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Game Update 2.7 Sentinel Changes

STAR WARS: The Old Republic > English > Classes > Jedi Knight > Sentinel
Game Update 2.7 Sentinel Changes
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MirrimFaranth's Avatar


MirrimFaranth
02.14.2014 , 04:27 PM | #81
Quote: Originally Posted by Dyvim View Post
...

BETTER SOLUTION:

In PvP, reduce the number of affected targets to 3 or 4 instead of 5. In PvE leave it at 5 of course. Frankly, there needs to be a mechanic that penalizes players that cluster. This is one of them. People complain about lolsmash...ok, is that more lol, than lol clustered lemmings? Plus look at all the mechanics that are designed to work against melee and sweep...all the stuns, knockbacks, and range gaining skills....plus the idea of simply not clustering since it only has a 5 m range.
That is a much better change. Also, another good point...there should be penalties to clustering for heals, etc. otherwise just stack on top of each other ad nauseam, especially with ranged and healer classes...there has to be risk/repercussions for that...no wonder so many people, esp sorcs/sages are happy with this nerf. I have rarely seen a situation where something was apparently thought out so poorly by development...at least regarding a single nerf.
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Dyvim's Avatar


Dyvim
02.14.2014 , 05:46 PM | #82
This would also break the design of the game, in the sense that you are now introducing whole trees that are PvE only, and that function wildly different in PvE than PvP...that is a terrible idea and terrible design.
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AngusFTW's Avatar


AngusFTW
02.14.2014 , 11:07 PM | #83
The merciless stacks buildup isnt much of a problem, the problem is when you build up before 4 stacks and don't get any cauterize procs so you have to spam slash. It just feels really annoying if you changed the way mind seer worked you would eliminate this.. and it would play alot smoother IMO. I just think for a spec that isn't really rng reliant having this mechanic in there is just annoying and with changes to vigilance and sages getting rid of rng on those specs.. watchman could (and imo should) be next.

1. The buff would possibly single target wise buff it above dotsmash
2. It would get the average dps (not the rng luck parses) closer to the other higher dps specs (REMEMBER these classes don't even have inspiration... and we're parsing lower)
3. Watchman is only ahead of combat parsewise atm because of bugged relics proccing on dmg and healing.. if they ever fix this our dmg will suffer.

Yes combat is more rng reliant but it was designed for that its obviously what they wanted for the spec and honestly i think its the most dynamic spec in the game for pve and pvp. Works alot better pvewise for many fights then watchman anyway and on a static target i will do slightly more as watchman (or also bosses that move alot since master strike isnt as big as in combat) but that isnt many fights going around that are a static target most are running around bursting down things. Burst specs suit DF/DP (outside of nefra, tyrans and grob'thok) mechanics the most IMO.

IDK maybe i'm asking too much its just watchman is ridiculously fun to play for me apart from the mind seer mechanic. I can't help but think a change like the one to sages or the vigilance ms reset would make it even better at deeps and less frustrating.. xD RNG gamble can be fun but i think thats the whole purpose of the combat tree ^^
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mcpark's Avatar


mcpark
02.15.2014 , 07:05 AM | #84
This is highly unfair you gave every other class ways around smash making it almost worthless in pvp as it is now and this.

g_mK's Avatar


g_mK
02.15.2014 , 10:01 AM | #85
Here is another proposed solution.
1. Have singularity and swelling winds increase the damage done by blade storm instead of force sweep
2. Felling blow still has a 100% chance to make your next Force sweep a critical hit.
3. Force sweep now only damages up to 4 targets, down from 5
4. Force sweep does not require a primary target.
This changes would make force sweep hit 4 players for 4-5K instead of 5 players for 7-8K and at the same time increasing the single target damage slightly.
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mcpark's Avatar


mcpark
02.15.2014 , 10:07 AM | #86
The worst part is smash will still be better then carnage/combat.

Helmholtzz's Avatar


Helmholtzz
02.15.2014 , 10:45 AM | #87
Quote: Originally Posted by g_mK View Post
Here is another proposed solution.
1. Have singularity and swelling winds increase the damage done by blade storm instead of force sweep
2. Felling blow still has a 100% chance to make your next Force sweep a critical hit.
3. Force sweep now only damages up to 4 targets, down from 5
4. Force sweep does not require a primary target.
This changes would make force sweep hit 4 players for 4-5K instead of 5 players for 7-8K and at the same time increasing the single target damage slightly.
This will ruin PvE rage.
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SwordEmpire's Avatar


SwordEmpire
02.15.2014 , 12:35 PM | #88
Quote: Originally Posted by mcpark View Post
The worst part is smash will still be better then carnage/combat.
are you out of your mind? a combat auto crit bladestorm hits for about as much as the new single target smash. as explained before, that is all focus spec has going for it. combat still has precision slash, blade rush, and all its other snares and rootbreakers. in other words, combat has all the control that focus had, but had better single target burst where focus was aoe. now that focus has lost its aoe aspect there is no logical reason to play it over combat.
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Raansu's Avatar


Raansu
02.15.2014 , 01:02 PM | #89
The nerf is lazy and complete overkill. I can understand making singularity only work on the targeted player, but swelling winds and felling blow should remain unchanged.

With that said, if they want to make the damn spec a single target spec then move the abilities to a single target ability. With these changes the damage is single target, but its read as aoe so its going to be reduced by classes with aoe reduction which makes the entire thing pointless. I mean, clearly they are able to separate abilities nature between pvp and pve and clearly they want focus to remain an aoe spec for pve so why not just have the buffs apply differently in pve and pvp? In pvp all the buffs will be applied to blade storm and in pve you can keep it being an aoe. Though at that point it just makes it a poor mans combat spec, but its still better than the lazy crap they are pulling now.

wainot-keel's Avatar


wainot-keel
02.15.2014 , 01:38 PM | #90
Quote: Originally Posted by Dyvim View Post
This would also break the design of the game, in the sense that you are now introducing whole trees that are PvE only, and that function wildly different in PvE than PvP...that is a terrible idea and terrible design.
PvP and PvE are very very different environments. It only makes that skills and abilities work differently. They could trash one spec in one aspect and leave the other unchanged if it has to be.
They're going to nerf Rage/Focus because of PvP, great, though in order to do that, when they force Smash to have a target they are negatively affecting both ACs for Knights/Warriors, on both PvE and PvP, all specs. That utter garbage.

And it's not like they can't make that work. PvE relics "know" when they can work, a Tank's guard works differently in one place or another.