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Ideas to balance the overpowerd assassins, and madness sorcerers.

STAR WARS: The Old Republic > English > PvP
Ideas to balance the overpowerd assassins, and madness sorcerers.

Tellenn's Avatar


Tellenn
09.04.2014 , 07:40 AM | #261
Quote: Originally Posted by Ramtar View Post
Both of those Sentinel are Watchman because of the 162k and 169k healing. Looks like both of the Sentinels got targeted by the healers and a guard placed on them.

Madness has the range compared to Sentinel melee.
Thats the point. Any dot class when stacked and focusing can put out high damage. Alone they do **** all. That how dot classes work.

The only reason there is qq about madness is because they are stacking at the moment. It would be the same for any of the dot classes but most aren't stacked because unlike sorc they dont have 1 playable tree.

Best way to reduce madness stacking is to make heal and lightning more pvp viable.

The fact that dot classes are limited much more than burst classes if the other team have healers is more of the regs premade qq. If you dont want to be killed by dots GET YOURSELF A HEALER.
Makabe 55 Sage~Sondaica 55 Shadow~Velosa 55 Guard~Kambai 55 Sent~Arcker 55 Sling~Zemisor 3X Mando
Ankus 55 Sorc~Janas 55 Sin~Aminos 55 Jug~Xaninos 3X Mara~Kastius 55 PT~Yunoss 55 Op
Telen Legacy::The Red Eclipse

Tellenn's Avatar


Tellenn
09.04.2014 , 07:49 AM | #262
Quote: Originally Posted by Tevzz View Post
its role is to pump out sustained damage, which it does better than what it should atm.
Get in a team with a healer. Stop running solo.

If you do have a healer and can't take someone out from the other team before dots pressure your healer. You weren't going to win anyway but keep blaming the dot classes if it makes you feel better.
Makabe 55 Sage~Sondaica 55 Shadow~Velosa 55 Guard~Kambai 55 Sent~Arcker 55 Sling~Zemisor 3X Mando
Ankus 55 Sorc~Janas 55 Sin~Aminos 55 Jug~Xaninos 3X Mara~Kastius 55 PT~Yunoss 55 Op
Telen Legacy::The Red Eclipse

HaoZhao's Avatar


HaoZhao
09.04.2014 , 09:08 AM | #263
DOT spam specs are hardly overpowered. You can break a million damage easily while playing a lethality sniper by spending the entire match throwing poisons around, but you won't actually accomplish anything. DOTs will make you look like the king on the scoreboard but you never really did anything more than irritate the enemy healer(s) by putting an extra pinprik on all of the enemy team. That's all DOTs are. They're anti-burst pinpriks. Anything that takes 18 seconds to accumulate is probably not going to bother a healer in most cases, especially when your DOT spamming presence takes up a spot on your team that could have been filled by a real DPS who is actually focusing on bursting people down.

Madness assassins might look hotter than deception spec players right now, but that's only because of the fluffy, misleading DOT DPS that can be sprayed around and can do damage even if you're dead. Madness sorcerers just need to be left alone. It's pretty much universally recognized as the only playable sorc spec in serious PVP, and there's nothing wrong with it, as far as I can see.

When I'm healing, I'm way more scared of vengeance juggernauts than any DOT spec in the game. DOT specs are definitely manageable.

Jayshames's Avatar


Jayshames
09.04.2014 , 09:41 AM | #264
All these people who won't come off their high horse.

I played my Sorc for a very long time and they are not "fair" at all currently.
Like many have said, DoTs don't necessarily do much damage. I'm a bit on the fence about this one. They can tick for around 1k each (often higher) which can hurt when there's 3 on you at a time.
This isn't the major problem for me.
The fact that Force Lightning can be spammed from 30 metres while DoTs are still ticking away... not only did FL get a large damage buff, but it still snares you to 50% movement.
It's beyond reasonable.

In my personal opinion they need to make the Force cost of Force Lightning higher (or at the very least make it hurt you to spam it over and over again) and remove the 50% snare on it.

Why the snare was ever added I do not know. Sorcerers already get Force Slow, so why the hell do they need another ability to snare AND damage at the same time..?

JackNader's Avatar


JackNader
09.04.2014 , 09:59 AM | #265
Sorcs "needed" that snare around launch because their damage output was mostly fluff. They couldn't really burn anyone down and it took a *********** long time to kill someone who really wanted you dead. That's not the case anymore. You can burn people down really fast. The snare should go, or at the very least.. be reduced in severity.

