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Operative roll


LovarBoy's Avatar


LovarBoy
04.22.2013 , 08:21 AM | #61
Quote: Originally Posted by Jurakan View Post
Note how all the ops rerolls are waaa waaaa waaaaaaaa we can't survive without rolling into the horizon and camping there until everyone unfocuses me and I can roll back into safety. Wimps.
Sorry, but your postings are laughable. It's obvious that some Operative / Scoundrels made fun of you ( Assassin? ) while using Scamper.

Be serious.

You want to give a >> 6m/12m + 1/4 of resource << skill a Cooldown? A Cooldown, when Jumps that give you ressource and have a range of 30m only got a ~ 12sec CD? Or Force Speed, that boosts your running speed in a big amount and you can go 30-40m in that time, without energy cost?

Are you serious? No you are not. You make just ridiculous postings regarding an ability you actually don't know.

JouerTue's Avatar


JouerTue
04.22.2013 , 10:38 AM | #62
Quote: Originally Posted by Cybridwarform View Post
Please tell me what ability also lets u safely cross the fire pits in huttball?
force speed, guardian leap, force jump, pulls.

JaingSkiratapwns's Avatar


JaingSkiratapwns
04.22.2013 , 10:47 AM | #63
It needs modified in some way due to its game breaking Ina wiz like voidstar, you can get far enough ahead that the other team doesn't even have a shot at catching up. And on novarre coast and civil war, there's no chance of taking a side turret from them, they just come rolling up and interrupt you. And don't get me started on how ridiculous operative medic is with the roll.


My suggestion would be buff it some and put it on a cool down. Because if it doesn't get a buff but a cd it just becomes a poor mans hightail it. I'd make it a 12 meter roll and a 20 sec cd, with snares not affecting its range, same as sniper/slinger.
[INSERT WITTY COMMENT HERE]

HollowVamp's Avatar


HollowVamp
04.22.2013 , 10:48 AM | #64
Quote: Originally Posted by Jurakan View Post
This skill was modeled based on what? Who's retarded idea was it to have an operative non force sensitive character roll non-stop at the speed of light? Have you seen how they can run from the spawn to middle in huttball in five seconds 10 seconds earlier than the rest of their team? BIoware are you stupid or are you deliberately giving classes overpowered skill to compensate for how unbalance and weak you made them in the beggining? How can they roll and not drop the ball in huttball? You guys have a moronic idea of what pvp should be like. No delay on that cover roll? I think your developer team are Indian freeleancers that don't even bother testing a skill before implementing it. I want to see a novel that speaks about this operative who's special skill was to roll and could roll around a planet in five minutes. Idiots.
want to know what its based on? WoW monks.
It's not the GREAT who are STRONG
It's the STRONG who are GREAT

Seireeni's Avatar


Seireeni
04.22.2013 , 10:51 AM | #65
Quote: Originally Posted by JaingSkiratapwns View Post
My suggestion would be buff it some and put it on a cool down. Because if it doesn't get a buff but a cd it just becomes a poor mans hightail it. I'd make it a 12 meter roll and a 20 sec cd, with snares not affecting its range, same as sniper/slinger.
Actually, sniper roll is 18m.

Zorash's Avatar


Zorash
04.22.2013 , 10:56 AM | #66
Quote: Originally Posted by LarryRow View Post
They can heal. They can stealth ahead for passes. They can kill fotm snipers. They have plenty to do without spammable roll. Having the ball and being able to roll on a 6 second cd would still be crazy powerful. They don't need to also be able to get the ball first and hand it off the to the tank Jugg, uncontested, at the beginning of every match. .
They have plenty to do but are subpar at it. Lets look at everything you stated they can do.

1) stealthing for passes

Assassins are 10x better with speed burst that takes you farther then 6m, 3s immunity to force/tech attacks, so immune to a majority of CCs. Can knockback ppl that are near the ledge so he can get a free open pass.

