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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

foxmob's Avatar


foxmob
05.08.2014 , 10:02 AM | #71
Quote: Originally Posted by XeniusX View Post
I can get behind using CoP while CC'ed, Juggs have it and assassin can teleport while CC'ed, so why not.

I also like the idea of getting rage while stunned and KB'ed, it would open up for me not having to move backwards in order to leap and get rage that way ^^ Although, leaping is a bonus to dmg so in theory ud want to do it a lot but nonetheless it sounds like a good idea.
zero range leap is a specialty of anni. you can't take that (uniqueness) away from them. they're the interrupters who have steady dps and the interrupts and resource pool to maintain it. the basic philosophy is fine. if you took the interrupt off of leap and just use it as a resource regen, then I'd say that's fine for carnage.
Krack

XeniusX's Avatar


XeniusX
05.08.2014 , 10:12 AM | #72
Quote: Originally Posted by foxmob View Post
zero range leap is a specialty of anni. you can't take that (uniqueness) away from them. they're the interrupters who have steady dps and the interrupts and resource pool to maintain it. the basic philosophy is fine. if you took the interrupt off of leap and just use it as a resource regen, then I'd say that's fine for carnage.
I think you misunderstood me, i never said i would want the minimum range of leap from anni. We were talking about getting some rage building up when CC'ed and i was just commenting on my moving backwards (keyword right here) in order to get him in leap range for the extra rage, i tend to do this if my battering assault is off CD and other situational stuffs.

edit: typos

Vodrin's Avatar


Vodrin
05.08.2014 , 10:15 AM | #73
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 450 energy damage back at attackers for 5 seconds. Activating this ability purges all movement impairing effects. 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 [1.5 / 3]%. Stacks up to 2 times. Lasts 10 seconds. At 2 stacks, your alacrity is also increased by 5% for the duration.


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 [1.5 / 3] 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.

This is generally a more reasonable set of suggestions than what you had talked about previously in other threads so I applaud you for taking feedback. That said I just don't think you can give even brief knockback immunity to sents/maras without overbuffing them.

The execute changes you propose are similar to those that have been talked about for a long time now and may work, although I suspect if we see them it will require three ataru proc's per execute.

The frenzied saber change is the wrong buff I think. Ataru proc's come so quickly that getting to a 3 stack is not a problem. The problem is with the short duration of the buff it is easy to lose during CC. I'd rather see the duration increased to 15 seconds and it otherwise left alone.

For undying rage/GBTF, I do not think making it reflect damage would be the way to go. I'd rather see the duration dropped to 3 seconds and have the health loss on activation again instead of at the end of the ability. Or reduce the amount of damage reduction to something like 50% for 5 seconds, make it usable only under 50% health, and remove the health loss altogether.

scylence's Avatar


scylence
05.08.2014 , 10:45 AM | #74
Quote: Originally Posted by Vodrin View Post
This is generally a more reasonable set of suggestions than what you had talked about previously in other threads so I applaud you for taking feedback. That said I just don't think you can give even brief knockback immunity to sents/maras without overbuffing them.

The execute changes you propose are similar to those that have been talked about for a long time now and may work, although I suspect if we see them it will require three ataru proc's per execute.

The frenzied saber change is the wrong buff I think. Ataru proc's come so quickly that getting to a 3 stack is not a problem. The problem is with the short duration of the buff it is easy to lose during CC. I'd rather see the duration increased to 15 seconds and it otherwise left alone.

For undying rage/GBTF, I do not think making it reflect damage would be the way to go. I'd rather see the duration dropped to 3 seconds and have the health loss on activation again instead of at the end of the ability. Or reduce the amount of damage reduction to something like 50% for 5 seconds, make it usable only under 50% health, and remove the health loss altogether.
Again, the knockback immunity being 3s, 2 for actual attacks is not much at all. It is also based off an ability that has a cooldown anyway. The mara/sent would still be susceptible to stuns and mez. If anything this is one of the most important things we need, or some variation of it unless they plan on completely gutting the AOE knockbacks that are near spammable without thought involved. You won't get off the major part of your burst in the duration of the knockback immunity doesnt matter if stars align and you have zerk up. The real in practice benefit is the chance to profit off an opponent blowing their knockback the moment they are leaped too, which is the natural order of good timing and skill vs bad timing and skill.


