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Why the consular/inquisitor nerf to force wave?

STAR WARS: The Old Republic > English > General Discussion
Why the consular/inquisitor nerf to force wave?

LordArtemis's Avatar


LordArtemis
08.12.2013 , 02:26 PM | #31
Quote: Originally Posted by Malastare View Post
I don't intend this as a personal insult, but this is pretty bad game design.

Why do we want the old version? Is it better in PvE? It's a weaker directional push. It's only advantage is in explicitly breaking up grouped mobs, which is very rarely useful. In most cases, you'd want to group mobs tighter, and for that, the new version is slightly better. In PvP, it gives you some backstab prevention and a quick-cooldown annoyance/deprivation usage (when a pair of Sage/Sorcs hang out in a tunnel), which you already concede to disable.

So, why do we want it back? Why are we creating PvE and PvP versions of an ability.... forcing players to swap abilities based on situation?

Because of the cooler animation? Seriously?

That's not a good way to design games. Requesting a cooler animation is fine. Just ask for that. Making copies of abilities with specific situational usage... no... that's just an example of why most people here aren't designing games.
I don't take it as an insult. We just simply disagree. It was bad game design to change it in the first place in the way that it was done, and it pretty commonly accepted across the entire market that making changes for one type of gameplay that effects another type of gameplay is almost always a toxic change.

Make copies of abilities with specific situational usage describes most of the current abilities in the game. So naturally it is a yes IMO, not a no.

Yes, seriously...iconic ability and better animation is EXACTLY the reason to bring it back.

And I'd be careful about throwing around accusations that folks here do not design games, nor did they ever work on current games in the market. I think you would be surprised at just how many devs from other games play this game.

...and make suggestions.

Remember, this is just my opinion. It is not meant to be the last word, or an attempt to diminish your opinion. Just pointing out the stark contrast in how we view things.

fellblade's Avatar


fellblade
08.12.2013 , 02:26 PM | #32
Quote: Originally Posted by hadoken View Post
I'd be happier if they just removed it so I could stop having people use it in flashpoints/ops because they're terrible.
Lol - I agree

Seriously - Virtually Every time I use a Master Strike with my Vengeance(Vigilance?) Guardian, There is some Sage or Shadow (on my team) that knocks my target back after (or sometimes during or before) the second hit.....
(and I actually work for opportune moments to set the delivery up....I just don't spam it when it's off cooldown)

Strangely enough it doesn't seem to happen on my Sith Warrior....but that's probably because the rest of my team are chasing people in the middle of nowhere instead of fighting (at least within line of sight of) the objectives like they should be....
Quote: Originally Posted by Barringer View Post
Tulak Hord is only an unknown because he killed anyone that has ever seen him fight.

Elly_Dawn's Avatar


Elly_Dawn
08.12.2013 , 03:55 PM | #33
Quote: Originally Posted by oaceen View Post
i think you're missing the point of force wave.

knocking people out of being grouped up means no AOE. as someone who plays a dps, a tank, and a healer, i can say that any person who runs in and uses their knockback to break up a pack of grouped mobs is just hindering the group's ability to take them down.
on the contrary, i know exactly what i was doing, i was using an uncommon strategy that most people would pass off as foolish, but in essence worked for us better than anyone here may expect... it may seem crazy to send the group flying in multiple directions thus reducing AoE opportunities but when you have next to no AoE skills it works quite well, especially if it's the last AoE you fire off in your rotation... thus making the stragglers that didn't die from the opening salvo easy pickings that die in 1 or 2 hits... as i said it's a strategy that worked for us your mileage may vary...
i also don't just go off firing it off at random when the cooldown finishes, i use strategy, you gotta know when to use it and when not to...
if all the great fashion designers have gone over to the Darkside, then i will too...
Jedi Covenant: The Ashtear Legacy:

Elhaym - Shadow / Shinoa - Scoundrel
Dawnaria - Assassin / Adawn - Mercenary / D'jour - Operative

MillionsKNives's Avatar


MillionsKNives
08.12.2013 , 04:05 PM | #34
Quote: Originally Posted by Elly_Dawn View Post
on the contrary, i know exactly what i was doing, i was using an uncommon strategy that most people would pass off as foolish, but in essence worked for us better than anyone here may expect... it may seem crazy to send the group flying in multiple directions thus reducing AoE opportunities but when you have next to no AoE skills it works quite well, especially if it's the last AoE you fire off in your rotation... thus making the stragglers that didn't die from the opening salvo easy pickings that die in 1 or 2 hits... as i said it's a strategy that worked for us your mileage may vary...
i also don't just go off firing it off at random when the cooldown finishes, i use strategy, you gotta know when to use it and when not to...
What advantage does it actually give you? At best it interrupts them for a brief moment before they either begin shooting at you again or run back to you in less than a GCD and continue hitting you, and does pitiful damage. In addition, you now have to run around to go kill them instead of doing it all in one place.

