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Operative/Scoundrel roll spam

STAR WARS: The Old Republic > English > PvP
Operative/Scoundrel roll spam

Okod's Avatar


Okod
04.17.2013 , 06:29 PM | #31
Though I love the roll for an escape (I'm 2 levels away from getting it myself, but fighting against Ops with it I can see how useful it is), or gap closer, I do wonder if the "Transcendence" map clearing effect was intended.

How about, and this is just throwing an idea out, rather than a cool-down, each use adds a stacking debuff to you for X seconds (to be decided) that increases the energy cost of the next roll. Maybe they could then *reduce* the cost of the first roll.

So, for example, first roll is 15e, but adds debuff for 6s that increases cost by 10e, so next 25e, 35e, etc.

Thoughts?

CheechMacho's Avatar


CheechMacho
04.17.2013 , 06:41 PM | #32
So Mauraders can use Predation, Juggs can Leap, Sins and PT's can pull, Snipers get CC immunity, Sorcs pull friendlies, so let the poor Operative have a place in PVP and roll!

God forbid we have use for an operative in a WZ.

Kail_Shefned's Avatar


Kail_Shefned
04.17.2013 , 06:53 PM | #33
The sniper/gunslinger roll grants you that dodge for the duration you're rolling. That's all of what, a second? Oh no, that's some serious "invincibility" right there.

I'm still amused by the fact you're still countering with this energy cost being the main drawback to this ability. Ever used your adrenaline probe/cool head? Use it smart and it basically negates it. Plus, two rolls at full energy, your energy is regenned in about 2 seconds, if that. Your argument of energy cost is quite flimsy, though I would say that's putting it mildly.

Once again, for the snare/root/cc etc argument. Any half-brained op/scoundrel (or PvPer for that matter) is going to smartly utilize their CC break and then, if they're in trouble, use something to help them get the hell out of dodge.

Also, the argument is moslty based around the ridiculous amount of ground this ability helps you cover in a short amount of time. Two ops/scoundrels on one team in huttball can essentially win the game single-handedly.

I know I'm fighting an uphill battle here, anyone who fancies this ability is going to viciously attack any arguments about "nerfing" it no matter how sensible it is, or how flimsy an argument they have as to why it should be left alone.

All I can say is watch one good operative/scoundrel who knows how to effectively utilize this roll, and you SHOULD be able to see how out of whack this manuever is.

Kail_Shefned's Avatar


Kail_Shefned
04.17.2013 , 06:55 PM | #34
Quote: Originally Posted by CheechMacho View Post
So Mauraders can use Predation, Juggs can Leap, Sins and PT's can pull, Snipers get CC immunity, Sorcs pull friendlies, so let the poor Operative have a place in PVP and roll!

God forbid we have use for an operative in a WZ.
You're taking it to the extreme there. I'm not suggesting the ability be removed, but it needs a CD added to it most definitely. All of those other abilities have cooldowns, so there's a shot in the face to your argument.

CheechMacho's Avatar


CheechMacho
04.17.2013 , 07:01 PM | #35
Quote: Originally Posted by Kail_Shefned View Post
You're taking it to the extreme there. I'm not suggesting the ability be removed, but it needs a CD added to it most definitely. All of those other abilities have cooldowns, so there's a shot in the face to your argument.
My point is that the operatives got something somewhat useful and its the end of the world. Keep shots in your own face please. lol

Monterone's Avatar


Monterone
04.17.2013 , 07:04 PM | #36
It needs an internal cooldown, and it will probably have one, we've seen them put ICDs on a few abilities when they first try to modify them.

It would still be very useful if it were allowed to be used, let's say twice in 10 seconds. After 10s ICD resets and you can use it twice again.

That's still faster than pretty much anything but carnage predation. And it would prevent getting to nodes twice as fast as any other class.
Saminette
Star Forge

IcyBergals's Avatar


IcyBergals
04.17.2013 , 07:15 PM | #37
Quote: Originally Posted by Kail_Shefned View Post
\I'm still amused by the fact you're still countering with this energy cost being the main drawback to this ability. Ever used your adrenaline probe/cool head? Use it smart and it basically negates it. Plus, two rolls at full energy, your energy is regenned in about 2 seconds, if that. Your argument of energy cost is quite flimsy, though I would say that's putting it mildly.

Once again, for the snare/root/cc etc argument. Any half-brained op/scoundrel (or PvPer for that matter) is going to smartly utilize their CC break and then, if they're in trouble, use something to help them get the hell out of dodge.

All I can say is watch one good operative/scoundrel who knows how to effectively utilize this roll, and you SHOULD be able to see how out of whack this manuever is.
Roll costs 25 energy, right? And I regen 6 energy per second when in the top energy bracket...

Roll - 75 energy
1 second later 81 energy
.5 seconds later roll again as my roll is off gcd - 56 energy
100-56= 44. 44/6 = 7 seconds until my energy is back to max.

Do you play Op/Scoundrel? It seems like you don't, you just know everything about them from playing against them. Every day since I hit 51 and got the roll I've noticed myself getting slowed more and more on PVP. It's not bad when a merc or sniper puts the slow on me, I can cleanse that, but when it's a sorc using his 12 second (or whatever, it's long) slow, I can't cleanse that and I can use my dodge to remove it, which is on a 60 cd. If I happened to use my dodge against a high impact bolt/rail shot or masterstrike/ravage then I'm SOL. Or are you actually suggesting that people are using their CC break just to remove a slow so they can ROFLroll away? Oh, you did suggest that, and even said that it's what a smart scoundrel would do. I guess saving my CC break for a white bar situation is one of the many reasons I'm so bad at this game.

Galipolie's Avatar


Galipolie
04.17.2013 , 07:15 PM | #38
Biowares reason for the roll!

Reason for the roll

ayobreezie's Avatar


ayobreezie
04.17.2013 , 07:51 PM | #39
Quote: Originally Posted by IcyBergals View Post
Roll costs 25 energy, right? And I regen 6 energy per second when in the top energy bracket...

Roll - 75 energy
1 second later 81 energy
.5 seconds later roll again as my roll is off gcd - 56 energy
100-56= 44. 44/6 = 7 seconds until my energy is back to max.

Do you play Op/Scoundrel? It seems like you don't, you just know everything about them from playing against them. Every day since I hit 51 and got the roll I've noticed myself getting slowed more and more on PVP. It's not bad when a merc or sniper puts the slow on me, I can cleanse that, but when it's a sorc using his 12 second (or whatever, it's long) slow, I can't cleanse that and I can use my dodge to remove it, which is on a 60 cd. If I happened to use my dodge against a high impact bolt/rail shot or masterstrike/ravage then I'm SOL. Or are you actually suggesting that people are using their CC break just to remove a slow so they can ROFLroll away? Oh, you did suggest that, and even said that it's what a smart scoundrel would do. I guess saving my CC break for a white bar situation is one of the many reasons I'm so bad at this game.
You are pretty terrible.. you should CC break as soon as the first CC gets on you.
Pull up to the scene with my saber missin'! Middle finger up to my competition!

Zunayson's Avatar


Zunayson
04.17.2013 , 07:55 PM | #40
Quote: Originally Posted by ayobreezie View Post
You are pretty terrible.. you should CC break as soon as the first CC gets on you.
I lol'd. Good one.
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