As far as the ataru proc DR talent. Actually testing it in practice, I never had an issue with the duration, not one bit. The problem is the effectiveness, and on top of that the effectiveness does not justify it's tier placement in the tree. This is a tier 1/2 talent AT BEST. It is simply the worst talent atm in Carnage/combat tree, and when you go full Combat/Carnage there are simply better choices in the other trees as well in the low tiers.
Another possible solution to this is to remove the talent completely, keep the effects and duration the way they are and add them to a preexisting talent located lower in the tree.

Ld-Siris's Avatar


Ld-Siris
05.08.2014 , 10:48 AM | #75
Quote: Originally Posted by XeniusX View Post
Let me just say to the people that say UR is the best DCD in the game: Do you even play marauder bro ? I'd gladly change the entire DCD to pretty much anything. 5 seconds of 40% dmg red, heck 30 %.. It's an almost useless ability in regs. 50% of the time you are CC'ed and other 50% you might do a little extra dmg but that dmg will prob 1/100 games be useful for your team because if you are dying like that then your team is prob dying fast and you won't win anyway.. if you are uber lucky then maybe you could save yourself in ranked with it, but if the team is half decent then they would CC me. Hell, i'd even remove the entire DCD and get Force camo on lower CD instead.

Over to topic:

No, i'm sorry but you have a lot to learn. Yes carnage marauders have an annoying RNG aspect over itself, and it would be nice to get a more reliable rotation (spamming 5 massacres, lol no scream fml) but giving carnage ANY type of CC protection will be OP. i would destroy vs any class. The point is that if you don't stop a carnage from attacking (i'm thinking gore+ravage party here) and getting his procs to scream etc etc you are going to have a bad time, which means; if you CAN't stop them because he is CC immune then sucks to be you i guess. KB immunity i don't get ? why would you leap a KB capable fella in the back when you could just go up to him and leap him after KB ? which is much better. Think about it. if you do that, then you won't have to deal with slowed movement after KB when u have to move up to him (cause obviously a skilled player would wait for your KB immunity passes) besides: Predation bby!!... When i think about it, it would be nice to get to leap closer to objective and controll situation without worrying about a KB but that is highly situational.

The fact of the matter is that Carnage marauders just are very very hard to play in regs and thats because of lots of different factors that i'm not going to go in too. The class just requires a lot of practice in WZs, how to respond to situations, how to utilize your surroundings, how not to leap in get KB and die instantly etc etc.
I agree with this 100%. Maras of an spec is by far the hardest class to learn to play but especially carnage. I usually never pop UR unless there is a particular situation. My first character was my mara and it has taken me a long long time to get it down. I'm not saying I mastered it but I never blindly jump into the fray. I sit back a sec (will I pop BT/predict and then get my berserk going) to assess the most viable target. Most classes will not survive a carnage maras burst rotation. And if they do they are sitting in a bad spot.

Nekrall's Avatar


Nekrall
05.08.2014 , 11:07 AM | #76
Quote: Originally Posted by MusicRider View Post
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.
First of all, the execute proc chance is 30%, not 45%, and it feels less than that. Sometimes you will get it on one ataru form swipe, sometimes you wont get it after 8. Carnage was designed with force scream being the large consistent damage hit, even before the xpac. If you think taking the rng away from this like they did with madness is a bad idea because it will allow marauders to hit too hard, you obviously have no concept of how much damage other specs do. Its one auto crit, with no other crit talents in the tree. Its a qol buff plain and simple, and will not change the spec very much considering you know....force scream and gore have a cooldown. Did you forget that?

I have said it before in this thread. The spec being random does not make it require more skill, it entails the absence of it.
Ilysia Grim
Season 3 #1 Group Ranked Marauder
Guildmaster of <Tyrant>
Prophecy of the Five

scylence's Avatar


scylence
05.08.2014 , 11:39 AM | #77
Quote: Originally Posted by Nekrall View Post
First of all, the execute proc chance is 30%, not 45%, and it feels less than that. Sometimes you will get it on one ataru form swipe, sometimes you wont get it after 8. Carnage was designed with force scream being the large consistent damage hit, even before the xpac. If you think taking the rng away from this like they did with madness is a bad idea because it will allow marauders to hit too hard, you obviously have no concept of how much damage other specs do. Its one auto crit, with no other crit talents in the tree. Its a qol buff plain and simple, and will not change the spec very much considering you know....force scream and gore have a cooldown. Did you forget that?