Madness sins are a different story. I am presently leveling another one so I can experience the full level up process and make an informed decision on them. I initially thought that it was the 10 second assassinate that was the problem with them but now I'm not so sure. I'm thinking its more the fact that they have no real RNG in their setup and the fact that they have absolutely no force management anymore. I'll put it like this... You can run in -> discharge -> maul -> crushing darkness -> maul -> maul... and it doesn't cost you anything. The 40 force cost of maul is totally moot and can be regained really fast. This makes madness sins particularly dangerous because it allows them both to have "extreme" sustained damage as well as give them the option to burst targets down if they so choose. I am not high enough in level to incorporate the 10 second assassinate proc into the field yet but I can see it only making what I'm presently doing worse. There's also a hybrid that I am going to test out when I'm near 55 which I think is going to be very nasty.

Jayshames's Avatar


Jayshames
09.04.2014 , 10:06 AM | #266
Quote: Originally Posted by JackNader View Post
Sorcs "needed" that snare around launch because their damage output was mostly fluff. They couldn't really burn anyone down and it took a *********** long time to kill someone who really wanted you dead. That's not the case anymore. You can burn people down really fast. The snare should go, or at the very least.. be reduced in severity.
Fair does.

I honestly do not mind the DoT damage. It does what it's meant to. They should be pretty hard hitting since they do their damage over a long period of time, compared to a burst spec.

I cannot find a a valid reason for Force Lightning to have a snare on it though.

Zoom_VI's Avatar


Zoom_VI
09.04.2014 , 10:10 AM | #267
Quote: Originally Posted by Jayshames View Post
In my personal opinion they need to make the Force cost of Force Lightning higher (or at the very least make it hurt you to spam it over and over again) and remove the 50% snare on it.
While I agree that the force lightning spam is unreasonable, you cannot make the force cost of the ability higher because FL is the only ability in madness that force positive. (you will regen marginally more force over the three seconds of the channel than you spent activating it)

If you make it so FL is force negative then madness becomes non-functional since it will rapidly exhaust all of the resource reserves, and sorcs lack a effective way to regen their force bar. Besides Madness already has absurdly tight resource management to begin with.

Now the snare on FL should totally go, or bring the damage of FL down.
Crinn

Sanity is for the weak minded.

JackNader's Avatar


JackNader
09.04.2014 , 10:16 AM | #268
Quote: Originally Posted by Zoom_VI View Post
Now the snare on FL should totally go, or bring the damage of FL down.
Someone else mentioned that they could reduce the FL damage for PvP only like they did with smash. That would certainly be a viable option. Personally favoring adjusting the snare tho. I'd rather their damage left unchanged. Dropping the snare is going to allow classes to LOS / close on them a little faster. This I'm ok with "provided" certain over the top CC specs (vengeance jug ravage root + smash mara snare on leap) is addressed also.

MusicRider's Avatar


MusicRider
09.04.2014 , 10:18 AM | #269
Quote: Originally Posted by JackNader View Post
Sorcs "needed" that snare around launch because their damage output was mostly fluff. They couldn't really burn anyone down and it took a *********** long time to kill someone who really wanted you dead. That's not the case anymore. You can burn people down really fast. The snare should go, or at the very least.. be reduced in severity.

Madness sins are a different story. I am presently leveling another one so I can experience the full level up process and make an informed decision on them. I initially thought that it was the 10 second assassinate that was the problem with them but now I'm not so sure. I'm thinking its more the fact that they have no real RNG in their setup and the fact that they have absolutely no force management anymore. I'll put it like this... You can run in -> discharge -> maul -> crushing darkness -> maul -> maul... and it doesn't cost you anything. The 40 force cost of maul is totally moot and can be regained really fast. This makes madness sins particularly dangerous because it allows them both to have "extreme" sustained damage as well as give them the option to burst targets down if they so choose. I am not high enough in level to incorporate the 10 second assassinate proc into the field yet but I can see it only making what I'm presently doing worse. There's also a hybrid that I am going to test out when I'm near 55 which I think is going to be very nasty.
Maul as madness sin?

MusicRider's Avatar


MusicRider
09.04.2014 , 10:22 AM | #270
Quote: Originally Posted by Jayshames View Post
All these people who won't come off their high horse.

I played my Sorc for a very long time and they are not "fair" at all currently.
Like many have said, DoTs don't necessarily do much damage. I'm a bit on the fence about this one. They can tick for around 1k each (often higher) which can hurt when there's 3 on you at a time.
This isn't the major problem for me.
The fact that Force Lightning can be spammed from 30 metres while DoTs are still ticking away... not only did FL get a large damage buff, but it still snares you to 50% movement.
It's beyond reasonable.

In my personal opinion they need to make the Force cost of Force Lightning higher (or at the very least make it hurt you to spam it over and over again) and remove the 50% snare on it.

Why the snare was ever added I do not know. Sorcerers already get Force Slow, so why the hell do they need another ability to snare AND damage at the same time..?
That's a new one... Anything else while its rolling?

Here is what you can do. When you kite, and when there is time to use FL don't cast it... Count 3s and tell me where your Tom is.

Regarding raising the cost of FL, yes let's ruin the spec for pve also. You obviously are lying that you play a sorc.