op is OP. Aptly named.
But rather than going into numerical oblivion, let's speak basically.

You NEVER NEVER NEVER give a healer in-combat stealth. NEVER.
There are 5 overall leet abilities is MMO classes, any 2 of which should NEVER be combined in any class.

1. Burst DPS.
2. Heals (meaning any class that is meant to be a healer).
3. Plate tankage (in this game, meaning heavy armor combined with native tank abilities that dont require an AA tree).
4. Stealth (but I'll refine this to in-combat stealth, meaning the ability to stealth while engaged).
5. Feign Death (which, in this game, is likenable to in-combat stealth).

The unique situation with TOR is that 6 of the 8 archetypes (or 6 of the 16 subclasses) have the ability to be a healer AND something else. Now, the scound/op can heal on the run with the majority of their heals. That means instant casts, meaning no interrupts. Most of these are HoTs, so it takes some time to feel their effects, but one of them (slow release medpac) is cheap to cast, a decently large heal and can be stacked. You combine all the instant cast HoT's plus the occasional free sizable instant cast full, and you end up with a very hard to kill PvP healer.

Also, a nifty little ability (Sedatives) in the healing tree (that only costs 2 points I might add), reduces the targets DPS by 50% for 10 seconds when First Strike is used (which is a pretty big attack by itself). 50%. 10 Seconds. I couldn't believe it when I saw it. You wanna know why you're dying when they jump you? It's because you're gimped. All your high cooldown big booms are halved. 10 seconds is the majority of the engagement. That ability costs no power and is passive. And it's in the healing tree? Hmm.

I have a well geared Sin and Scound. The base dmg (just looking at the base numbers of the abilities) is no comparison. The scound's got em beat. And the scound's attacks are less situational. The biggest Sin ability is assassinate. It requires the target to be below 30%, the attacker to be behind them and within 4M. No scound ability is that high in dmg, but they have several that are near it and they're not situational. First Strike is, but obviously that one's a guarantee. And a scound would be a fool not to open with First Strike since it gimps your DPS by 50%.

Now I'm talking about a hybrid scound that went far enough up the healing tree to maximize slow release medpac. So when you combine those remaining points to create a fairly high burst DPS class WITH pimp heals AND in-combat stealth guaranteeing first strike ability (which we all know is at the core of successful PvP), you end up with a class that (when combined with a knowledgeable player) is highly advantaged over the other classes. And if it doesnt work out, they can just *poof* out of the situation, robbing you of your victory against the odds. Believe it or not, there are classes out there that have no significant DoTs to break their poof. Sorcs and Mercs for example.

In every other MMO I've played where there was an assassin, they were the best stealthers (nonCombat) and held tier 1 DPS. But in this game, only an allstar can do enough with the pitiful base dmg of a Sin to make it a class to be reckoned with. But an average player can put out similar dmg with a hybrid Op. And to add insult to injury, Ops get every steatlh abiltiy of the Sin (including stealth detection and level boosters & speed haste) PLUS group stealth. Not that I use that much, but the point is they get more stealth ability than the Sin. THE SIN. THAT is a JOKE. I mean, what was BW thinking? They're really showing their green MMO stripes here. My scound is relatively recent. But I've heard that ops/scounds have already been significantly nerfed. I can only imagine what they must have once been. No class should outstealth an Assassin. I've never even heard of such a thing. And to give the Op better DPS (notably better) is mind boggling. But I suppose that's a byproduct of allowing a healer to hybridize.

Generally speaking, I've rolled 8 classes to 50 and PvP'd with all them. Some of them are very clearly more instantly suited to PvP than others. Those classes don't require EWH to be stellar. Simple WH is sufficient and you can get that in a week. I have a marauder too, and everyone goes on about how OP they are. I disagree. A high Smash hit requires maximized gear even against an average geared player. AND you have to build a sequence of abilities to maximize it, so you cant use it very often (at high dmg). And once its built up, you got about 10 seconds or you lose it. Not that I consider the marauder to be a fun class, so I dont use him anymore except for crafting. So I'm not all pro-marauder or anything.

The point is when I talk about how I think the op/scound is OP, you wont see me whining about the usual class that folks complain about (smashers, who btw are very very squishy, even the juggs). When I say something is OP, I speak from experience. But again, I didnt even have to maximize gear to know. You DO NOT give a healer burst dmg or in-combat stealth/feign death. You get one, not two of anything, or you're OP.

1/ Would you like to see a plate tank class with burst DPS?
* A true tank class has native skills that dont require wasting AAs to become a tank. Turning a cloth wearer into a tank by forcing them to use all their AA points does not compare to a plate tank that starts out a tank and merely enhances their tanking with AAs while snatching up other things.
2/ Would you like to be set upon by a Sniper with 200 or 300 healing per second?
3/ Would you like to be jumped by a cloaked tier1 DPS Sin with plate tank survivability?
4/ Or a plate tank with tier1 DPS or 200/300 healing per second?

Combining these things is a no-no. But there's no way to fix it without a serious restructuring of the class system. You're a healer, a tank or DPS. You dont get to be a combination of two at 80% effectiveness in both. It's supposed to be an equal trade-off, but BW failed here.
For this I only have to say one thing. You do realize that pvp in this game is not about 1v1? Yes, maybe an OP can surprise someone wondering alone but it will not decide the outcome of the game. And if they are healers they won't go semi-dps just to prove your right. They will go full heal and won't have time screw around try to pick people off unless they are against noobs. Also, if they would be so op everyone would roll them... but interestingly we only see lolsmashers, I wonder why. In any semi-competent game there won't be solo guards on nodes unless they have stealth too, which makes your argument invalid again. And pvp being group oriented, you will rarely see dps ops because in group fights they don't have the tools to support the team like other classes can. In any case, dps trees would need a buff, not nerfing.

rainbow's Avatar


rainbow
01.30.2013 , 09:14 AM | #1159
Quote: Originally Posted by LordXayd View Post
OK, first off. The fact that this thread has 115 pages speaks for itself in regards to whether this class is overpowered.
First off, the fact that this thread hasn't been used in almost one full year with the game running for 14 months total speaks for itself in regard to whether this class is STILL overpowered or NOT.
Jar'Kai Sword:
Adwaennah - Sith Assassin
Evelynne - Operative
Adwaenyth - Jedi Sentinel

Natholomew's Avatar


Natholomew
01.30.2013 , 09:24 AM | #1160
Quote: Originally Posted by PerinnAybara View Post
Complicated like Powertechs. Nerf Operatives and Mercenaries!
Rise from your grave!