2) kill FOTM snipers

Assassins are better because they have higher burst and if they're losing the fight they can always knock the sniper off forcing him to find a new position or get stomped by all the melee below.

LOL 6s cooldown that costs 1/4 of my energy, that takes me 6m eway. Ok, so I run 1m faster per second then anyone assuming i had the energy to blow it on CD. How is that an even remotely good ability? I can spend 20+ seconds running away with roll spending a ton of energy just to have an assassin catch up to me with 1 speed burst.

Putting a 6s CD on it makes it worse then leap, which gives resources and can jump up ledges. Speed burst which will cover more distance in the 20s CD. On top of that speed burst costs zero resources and they didn't have to spend multiple GCDs to get anywhere.

LarryRow's Avatar


LarryRow
04.22.2013 , 11:49 AM | #67
Quote: Originally Posted by Zorash View Post
They have plenty to do but are subpar at it. Lets look at everything you stated they can do.

1) stealthing for passes

Assassins are a little better with speed burst that takes you farther then 6m, but on a medium cooldown, 3s immunity to force/tech attacks on a much longer cooldown, so immune to a majority of CCs. Can knockback ppl that are near the ledge so he can get a free open pass.

2) kill FOTM snipers

Assassins are better because they have higher burst and if they're losing the fight they can always knock the sniper off forcing him to find a new position or get stomped by all the melee below.

LOL 6s cooldown that costs 1/4 of my energy, although by the time it was off cd I'd have my energy back that takes me 6m away, 12 if not snared or I use Dodge. Ok, so I run 1m faster per second.....I cut out this part because it didn't make any sense, as if somehow a 12-m teleport every six seconds is worthless vs force speed.

Putting a 6s CD on it makes it worse then leap, which gives resources to a class that has to build resources to have any and can jump up ledges, but only to a target. Speed burst which will cover more distance in the 20s CD. On top of that speed burst costs zero resources and they didn't have to spend multiple GCDs to get anywhere.
I did my best to tidy up your immature rant that conveniently ignored a lot of important points.
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.

Zorash's Avatar


Zorash
04.22.2013 , 12:00 PM | #68
Quote: Originally Posted by LarryRow View Post
I did my best to tidy up your immature rant that conveniently ignored a lot of important points.
My post is so bad you proclaim but you didn't correct me. Clearly like I said assassins>>>operatives at the stealthing role, you didn't prove any evidence against that nor did you provide it against snipers.

You didn't even provide evidence how speed burst or leap is worse then operative roll on a 6s CD or even without a CD. Clearly you're the immature one when you can't even provide a rational argument that disproves anything I said.

JaingSkiratapwns's Avatar


JaingSkiratapwns
04.22.2013 , 12:01 PM | #69
Quote: Originally Posted by Seireeni View Post
Actually, sniper roll is 18m.
That dawned on me right after I posted it, I was just heading out the door so I couldn't fix it.


Another idea that I thought of was turn the roll into more of a force run like ability. Breaks roots, 3 seconds of increased speed, 20 sec cd.
[INSERT WITTY COMMENT HERE]

LarryRow's Avatar


LarryRow
04.22.2013 , 12:22 PM | #70
Quote: Originally Posted by Zorash View Post
My post is so bad you proclaim but you didn't correct me. Clearly like I said assassins>>>operatives at the stealthing role, you didn't prove any evidence against that nor did you provide it against snipers.

You didn't even provide evidence how speed burst or leap is worse then operative roll on a 6s CD or even without a CD. Clearly you're the immature one when you can't even provide a rational argument that disproves anything I said.
This is not a surprising response coming from someone who is only seeing one side of an argument and has no desire to entertain the other side. Operatives have plenty of advantages compared to Assassins, but you only want to compare the aspects that support your argument.

My entire point was that a 6 second, or even a 4 second, cooldown on this obviously broken ability would make it balanced against some of the other utility abilities that other classes have.
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.