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Why Smash Should Not be Nerfed

STAR WARS: The Old Republic > English > PvP
Why Smash Should Not be Nerfed

xAZUREx's Avatar


xAZUREx
09.04.2013 , 04:24 PM | #191
Quote: Originally Posted by iheartnyc View Post
1) OMG the AOE!!!
Dear friend, the AOE will not be an issue in Arenas unless you play against a really bad team, there really is no reason why your smash should be hitting more than one person at any given time
cappinng and defending you will be pretty close to each other

Quote: Originally Posted by iheartnyc View Post
2) OMG those defensive CDs!!!
Dear friend, by definition, a Smash is a melee class, who typically receives the second most damage in the team next to the Healer, it needs these defensive CDs or it will die more often than a Sorcerer/Sage. The potential damage output of a smash is balanced by the risk that it takes by "face tanking" - tab targetting favors the target that is right in front of you, e.g., the Smash
i dont think so people dont go ok take out the healer and then the monkey, they'd go after the tank next

Quote: Originally Posted by iheartnyc View Post
3) OMG but other classes are melee too!!!
Dear friend, those other classes have long-term stealth abilities, that fecking roll ability, among other awesome utility skills NONE of which the Smash has, ability to respec into a super strong heal or tank class.
i have no idea what you just said, i only know english though

Quote: Originally Posted by iheartnyc View Post
4) OMG but what about your surge and power rating???
Dear friend, other classes are putting out 12k + single target hits. Smash will do this only against a PVE geared player. Other classes also have that 30% AOE mitigation ability which results in pitiful 3k smashes.
Ive never seen anyone slap a 12k hit attack unless its masterstrike which has a 3s duration and just walking away you avoid the last hit
Im a full conq BiS vigilance guardian and I still take these 8-9k smashes with 33% damage reduction imagine if i got hit full force

Quote: Originally Posted by iheartnyc View Post
5) OMG but I just suck at the game and I want to be better!!!!
Dear friend, this is the crux of the "nerf x" threads. You nerf Smash, well that will put either Jugg Smash or Powertech/Vanguard hybrid the next OP class. Still, nobody will play scoundrel DPS, shadow DPS or sage DPS in Arenas.
both those classes arent OP the only thing OP is the super huge aoe hit that does more dmg than all instant attacks

Quote: Originally Posted by iheartnyc View Post
6) OMG then we should nerf healing, and buff non-Smash DPS classes/builds!
Dear friend, YES! Buff those DOT builds. Buff Sage/Sorc. Also, healing needs to be looked at. Healing was and never should be intended to keep a player up indefinitely - it should just be a measure to prolong your life. Arenas should never go to the acid gas stage. The problem is, the DPS in this game is so weak that it is very hard to burn down a healer with a good tank.
the threads have clearly have people asking for healing to be nerfed for a long time but the smash monkey was op way before that
dps can burn a decent sorc/sage healer and mercenary/commando healer but its that OP scoundrel/operative and guess what, people have ALSO asked for that to be nerfed
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foxmob's Avatar


foxmob
09.04.2013 , 04:46 PM | #192
Quote: Originally Posted by Evolixe View Post
We're not talking about 1v1's specifically or nodeguarding for that reference though.
auto attack and kite is the answer every time you see cloak (unless you have low slash or some other white stun/mezz/attack). however, since they are pretty **** dealing with multiple ppl attacking them, I'm going to assume they're 1) attackng a node or 2) on a vastly superior team, and it really doesn't matter what they're doing.
Krack

iheartnyc's Avatar


iheartnyc
09.04.2013 , 07:38 PM | #193
Quote: Originally Posted by Cordorian View Post
You are at the top of the melee DPS food change, have the highest and most reliable burst and about the best survivability. Yes you are a pure DPS class, but this spec dominates.

And I think you already saw every class would love to have a autocritting, damage increased, AOE attack on relative low CD, that can in principle be avoided but a lot of time hit to quickly to be effectively countered (you need to have targeted the smasher before he leaps basically) combined with the CDs(and it is not like Smash, is your only hard hitting attack).
Just have to say that since we are a pure DPS class with no other function (same with gunslinger/sniper), of course we should dominate the melee DPS and the ranged DPS slots. All other classes with DPS ability can easily respec.