Elly_Dawn's Avatar


Elly_Dawn
08.12.2013 , 04:10 PM | #35
like i said, by the end of our rotation most of the opposing party is dead, after that it's just picking off the remainder that survived the original onslaught of AoE effects before firing off the FW/OL, simple 1 or 2 hit kills... i don't go running around either, they come back to me in a staggered fashion usualy and die one by one as they approach... of course there's ranged attackers but, hello force pull...
i find it amusing that i find strategies that are a bit unconventional but work really well for my team yet someone has to try to tell me i'm doing it wrong, if i'm doing it wrong then why does it work?..
if all the great fashion designers have gone over to the Darkside, then i will too...
Jedi Covenant: The Ashtear Legacy:

Elhaym - Shadow / Shinoa - Scoundrel
Dawnaria - Assassin / Adawn - Mercenary / D'jour - Operative

Sangrar's Avatar


Sangrar
08.12.2013 , 04:20 PM | #36
Yeah to start off I didn't notice this earlier because I haven't played on my consular in a long while, been focused on my trooper and smuggler for most of this time. Anyway I appreciate all the replies I have gotten here to my question. I honestly thought it was a new thing that happened and not something from 1.5. Meanwhile I agree with the concept now that I know about the range I just wish it still had the old animation, you know, just as I wish project had its old animation. Seriously though I will give anything to have that animation back, I mean projects animation was screwed up supposedly to save us time between the object being raised and then it actually hitting the target, but I honestly don't see how that saves much more than a quarter of a second and will gladly give that time up to get it back.
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Sangrar's Avatar


Sangrar
08.12.2013 , 04:21 PM | #37
Quote: Originally Posted by Kitru View Post
I've met so many random Sages that act as if Force Wave were their only/best/most useful AoE heal, completely ignoring that they've got Salvation *and* how Force Wave is a pretty terrible heal from any perspective. The "KBs also heal" talents made me facepalm *so* hard when I saw them because I knew it would only make them use the KBs that many of them *already* overused and used poorly even more often.
wait force wave isn't the aoe heal for sages, I think you got it confused with something else.
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MidichIorian's Avatar


MidichIorian
08.12.2013 , 04:26 PM | #38
I guess they came to the conclusion that too many were playing sorcs and sages so they decided to destroy a lot of aspects of the class. Here are some examples of what's been going on since launch:

*Nerf to our good procs
*Nerf to 360 KB
*Nerf to stun range, which makes no sense when our effective range, as a ranged AC, is atleast 30 meters
*Nerf to WW by making it a channeled ability, even when speced in to.
*Nerf to armor rating, on a light armor class. Makes no sense at all.

So as a healer, madness or heavy madness hybrid you have a maximum of one stun, on atleast a 50 s CD, and a root. A lot of sorcs/sages have taken WW off their quickbars or replaced their keyboard location due to how rare it is that we get it off, you literally never get it off on an enemy that is focusing you unless you waste the stun first and ultimately fill their resolve bar. And this is all on a class with light armor, far from the best burst in the game and not the best sustained output.

Predictions for upcoming class re-balancing:
*1 minute CD on force speed
*1 minute CD on bubble + losing the ability to bubble team mates
*CD on force lightning, even when speced in to in the madness tree

I wouldnt be surprised by any nerf they possibly could come up with at this point.

Nempo's Avatar


Nempo
08.12.2013 , 04:27 PM | #39
Quote: Originally Posted by MillionsKNives View Post
You sure you thought it was 30m? You realize that 30m is the max range of all sage/sorc attacks, that would be absolutely insane. You could clear an entire battlefield with that range. You had to be thinking of a different number.



Agreed, I can't stand when people use knockbacks against groups of adds, unless they're well aimed and actually condense the group instead of spreading it out. But that rarely happens, it's usually some healer (especially since knockbacks can be specc'd to heal) or derpy DPS who wanders over and ends up knocking the adds all away from the tank and/or DPS. As a tank that means I can't get aggro on them anymore from my AOEs, and end up losing a few to the healer/DPS. As a DPS that means that my big AOEs also can't hit, and we have to single target down what was perfectly a condensed group.
Quoting you to simply point out one thing, Force Wave/Overload (the frontal cone knockbacks for sage/sorc) CAN be turned into a heal for themselves and 5 friendly targets inside the wave range. I use it in pvp as another heal all the time for allies.

Quote: Originally Posted by MidichIorian View Post
I guess they came to the conclusion that too many were playing sorcs and sages so they decided to destroy a lot of aspects of the class. Here are some examples of what's been going on since launch:

*Nerf to our good procs
*Nerf to 360 KB
*Nerf to stun range, which makes no sense when our effective range, as a ranged AC, is atleast 30 meters
*Nerf to WW by making it a channeled ability, even when speced in to.
*Nerf to armor rating, on a light armor class. Makes no sense at all.

So as a healer, madness or heavy madness hybrid you have a maximum of one stun, on atleast a 50 s CD, and a root. A lot of sorcs/sages have taken WW off their quickbars or replaced their keyboard location due to how rare it is that we get it off, you literally never get it off on an enemy that is focusing you unless you waste the stun first and ultimately fill their resolve bar. And this is all on a class with light armor, far from the best burst in the game and not the best sustained output.

Predictions for upcoming class re-balancing:
*1 minute CD on force speed
*1 minute CD on bubble + losing the ability to bubble team mates
*CD on force lightning, even when speced in to in the madness tree

I wouldnt be surprised by any nerf they possibly could come up with at this point.
Shared tree, in PvP I rarely don't break 400k damage done and regularly break 550k on the larger fighting areas while also pulling off 150-250k healing done. Sage/Sorc has the best sustained damage in the game.
"I am not driven by hatred. I am not driven by fear.
I am not driven by desire, duty, or any rationale. I can no longer feel any of these.
All that remains is Retribution; Cold and hard and final..."

NogueiraA's Avatar


NogueiraA
08.12.2013 , 04:36 PM | #40
Overload had the COOLEST animation in the game.
The "new" animation shows how bad Bioware design team is.