I have said it before in this thread. The spec being random does not make it require more skill, it entails the absence of it.
Agreed, and the solution does not have to be removing/reducing the RNG from execute specifically. What if instead, the RNG was removed/reduced for Ataru form itself?

Maybe INSTEAD of my Original execute and stack changes;

Ataru Form
Instant
Enters an acrobatic lightsaber form, increasing accuracy by 3%. In addition, your successful melee attacks automatically deal an additional 100 energy damage, and have 20% chance to trigger an second strike that does 550-600 weapon damage. The second strike effect cannot occur more than once every 1.5 seconds.

This way since most talents are labeled as "When Ataru form does damage" or when "Ataru form hits" as long as they are coded/corrected similar to their description, this means every time you hit with any ability with ataru form active, the RNG of execute won't be tied to Ataru RNG.

MusicRider's Avatar


MusicRider
05.08.2014 , 11:46 AM | #78
Quote: Originally Posted by Nekrall View Post
First of all, the execute proc chance is 30%, not 45%, and it feels less than that. Sometimes you will get it on one ataru form swipe, sometimes you wont get it after 8. Carnage was designed with force scream being the large consistent damage hit, even before the xpac. If you think taking the rng away from this like they did with madness is a bad idea because it will allow marauders to hit too hard, you obviously have no concept of how much damage other specs do. Its one auto crit, with no other crit talents in the tree. Its a qol buff plain and simple, and will not change the spec very much considering you know....force scream and gore have a cooldown. Did you forget that?

I have said it before in this thread. The spec being random does not make it require more skill, it entails the absence of it.
Yes you are right about the 30%, didn't double check and for some reason I remembered it as 3-point skill. But nvm...

I didn't say that removing the rng is a bad idea, I simply said that it makes it more interesting for some people. However, that was based on my false recall of 45% proc chance. Need to check something else to have a conclusive personal opinion, but at a first glance, yes I agree, removing the rng seems valid in this case or alternatively increasing the proc chance to something like 50-60% would also work very consistently.

Cordorian's Avatar


Cordorian
05.08.2014 , 11:59 AM | #79
Quote: Originally Posted by MusicRider View Post
Yes you are right about the 30%, didn't double check and for some reason I remembered it as 3-point skill. But nvm...

I didn't say that removing the rng is a bad idea, I simply said that it makes it more interesting for some people. However, that was based on my false recall of 45% proc chance. Need to check something else to have a conclusive personal opinion, but at a first glance, yes I agree, removing the rng seems valid in this case or alternatively increasing the proc chance to something like 50-60% would also work very consistently.
one could argue, that before the recent changes to other classes, that essentinelly reduced the rng for concealment, lightning sorcs, madness sorcs, vengeance jugg reducing rng seems fair for carnage as well. I personally do like the rng in carnage, but heck it is so much easier to play vengeance now, because you know what to do and when.

What Xenius said earlier can happen in both pvp and pve you spam massacre and simply dont get bloody proc and your damage is pretty much mediocre at best. Managing RNG require some skill, but add to that rage management is tough and you liable to stun, you have to maximize your damage in small window and if you dont- have your procs you might be in trouble. So maybe it would be fair to reduce RNG or something.

ZooMzy's Avatar


ZooMzy
05.08.2014 , 12:55 PM | #80
Quote: Originally Posted by MusicRider View Post
Do you even play carnage?
I do as a matter of fact.

And I know what you're referring to. The answer is yes, as I consider having a shorter channel time for Ravage thanks to Carnage Beserk to be an equal comparison to a talent where a Jug/Guardian can basically finish their CD for Ravage within seconds.

But if you were trying to insinuate something else, continue. I'm not really good at reading ego attacks, need explanations for them please.

Quote: Originally Posted by alexsamma View Post
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.
And also stupid easy to counter if you have Evasion, Saber War, Obfuscate, and Deflection.

Quote: Originally Posted by Darkshadz View Post
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.
I'd agree that most of it is really over the top.

Although, tbh, I think it would be interesting to see a mechanic/talent in game that would reflect stuns. It'd make things more exciting than the whole "Stun Wars" thing, and would mix up the game quite a bit.

But adding in the mechanic he suggested is a little game breaking imo lol.