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Solutions to issues faced by Carnage/Combat

STAR WARS: The Old Republic > English > PvP
Solutions to issues faced by Carnage/Combat

ZooMzy's Avatar


ZooMzy
05.07.2014 , 10:31 PM | #41
Quote: Originally Posted by Darkshadz View Post
My head is killing since because of the flu but I think you are mistaken here. Vengeance juggs had unstoppable since ages. It's because of the buff to enrage defense (combined with the lolsmash nerf) that you see a lot of vengeance juggs.
Lol, whoops.

Meant the buff they added in awhile back with the Ravage/MS root, where the rotation became more solid to run because people couldn't just run away like before. Mixed those two spec qualities up, sorry about that.

My point was that having the ability to keep a target rooted by the Ravage/MS strike and a way to actually be mostly uncontrollable/uncounterable in activating your biggest hit made the spec actually strong enough to compete, where it's not too overpowered.

alexsamma's Avatar


alexsamma
05.07.2014 , 10:55 PM | #42
Quote: Originally Posted by scylence View Post
Called it:


Let me guess, most of their posts have been either something not even pertaining to the topic/thread.... things along the lines of "Thats stupid" and not providing supporting arguments much less evidence... or /lol /L2P or "What I say is law and fact".

Close to the mark haha?
It's funny, because while I trolled at bit at his most outrageous proposal, I actually responded with logical arguements to the rest of his dribble.

This guy is taking the approach of "if you don't agree with me I'm not going to listen to you."

It's hard to maintain logic and objectivity when someone suggests such ludicrous buffs and doesn't seem to have a basic understanding of what makes carnage/combat so powerful.

Also, the only "negative" comment I made was in my very last post, so he ignored me after reading that or he simply ignored me as soon as I disagreed with him.

/shrug

alexsamma's Avatar


alexsamma
05.07.2014 , 11:02 PM | #43
Quote: Originally Posted by ZooMzy View Post
Lol, whoops.

Meant the buff they added in awhile back with the Ravage/MS root, where the rotation became more solid to run because people couldn't just run away like before. Mixed those two spec qualities up, sorry about that.

My point was that having the ability to keep a target rooted by the Ravage/MS strike and a way to actually be mostly uncontrollable/uncounterable in activating your biggest hit made the spec actually strong enough to compete, where it's not too overpowered.
Vengence/vigi was strong pre 2.7, though the rotation was so simplified that it didn't take much more skill to run than smash, the buff to white damage in 2.7 has actually made the spec retarded easy to play, long gone are the days when you saw a vigi/veng player who did well and thought "this person is amazing;" sadly, vigi/veng is just another fotm spec now.

Darkshadz's Avatar


Darkshadz
05.08.2014 , 12:58 AM | #44
Quote: Originally Posted by ZooMzy View Post
Lol, whoops.

Meant the buff they added in awhile back with the Ravage/MS root, where the rotation became more solid to run because people couldn't just run away like before. Mixed those two spec qualities up, sorry about that.

My point was that having the ability to keep a target rooted by the Ravage/MS strike and a way to actually be mostly uncontrollable/uncounterable in activating your biggest hit made the spec actually strong enough to compete, where it's not too overpowered.
It's allright I get it now I don't mind if marauders have a QOL fix (dunno the exact term to call that) but most of what he suggested is just silly.

Quote: Originally Posted by alexsamma View Post
It's funny, because while I trolled at bit at his most outrageous proposal, I actually responded with logical arguements to the rest of his dribble.

This guy is taking the approach of "if you don't agree with me I'm not going to listen to you."

It's hard to maintain logic and objectivity when someone suggests such ludicrous buffs and doesn't seem to have a basic understanding of what makes carnage/combat so powerful.

Also, the only "negative" comment I made was in my very last post, so he ignored me after reading that or he simply ignored me as soon as I disagreed with him.

/shrug
Don't mind Scylence, he's an.... interesting individual.

JouerTue's Avatar


JouerTue
05.08.2014 , 01:56 AM | #45
Quote: Originally Posted by Zoom_VI View Post
Maybe don't pop precision slash after every leap, there is such a thing as delaying burst while waiting for a optimal time.

Seriously you should try getting off flamethrower as a AP powertech
i didn't say after any leap

Nekrall's Avatar


Nekrall
05.08.2014 , 02:05 AM | #46
Idiotic.

Carnage needs execute to work as a stacking debuff up to 3 like they did with madness.

Ataru form gives 1 stack of execute, each stack increases the damage deal by 3.33% (10% at 3 stacks)., increases the crit chance by 33.33% (100% at 3), and reduces the rage cost by 1/2/3. Making scream free instead of costing 2 and refunding 1 after use will fix flow problems. It will also reduce the rage starvation carnage maras face. Stacking buff for execute also removes RNG.

Slaughter should not be able to proc while gore is off cooldown.

And that's pretty much it. You cannot give carnage marauders cc immunity. Vengeance seems broken now because of ED. Carnage has more burst than veng, less control, and the ability to be shut down. CC immunity = me globalling your entire team.
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gblXsw's Avatar


gblXsw
05.08.2014 , 02:19 AM | #47
Quote: Originally Posted by scylence View Post
Called it:



Let me guess, most of their posts have been either something not even pertaining to the topic/thread.... things along the lines of "Thats stupid" and not providing supporting arguments much less evidence... or /lol /L2P or "What I say is law and fact".

Close to the mark haha?
If you feel the need to put so many people on your ignore list I wonder who really is the "childish one" here...

