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CC why dont all CC count towards resolve????????????????????

STAR WARS: The Old Republic > English > PvP
CC why dont all CC count towards resolve????????????????????

Smashbrother's Avatar


Smashbrother
02.11.2013 , 02:08 PM | #41
Quote: Originally Posted by TUXs View Post
Not gonna happen. I'm fine with snares ignoring it, not roots. A root is the epitome of a CC.
Play a ranged class and don't use roots when someone is white-barred, and see how fun it is.

Snares/roots are part of the kiting/anti-kiting game mechanic. The devs aren't going to change this w/o completely rebalancing all classe, and that's not going to happen.

NoTomorrow's Avatar


NoTomorrow
02.11.2013 , 02:11 PM | #42
Quote: Originally Posted by NogueiraA View Post
Nerf to melee?? Let's see the difference between a marauder and a Sniper..
With all power/surge min/max, 1350+ expertise marauder, my numbers are:
Mara big hit Annihilation - 4.5k max Annihilate when crits...
Carnage - 6k last hit from ravage, 5k force scream..
Smash - 6.5k smash, 4k force scream.

Sniper big hits on me:
Followtrough 4.5k
Ambush 6.2k
Snipe 3.4k
Series of Shots 2.1k per shot, 4x2.1k = 8.4k in 1 skill... (you can not complain about smash damage, only because it's aoe).

The big hits it's almost the same, you have a lot of defensive cooldowns, you can kill a melee easily.
Roots from a sniper it's like a second stun, because you have 2 seconds to damage me and I can do nothing to stop you.

Instant root - 1.5sec cast 2.5k Snipe + 4k Followtrough... I'm still rooted, you have 3 seconds to use another GCD.
Root again from the knockback - 1.5sec (MM) Ambush.. I'm still rooted.
Finally I can reach the sniper, 4sec stun and melee is dead. CC breaker? Flashbang and sniper has 8sec to run, damage me from 35m distance, instant root again and you know what happens.

So, a nerf to melee it's not needed..
A nerf for Assassin, yes they need a nerf in crowd control.
A nerf for Powertech? They need a nerf in crowd control.
Wow Nogueira, your sniper probably wears some gear from the future, released in 2017 if he crits on all 4 series of shots
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TUXs's Avatar


TUXs
02.11.2013 , 02:23 PM | #43
Quote: Originally Posted by Smashbrother View Post
Play a ranged class and don't use roots when someone is white-barred, and see how fun it is.

Snares/roots are part of the kiting/anti-kiting game mechanic. The devs aren't going to change this w/o completely rebalancing all classe, and that's not going to happen.
I do, I play a Commando and Vanguard only. CC's are out of **edit**ing hand. Roots NEED to build Resolve, Resolve needs to last longer, CC break needs cooldown to be cut in half. Roots/snares should reduce damage by 75%.
All warfare is based on deception. Attack him where he is unprepared, appear where you are not expected. If his forces are united, separate them. If you are far from the enemy, make him believe you are near. A leader leads by example not by force.

Technohic's Avatar


Technohic
02.11.2013 , 02:36 PM | #44
I honestly could have swore you can't root someone when they are full on resolve, but sounds like maybe I was wrong?

At any rate. I think full resolve should include immunity to snares and roots. From there, if they had roots or even snares count toward resolve, it should be small. The problem is not them, IMO. Stuns and Mezzes need to be used more wisely via either them giving a full white bar sort of thing, or making a stunned/mezzed player take no damage, and the breaker having a much shorter cooldown or any combination of everything in order for people to see the stun vs resolve system strategic and not frustrating.
Technohic - Sniper | Techno-Hic - Gunslinger | Cihonhcet - Scoundrel
Karnrage - Assassin | Egarnrak - Sage
Techen - Merc | Nehcet - Vanguard | Carnrage - Marauder | Egarnrac - Guardian
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Zunayson's Avatar


Zunayson
02.11.2013 , 02:42 PM | #45
Quote: Originally Posted by wwkingms View Post
i feel roots should

slows no

*** is the point of having a full resolve bar if i can be rooted in place and eat lightsabers the whole time until my resolve bar fades
Since you can shoot him back or stab him back as opposed to a stun where you can't do anything.
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LarryRow's Avatar


LarryRow
02.11.2013 , 03:40 PM | #46
Quote: Originally Posted by foxmob View Post
I'm sorry, but that's a load of poo. assault has to burn his one dcd for a onetime root/snare dispel. who in their right mind is going to sit on their ONE dcd for one of the handful of moments that they're snared/rooted? most likely, it was necessary just to get to the white bar.
Haha, okay maybe I made it sound better than it is. But having the ability to break movement impairment in key situations can prevent a LOT more damage than the reduction from the dcd.
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.

