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Dear BW, please lower the CD of interrupt

STAR WARS: The Old Republic > English > PvP
Dear BW, please lower the CD of interrupt

stridemachine's Avatar


stridemachine
06.07.2015 , 02:08 PM | #51
Quote: Originally Posted by Azurestone View Post
It is the result of guard being wildly overpowered. There has never been an MMO with a GCD ability that offers 50% damage reduction.
I agree with this: guard is too strong.
Tank + healer can hold off an entire team from capping: anyone remember 8v8 ranked strat for Civil War? Tank + Heal went mid and anyone foolish enough to send more than that exact duo lost the side nodes.

Possible solutions: a) cut back the 50% damage transferance to 25% and/or b) remove the ability to taunt while guarding someone. Another possiblity is c) roll back how shields work to only effectging white damage. Perferably all 3.

IMO Guard is the main culprit of stalemates

After nerfing guard we can look at the interupt cd (which I agree is too high).

Yes I'm proly just a bitter lethality operative rendered even more useless by guard :P
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DariusCalera's Avatar


DariusCalera
06.07.2015 , 03:45 PM | #52
Quote: Originally Posted by foxmob View Post
all ranged interrupts need to be long. they can use them from 30m away. lol

warriors have too much tied to leap. so that's a 30m int, but it's complicated.
I understand having a long cool down on it as ranged however, the CD for snipers/slingers 35 meter interrupt is 18 seconds and the 30 meter interrupt for sorcs/sages is 18 seconds. (I actually think the interrupt for lightning sorcs and TK sages is 35 meters. Could be wrong on that one.)

So, once again, why is it 6 seconds longer for mercs/mandos?

Xeraz's Avatar


Xeraz
06.07.2015 , 04:49 PM | #53
Quote: Originally Posted by DariusCalera View Post
So, once again, why is it 6 seconds longer for mercs/mandos?
Class diversity. I mean, with how these forums are going we'll soon only have 4 classes. Ranged dps, melee dps, tank and healer. This game, seriously, needs to hang on to whatever class diversity it has and systematically fight back against this homogenization.

This is a driving force in the imbalances we have. Why bring class A when class B does exactly the same thing but better? Classes need to have distinctive advantages and disadvantages which justify bringing/using different classes in different scenarios.
"Who I am is not important, my message is."

DariusCalera's Avatar


DariusCalera
06.07.2015 , 04:55 PM | #54
Quote: Originally Posted by Xeraz View Post
Class diversity. I mean, with how these forums are going we'll soon only have 4 classes. Ranged dps, melee dps, tank and healer. This game, seriously, needs to hang on to whatever class diversity it has and systematically fight back against this homogenization.

This is a driving force in the imbalances we have. Why bring class A when class B does exactly the same thing but better? Classes need to have distinctive advantages and disadvantages which justify bringing/using different classes in different scenarios.
That's amazingly close to the answers that were given as to why mercs/mandos weren't given an interrupt at launch.

But, now, what distinct advantages do merc/mandos have over the other two that would necessitate an extra 6 seconds?

Zoom_VI's Avatar


Zoom_VI
06.07.2015 , 05:09 PM | #55
I think the OP means to say "please lower the cooldown on commandos and mercenary's interrupt because having a 24 second cd interrupt while both other ranged classes have a 18 second cd interrupt is dumb."


EDIT: I was beaten to this point. derp
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Xeraz's Avatar


Xeraz
06.07.2015 , 05:17 PM | #56
Quote: Originally Posted by DariusCalera View Post
That's amazingly close to the answers that were given as to why mercs/mandos weren't given an interrupt at launch.
And yet, people on these same forums, love to talk about how Commando/Merc were OP at launch.

Quote: Originally Posted by DariusCalera View Post
But, now, what distinct advantages do merc/mandos have over the other two that would necessitate an extra 6 seconds?
Currently, Merc/Commando bring electronet. I'd rather see Mercs, and every class, given more unique traits/abilities then continue to push towards homogenization.
"Who I am is not important, my message is."

patricklee's Avatar


patricklee
06.07.2015 , 05:26 PM | #57
I've seen players suggest that snipers can't cast outside of cover.

I do it all the time- I don't know if its just related to the virulence spec, but I can cast any ability on my taskbar regardless if I'm in cover or not- and I often do, simply to gain an extra second advantage in responding to the opposition.

Some are suggesting that only one merc spec relies on cast -time abilities- yet all three do.
Arsenal is dependent on tracer missile, IO relies on power shot. In a perfect scenario & an optimal rotation, this wouldn't be an issue- yet most pvp environments don't provide a perfect scenario, and many situations warrant the necessity to use the entire cast time (waiting for the opportunity to apply insta-casts for optimal burst, for example.)

There are plenty of tools available already to facilitate what the OP is trying to achieve- multiple CCs, utilities and most importantly- teamwork.

diadox's Avatar


diadox
06.07.2015 , 05:49 PM | #58
Quote: Originally Posted by patricklee View Post
I've seen players suggest that snipers can't cast outside of cover.

I do it all the time- I don't know if its just related to the virulence spec, but I can cast any ability on my taskbar regardless if I'm in cover or not- and I often do, simply to gain an extra second advantage in responding to the opposition.
You don't have to be in cover to actually activate most of the abilities, but there is no reason not to be when using casts/channels. You lose nothing from it since crouching is off the gcd.
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Brunner_Venda's Avatar


Brunner_Venda
06.07.2015 , 05:57 PM | #59
Quote: Originally Posted by Xeraz View Post
And yet, people on these same forums, love to talk about how Commando/Merc were OP at launch.
Tracer missile tracer missile tracer missile tracer missile tracer missile tracer missile...

Brunner_Venda's Avatar


Brunner_Venda
06.07.2015 , 05:59 PM | #60
Quote: Originally Posted by stridemachine View Post
I agree with this: guard is too strong.
Tank + healer can hold off an entire team from capping: anyone remember 8v8 ranked strat for Civil War? Tank + Heal went mid and anyone foolish enough to send more than that exact duo lost the side nodes.

Possible solutions: a) cut back the 50% damage transferance to 25% and/or b) remove the ability to taunt while guarding someone. Another possiblity is c) roll back how shields work to only effectging white damage. Perferably all 3.

IMO Guard is the main culprit of stalemates

After nerfing guard we can look at the interupt cd (which I agree is too high).

Yes I'm proly just a bitter lethality operative rendered even more useless by guard :P
My suggestion is 33% mitigation for player damage only, 50% for anything else.

Tank healer pairs are just plain ridiculously overpowered synergy.

PS: the cool down of interrupts should be reduced. So long as sorc healers get infinite mana and heals, a 4-6 second interrupt is perfectly fair.