MusicRider's Avatar


MusicRider
05.08.2014 , 02:36 AM | #48
Quote: Originally Posted by ZooMzy View Post
Lol, whoops.

Meant the buff they added in awhile back with the Ravage/MS root, where the rotation became more solid to run because people couldn't just run away like before. Mixed those two spec qualities up, sorry about that.

My point was that having the ability to keep a target rooted by the Ravage/MS strike and a way to actually be mostly uncontrollable/uncounterable in activating your biggest hit made the spec actually strong enough to compete, where it's not too overpowered.
Do you even play carnage?

MusicRider's Avatar


MusicRider
05.08.2014 , 02:46 AM | #49
Quote: Originally Posted by Nekrall View Post
Idiotic.

Carnage needs execute to work as a stacking debuff up to 3 like they did with madness.

Ataru form gives 1 stack of execute, each stack increases the damage deal by 3.33% (10% at 3 stacks)., increases the crit chance by 33.33% (100% at 3), and reduces the rage cost by 1/2/3. Making scream free instead of costing 2 and refunding 1 after use will fix flow problems. It will also reduce the rage starvation carnage maras face. Stacking buff for execute also removes RNG.

Slaughter should not be able to proc while gore is off cooldown.

And that's pretty much it. You cannot give carnage marauders cc immunity. Vengeance seems broken now because of ED. Carnage has more burst than veng, less control, and the ability to be shut down. CC immunity = me globalling your entire team.
Well for start having an auocrit, uncounterable ability hitting for 8k for free seems like a bit too much plus it pretty much takes most of the skill of the spec.

But although this suggestion seems tempting it requires a bit more thought and calculations as at the current state your building focus attacks can also trigger ataru and subsequently execute with 45% proc chance... if massacre is used to gain execute via stacks then you will have to spend gcds to gain focus. Also 45% proc chance once an ataru stike is proced is high to be getting it consistently, although not predictable to allow planning of a rotation. Some people like carnage exactly for this reason though, as it has not "fixed" rotation but it is a matter of priorities.

Zakmonster's Avatar


Zakmonster
05.08.2014 , 04:10 AM | #50
Quote: Originally Posted by scylence View Post
Here is a compiled list of suggestions I have that would solve the balance, and QoL issues Carnage/Combat tree currently faces in PVP.

First off, the biggest issue that the spec faces is the mass amount of CC that is easily thrown around. CC in this game has far too little of a drawback, drawbacks as in better resolve system, CC reflects, and larger cooldowns. Extremely simple, low cost and low cooldown CC can just be thrown around at a whim, with little thought and sometimes it is even AOE. Even this simple CC can completely shut down the burst rotation of Combat/Carnage that, depending on the scenario/opponent takes thought and adaptation without even considering throwing the CC in. No other DPS spec suffers this in practice.

Now don't get me wrong CC should be the counter to the spec, but what it should counter is the pressure that the marauder/sent should be the best at applying, not completely shutting it down consistently without effort. You have to remember as well, in a game where AOEs exist, add Ranged classes are given kiting tools as well as burst, melee classes succumb to the most potential damage taken. Without a self heal, this fact is even more compounded on because even after a win or escape, the Mara/sent has to take longer to reset and try again.


Onto the suggestions:


1.) Undying Rage
Instant
Cooldown: 120s
Reduces the damage you take by 99% and reflects all incoming crowd control effects back at the source for 5 seconds. When the effect ends, 50% of your current health is lost.



2.) Frenzied Sabers
When your Ataru Form deals damage, your damage reduction is increased by [2.5 / 5]%. Stacks up to 2 times. Lasts 10 seconds.


3.) Execute
Your Ataru Form hits grant a stack of Execute, each stack makes your next Force Scream deal [2.5 / 5]% more damage. Stacks up to 2 times. Lasts 5 seconds.

4.) Towering Rage
Each stack of Execute now additionally increases the critical chance of Force Scream by [25 / 50]%.


5.) Stagger
Knockback immunity is now granted for [1 / 2] seconds immediately after a Force charge.






Note:
These are more conservative changes for the most part, even though I am sure there will be a mass following of trolls that enter this thread that will claim some math or supposed consistent scenario involving Combat/Carnage that these changes would make overpowered but will be unwilling to provide even a shred of evidence to support it (even though consistency would dictate easy access to proof)

On that note, I welcome constructed criticism, as long as it is mature and if you are going to make a claim at least do the presentable, or rather intelligent motion of a debate and supply evidence.

I'm not going to troll scylence this time and try to engage in constructive discussion.

1) No reflecting CC. This is a bad idea, and I think you know it. GBTF/UR is a powerful ability with a powerful drawback. I think GBTF should free you from CC effects in addition to its normal effect, instead of providing CC-immunity for the duration. While CC is an issue for the Marauder (and non-Vengeance Juggernauts), total immunity might not be the way to go. I think escape abilities would be a better idea. Combined with your normal CC-break and Resolve, this should give Marauders enough tools to avoid/escape CC.

2) 1.5%/3%. Stacks twice. I don't personally think there's anything wrong with Marauders being tanky, but 10% might be a bit too much.

3 & 4) This has already been suggested before in a previous thread. Still, I think it's a great change and is in-line with the developers' move towards less RNG-based specs.

5) Might wanna make it 3s. If you Leap from max distance, 1s of the immunity is eaten up by travel time, they way it does for Unstoppable/Unremitting. Your target can still interrupt the last tick of Ravage if they time it right (like they can do with Vengeance Juggernauts).
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