And yes, I'm sure other classes would love to have an autocrit high damage DPS. Just the same, I would love the ability to respec to heals or have most of my attacks be ranged, or the ability to scamper roll or have permanate stealth ability.

iheartnyc's Avatar


iheartnyc
09.04.2013 , 07:40 PM | #194
Quote: Originally Posted by foxmob View Post
this is the kind of post that infuriates me. smash is an instant. if he leaps to you and you punt him, he still has time to get back and execute a fully buffed, instant smash. you cannot avoid smash when YOU are the target. stuns don't outlast the smash window anymore than a punt does. you'd have to unload all of your cds just to *maybe* prevent dmg from ONE smash. that is utterly impractical. they can sort of be kited, except they can apply crush/oblit from 10m and enrage/leap from 30m. finisher is good from 10m. kiting will mitigate dmg from any class, but it's fairly ineffective against smash (only mitigates filler), pyro (only prevents rocket punch), and to a lesser extent, deception (a couple 10m attacks, sprint & tons of cc).

spread out = realistic

kite = yeah right
Man have you not played arenas? Have you not seen how easy it is to kite around those pillars as a healer with a slowed smasher just sort of walking around after you? The only reason smashsers insist on following the healer around the pillar is at least it prevents big heals from coming out.

iheartnyc's Avatar


iheartnyc
09.04.2013 , 07:41 PM | #195
Quote: Originally Posted by Evolixe View Post
What is the point you're trying to get across?

Because mine is that a marauder doesn't have to stop and fall back untill he's out of cooldowns. EVER.

I do. Even with a decent level of damage reduction abilities.. they are all counterable.

You can't counter Camo and you can't counter UR.
Because we are a pure DPS class that cannot ever node guard or respec to tank. Why do you expect the two classes to have similar utility?

So you would want your class to be simultaneously on par with smasher for DPS, the top node guard in the game, top tank in the game, on top of the hordes of other utility feautres you had such as being able to stealth in huttball and wait at the line for the friendly leap?

There's a reason why you couldn't field a ranked team without a shadow.

iheartnyc's Avatar


iheartnyc
09.04.2013 , 07:45 PM | #196
Quote: Originally Posted by Evolixe View Post

And CC is not a counter. That marauder is still not going to die. No matter if there is CC or not. That undying WILL do it's job and that Marauder WILL NOT die. Under ANY circumstance.
"Oh, that smasher popped his guarded. OK CC the healer and hard switch in 4 seconds."

A smasher that has popped his guarded is #1 burn-down target.

iheartnyc's Avatar


iheartnyc
09.04.2013 , 07:47 PM | #197
Quote: Originally Posted by DarthNethus View Post
Honestly, in the light of how strong healing is in PVP currently, I think all DPS AC's (aside from smash) need some love to make at least one of their trees comparable to smash and able to do significant burst DPS.

TL ; DR - Every DPS AC/class should have a viable burst DPS tree/option.
OMG this is exactly what I have been advocating!!! Glad to see someone else who thinks the same

iheartnyc's Avatar


iheartnyc
09.04.2013 , 07:51 PM | #198
Quote: Originally Posted by Enhancer View Post
LOL, I remember these types of posts......Ahh yes, like right before sorc's had their first round of nerfs in 1.2 as well as right before the removal of bubble stun.
Yes, and remember how sorcs were nerfed to the ground and rendered absolutely worthless until bubble-stun, and then sorcs were only taken into ranked games for the bubble-stun alone?

Nerfing sorc to the ground was the single worst balance change the devs have made so far in this game.

Evolixe's Avatar


Evolixe
09.04.2013 , 07:54 PM | #199
Quote: Originally Posted by iheartnyc View Post
"Oh, that smasher popped his guarded. OK CC the healer and hard switch in 4 seconds."

A smasher that has popped his guarded is #1 burn-down target.
Given that absolutely zero healing is recieved. Which is a very unreal situation. The healer is probebly already at full resolve because that was required to get you low in the first place. And exactly that illustrates why it is OP.
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iheartnyc's Avatar


iheartnyc
09.04.2013 , 07:54 PM | #200
Quote: Originally Posted by Simmerr View Post

In reality, I'd be fine with UR having a 1 sec up time. That's the kind of survivability nerf that would put them in line with most other dps's, while giving you your 4 sec offensive stun like all the other dps's, and removing the aoe burst damage that no other dps class has.
And most of other DPS can respec to heals or tank, and have all sorts of other crazy utility like being able to throw down a lot more AOE, stealth out indefinitely, scamper, pull, push...