LarryRow's Avatar


LarryRow
02.11.2013 , 03:43 PM | #47
Quote: Originally Posted by foxmob View Post
i'm pretty sure I had to spec into that on my watchman.

for the other guy...
a mezz after a leap?

the guardian tanks have something more frustrating where they gain cc immunity after their leap.

the root after leap is specific to combat spec and goes along with master strike. it's core to that spec, and there are a lot of ways to circumvent it anyway.
Leap roots and interrupts in any spec. Watchman spec gets Zero minimum range Leap, which acts like an extra melee interrupt/root. Some specs like combat and Vigilance can spec for an extra second of root to help them get Master Strike off.

I'm honestly a little surprised at your inaccuracy about this.
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.

Thexremstar's Avatar


Thexremstar
02.12.2013 , 02:44 PM | #48
Quote: Originally Posted by foxmob View Post
don't you have an automatic root on your punt, independent of legshot? or maybe every sniper/gs I encounter has the two abils macro'd (possible).

honestly, though, how long does full resolve (i.e., whitebar) last? 4s? 5s? how long does a root last? 2s. there is not "resolve" system for roots, so they can be daisy chained ad infinitum. half of the whitebar is lost in one root, and anyone else can reroot whenever. meanwhile, the whitebar continues to tick away.

why would anyone ever be upset about that?

the system is bad. but I've already said as much. so flame on.

edit:
i'm pretty sure I had to spec into that on my watchman.

for the other guy...
a mezz after a leap?

the guardian tanks have something more frustrating where they gain cc immunity after their leap.

the root after leap is specific to combat spec and goes along with master strike. it's core to that spec, and there are a lot of ways to circumvent it anyway.
As you have said while in bar the roots can still be applyed, but im saying they shouldnt be able to used while your in the white bar if you are immune to stuns/roots/slows (white bar) these things shouldnt be able to be used!

foxmob's Avatar


foxmob
02.12.2013 , 02:52 PM | #49
Quote: Originally Posted by LarryRow View Post
Leap roots and interrupts in any spec. Watchman spec gets Zero minimum range Leap, which acts like an extra melee interrupt/root. Some specs like combat and Vigilance can spec for an extra second of root to help them get Master Strike off.

I'm honestly a little surprised at your inaccuracy about this.
heh. it's been a loooong while since I played the sent. started doing it again recently. I only ever used leap as a closer or interrupt tbh - maybe also to gen focus in pve. the cd on it is ridiculously short compared to harpoon. I sure notice that.

but yeah...I always looked at it as an int to mess with mercs. lol

and honestly, when a mara/sent leaps to you, it's the easiest thing in the world to counter for any class. punt. if no punt is avail, see if he starts ms for stun or if he cauts you can cleanse/stun. about the only thing you can't counter is an instant smash...unless you react to the leap and not his action...or you're really quick at checking his stance. prolly getting ot here as I have no idea what we were talking about anymore.

edit: I think the mezz after the leap thing was just someone using awe when he lands. that's common. I'm sure there's no mezz.
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mrekxxx's Avatar


mrekxxx
02.12.2013 , 03:01 PM | #50
Quote: Originally Posted by TUXs View Post
I do, I play a Commando and Vanguard only. CC's are out of **edit**ing hand. Roots NEED to build Resolve, Resolve needs to last longer, CC break needs cooldown to be cut in half. Roots/snares should reduce damage by 75%.
this ...

1. roots need to build resolve
2. resolve needs last longer, maybe 1 stun/root and 40 secs full resolve
3. roots/snares should reduce dmg by ... root - 75%, stun 100%.
4. cc break button - 40 secs cd ...

personally i would remove all the stuns from pvp, i guess slows and roots ... thats enough ...