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Operative/Scoundrel roll spam

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

ronniehenlau's Avatar


ronniehenlau
04.18.2013 , 03:30 AM | #61
Quote: Originally Posted by ugolino View Post
equal? I didn't realize force leap had no cooldown, and you seem to have forgotten that from your list. Guess i know now that an operative player told me about my class, huh?
Quote: Originally Posted by coldin View Post
leap:

cons:
  1. can only be used against enemies
  2. has cooldown
  3. can't be used on targets in cover
  4. can't be used while rooted

l2r :>

Ugolino's Avatar


Ugolino
04.18.2013 , 03:42 AM | #62
Quote: Originally Posted by ronniehenlau View Post
l2r :>
l2r, the point is no cooldown on the lolroll is broken. In any event, your list is comparing apples and oranges because Force Leap is more an attack power than anything. You should be comparing guardian leap to the lolroll as both are defensive, escape abilities. Poor guardian leap doesn't match up quite as well, even from your biased comparison. Range is worse, for one thing.

ronniehenlau's Avatar


ronniehenlau
04.18.2013 , 03:45 AM | #63
Quote: Originally Posted by Ugolino View Post
l2r, the point is no cooldown on the lolroll is broken. In any event, your list is comparing apples and oranges because Force Leap is more an attack power than anything. You should be comparing guardian leap to the lolroll as both are defensive, escape abilities. Poor guardian leap doesn't match up quite as well, even from your biased comparison. Range is worse, for one thing.
Wasnt my list. Again, l2r.

I will refer you to another post I made earlier in this thread;
Make all gap closers cost lots of resources. For warriors, this would mean they have to build resources to charge/leap/intercede. Without 25% full resource pool, warriors have no gap closers. Sounds fair?

SomeJagoff's Avatar


SomeJagoff
04.18.2013 , 04:01 AM | #64
Quote: Originally Posted by Kail_Shefned View Post
I realize this probably belongs more in a general gameplay discussion, but I feel this tends to affect PvP more than other gameplay aspects.

In my opinion, the scoundrel/operative combat rolls need to have a cool down placed on them. Currently, in PvP, it's a bit ridiculous having these guys literally rolling all over the map in and out of range, from one objective to the next in ridiculously short times, the list goes on. How is it even fair to give them this sort of tool, when they already have some ridiculously high survivability in PvP? A healer op/scoundrel is nearly unkillable less the entire enemy team focuses on them. Solo I've held off 4 people with my scoundrel just spamming my emergency medpack, hovering around 30% and I just stay up.

"Well, not everybody plays the healer spec." While that's definitely true, it certainly doesn't seem to detract from the survivability and general annoyance these classes can cause, more so now with their spammable roll. Kiting them is essentially impossible, because even if you slow them, they're still capable of cleansing it and literally rolling up to you to DPS you. If you manage to get them focused, they can still cloak out and go recover somewhere before coming back in.

I think there should be at least a 5 second cool down on this ability to prevent it's "abuse". Hell, if a gunslinger/sniper has a 20 second CD on theirs, I see no reason a small cool down shouldn't be placed on Operatives/Scoundrels. A good scoundrel/operative might die once or twice, a great one will be unkillable.

As I stated before, before the QQers take hold of this topic, I play a scoundrel healer and can agree that this ability is a bit much with no CD.
lolroll isn't too bad, you can get to the nodes faster, but then you're basically permanently drained of energy when you get there. I lolrolled to the enemy node in cw one time, then opened up on the capper with hidden strike, then was 100% out of energy. so he was just on the ground and I didn't even have enough energy to stun him.

Fair tradeoff, not really much different from the mara Superpredation, oh wait maras aren't drained of all their resources when they activate predation.
Free Character Transfer & Other Goodies: http://www.swtor.com/r/bgpK6G

Kaerwolf's Avatar


Kaerwolf
04.18.2013 , 04:22 AM | #65
I completely agree with the OP. This is one of the more annoying abilities in this game that is seriously imbalancing classes in pvp.

Kaerwolf's Avatar


Kaerwolf
04.18.2013 , 04:24 AM | #66
Quote: Originally Posted by SomeJagoff View Post
lolroll isn't too bad, you can get to the nodes faster, but then you're basically permanently drained of energy when you get there. I lolrolled to the enemy node in cw one time, then opened up on the capper with hidden strike, then was 100% out of energy. so he was just on the ground and I didn't even have enough energy to stun him.

Fair tradeoff, not really much different from the mara Superpredation, oh wait maras aren't drained of all their resources when they activate predation.
And your team mate who's been running there preserving his energy will finish the job as you make your way back. Result, you've prevented the enemy from capping. Wait a minute, how do you win WZs in this game? Is it not just that, capping yourself and preventing the enemy from doing so?

mrekxxx's Avatar


mrekxxx
04.18.2013 , 05:14 AM | #67
Quote: Originally Posted by SOULCASTER View Post
Well they nerfed that. Only middle tree shien guardian and juggernauts get "unremitting" now. So its more like

Force Leap>*KNOCK BACK* ...slowly walk to the guy. Force Push> Force Leap **STUN**.

lol
i loled, but true

Okod's Avatar


Okod
04.18.2013 , 05:18 AM | #68
If BW truly intended this ability to be used as a 'speed buff' type move to zoom around the map, then great, leave it as is. If, and this is how I think it was meant from reading their posts, as a gap closer or escape then it could use some tweaks.

I still think the stacking debuff of increased energy costs would be a nice rebalance - and I genuinely think it would be a 'rebalance' over a nerf.

With more thought, I'm thinking a base cost of 15e, and the debuff adds 20e to the cost for each stack. The duration of the stacks would need to be fine tuned, but maybe 9 seconds?

What this does is allow 2 back-to-back rolls for 50e (15e for first, 35e for 2nd), exactly the same as Ops have now, but gets much more costly to use it as a blanket speed boost. This also has the benefit of making the first roll 10e cheaper - much better as an escape (where you've been fighting for a bit and energy could be low) or as a gap closer, as it leaves more energy for the fight to come.

AngelofCain's Avatar


AngelofCain
04.18.2013 , 05:20 AM | #69
Spoiler

my hero.
Hallow, ägronä, <Status unknown> -(Concealment Operative)
Elite Warlord (since1.2) // Warzone Annihilator

Ugolino's Avatar


Ugolino
04.18.2013 , 05:46 AM | #70
Quote: Originally Posted by ronniehenlau View Post
Wasnt my list. Again, l2r.

I will refer you to another post I made earlier in this thread;
Make all gap closers cost lots of resources. For warriors, this would mean they have to build resources to charge/leap/intercede. Without 25% full resource pool, warriors have no gap closers. Sounds fair?
I'm sorry, but you're an imbecile and you just lost all credibility with that unbelievably poorly thought out suggestion.

What part of melee class is too hard for you to understand, especially with all those 50s? How about l2p instead of l2r?