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Operative Healing


JediFlux's Avatar


JediFlux
05.30.2013 , 01:14 PM | #61
It is not just in huttball though that is the clear example. They can be the first to any node in any of the maps by far with only one way to stop them. Hope you have a decent operative on your team. Does that many any sense that an ability has completely changed the way we pvp? Oh and I love people that say oh, but you can slow them and they can only roll 6m. Well you can't slow them from spawn point and a cleanse or a stealth out and clear....and oh there they go again. So don't act like smart operatives don't cleanse their slows before they start rolling.
Elite Warlord Flux - Ascension

dcgregorya's Avatar


dcgregorya
05.30.2013 , 01:29 PM | #62
Quote: Originally Posted by Astarica View Post
I don't get why people are even pretending to lie with these numbers when every Huttball begins with an Op/Scoundrel grabbing the ball before anyone who isn't them can even target them. According to the 'scamper has huge energy cost' guys this shouldn't even be possible, except it happens in every Huttball match if you got an Op/Scoundrel that knows what they're doing.
Eh I'd fix it by making the Huttball vanish when you roll with it and preventing cap of nodes before a certain amount of time has elapsed. To be honest, lethality and concealment need the roll for combat reasons, so I wouldn't put a 20 second CD on it or give it a 40 energy cost or anything ridiculous. Just make it so that nodes can't be capped before a 'reasonable person could get there' and you can't use it to carry the huttball. Problem solved.

At least, for scamper. As far as scoundrel/operative heals - they're crazy at the moment. I played all day yesterday as heals on my scoundrel. When I was the *ONLY HEALER* on my team, I was putting out 880k consistently warzone to warzone without a stim. I can only imagine what it'd have been like with a decent premade. And I have all 3 healers, so its not like I don't know the relative ease vs sorc vs merc. Merc is *WAY* harder - you only really have kolto missile, your KB and emergency scan as your instant casts. Everything else is getting interrupted. With just those and the occassional cast or casts with shield up you're going to put out something like 600k as the sole healer, which isn't that great. Sorc, you've got bubbles, self heal insta, resurgence and usually before interrupt you can nail two innervates and ofc your knockback heal - decent but without multiple healers again, you're going to get pressured a lot. Once you start talking 2-3 healers or add in competent operative heals, **** gets crazy.

Seireeni's Avatar


Seireeni
05.30.2013 , 01:57 PM | #63
Quote: Originally Posted by dcgregorya View Post
Just make it so that nodes can't be capped before a 'reasonable person could get there' and you can't use it to carry the huttball. Problem solved.
Have to say this is the best idea I've heard for a while for the "scamper problem". Especially to the "they get the natural nodes first in CW"-problem. Make it so that the nodes can't be capped before x time has passed (like the pylons on AH are now) and at least this problem would get solved.
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Sharee's Avatar


Sharee
05.30.2013 , 02:04 PM | #64
Quote: Originally Posted by JediFlux View Post
It is not just in huttball though that is the clear example. They can be the first to any node in any of the maps by far with only one way to stop them.
I do agree that the warzones were not designed with such a fast player movement in mind. Remember how at release in CW you could get from the side turret to mid faster if you climbed the wall around mid? Didn't take BW long to nerf that, since players were reaching the turret too fast that way. Now ops can do it even faster.

One idea that came to my mind was making the operative roll only usable while the operative is in combat, and shortly after leaving combat(so that its usable after a vanish). That would get rid of the 'gets to huttball before anyone can even target him' and similar start-of-warzone issues, with minimal impact on other gameplay.

Ottoattack's Avatar


Ottoattack
05.30.2013 , 02:24 PM | #65
In terms of healing output, sorc can go neck-to-neck with operative, and merc will fall a bit behind. In terms of survivability... even before 2.0 operatives were a head in survivability, with the additional of roll...

Astarica's Avatar


Astarica
05.30.2013 , 02:38 PM | #66
Quote: Originally Posted by Sharee View Post
I do agree that the warzones were not designed with such a fast player movement in mind. Remember how at release in CW you could get from the side turret to mid faster if you climbed the wall around mid? Didn't take BW long to nerf that, since players were reaching the turret too fast that way. Now ops can do it even faster.

One idea that came to my mind was making the operative roll only usable while the operative is in combat, and shortly after leaving combat(so that its usable after a vanish). That would get rid of the 'gets to huttball before anyone can even target him' and similar start-of-warzone issues, with minimal impact on other gameplay.
I suggest making Scamper have 20s CD when used outside of combat, and 5s while in combat. DPS types can put talents to get it to 0s while in combat from a talent high up in the DPS tree. Going into combat immediately ends the CD on Scamper. This would prevent the case of people simply rolling to a spot completely unopposed at the beginning of a match, since you're never in combat at that point. Once you're on aggro it's fair game to do whatever crazy stuff you want, because being on aggro implies someone is at least aware of you and could do something about it.

Astarica's Avatar


Astarica
05.30.2013 , 02:42 PM | #67
Quote: Originally Posted by dcgregorya View Post
Eh I'd fix it by making the Huttball vanish when you roll with it and preventing cap of nodes before a certain amount of time has elapsed.
For actually carrying the Huttball, the only problem is that Scamper breaks grapple which is the go-to defensive move for Huttball. It really makes no sense for you to grapple someone and have them teleport to a different spot a second later. In general this situation is messed up, as a move with no CD should not trump a 45s CD. It doesn't even make any sense logically. You got this guy rolling on the ground and I pulled him with a grappling hook, but then a second later he's gone. Did I caught his afterimage like some Kung Fu movie or what?

DimeStax's Avatar


DimeStax
07.02.2013 , 09:59 AM | #68
Operatives are pretty good
Sakz <Good Talk> 55 Guardian - The Bastion
Dimes <Good Talk> 55 Gunslinger - The Bastion
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Nickels <Synergy> 36 Scoundrel - The Bastion

OuroborosX's Avatar


OuroborosX
08.20.2013 , 11:54 AM | #69
You can heal in cover? xD

First thing I did at lvl3 with my first operative was removing cover from the bar. Never used cover in pvp or pve in any scenario ever. I wouldnt mind if they removed cover. Its probably the only ability I only ever used ONCE.

Tankqull's Avatar


Tankqull
08.20.2013 , 12:00 PM | #70
Quote: Originally Posted by OuroborosX View Post
You can heal in cover? xD

First thing I did at lvl3 with my first operative was removing cover from the bar. Never used cover in pvp or pve in any scenario ever. I wouldnt mind if they removed cover. Its probably the only ability I only ever used ONCE.
alot you have to learn young padawan.

every casted heal should be casted out of cover.