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"sentis/maras op since 1.2!!!" LOLWAT

STAR WARS: The Old Republic > English > PvP
"sentis/maras op since 1.2!!!" LOLWAT

Eszi's Avatar


Eszi
04.30.2012 , 05:27 AM | #1
Here are the changes made to sentinel in 1.2

Awe no longer costs Focus to activate.
It's a mezz. With 1 min cd. Doesn't make much difference.

Dispatch can now be used on targets at or below 30% of maximum health (up from 20%).
Well guess what. All other classes can use their execute ability @ 30%

Force Kick no longer costs Focus to activate.
It's an interrupt. Nothing else.

Force Leap now places a "root" visual effect on the affected target.
Probably the most OP thing EVER.

Master Strike can no longer be interrupted, and its damage has been increased by approximately 15%.
The ONLY damage increase. It's a 30 sec cd. Just stun/knockback/move 5 steps to the side and there you go, you interrupted it.

Crippling Throw's "Trauma" effect can no longer be cleansed.
It's the only thing that can prevent 2-3 healers healing each other. Should had been uncleansable from the start.

Force Camouflage now additionally reduces all damage taken by 50% while active.
Just fyi, before 1.2 we could had spec'd into 100% damage reduction. And there was no QQ about it.

Pacify no longer has a Focus cost and is no longer limited by the global cooldown.
Considering the massive damage it deals, yeah, it's sooooo imba.

Transcendence now affects all Operation Group members.
It's a bug fix.

Zen (while in Ataru Form) now additionally reduces the Focus cost and global cooldown of Cyclone Slash.
Nothing to see here.

Focused Pursuit has been replaced by Focused Leap, which increases the Focus generated by Force Leap.
Doesn't change anything for watchman, since it was possible to get it pre-1.2.

Force Fade no longer grants damage reduction while Force Camouflage is active. It now increases the duration of Force Camouflage by 1 second per point and increases the movement speed bonus of Force Camouflage by 10% per point.
Good thing to waste 2 points tbh.

Inflammation now applies a 50% movement speed reduction (up from 30%).
YAAAAAAAAAAAAY IT'S USEFUL

Valor is now located in Tier 1 of the skill tree and has replaced Quick Recovery.
So we lost pretty much any aoe (except for focus spec).


There you go. Now which change caused all of the QQ threads to appear?

And for all the guarded by the force/undying rage whiners - it's there since 1.0, even since the beta, and there wasn't a single thread about it before 1.2.

Just because your precious tracer lightning spam got nerfed, doesn't mean all of the other classes should get nerfed as well. It just shows how bad you are, when you have to use more than 1 button.
That is all.

PS.: L2P

TL;DR: The ONLY damage increase in 1.2 for sentis/maras was the 15% buff for master strike/ravage, guarded/undying rage was there since 1.0, so how come there was no QQ about it before?

Kajebko's Avatar


Kajebko
04.30.2012 , 05:42 AM | #2
Nicely said, good sir.

But you won't stop all whiners, cause they just want to WIN, instead of L2P ^^

<- Not OP, just FIXED ^^

Bazzoong's Avatar


Bazzoong
04.30.2012 , 05:53 AM | #3
Haha, ok I want my hardest hitting attacks damage increased by 15% as well since that is not op, that would be hidden strike btw.

(edit) oh, and to make stuff really balanced orbital strike casts are now no longer possible to be interrupted.

And while we are at it increase shock/project damage by 15% rail shot damage by 15%.... let`s keep it fair.
Ye can still type while yer stunned.

Rippeh's Avatar


Rippeh
04.30.2012 , 06:02 AM | #4
1.2 didn't change only sents/maras. there were changes to pretty much every other class as well as sweeping global changes. expertise linear scaling. increased top tier expertise values. healing nerfs. changes to defensive cooldowns of other classes. basically everyone's damage went up and survivability decreased, but sent/mara survivability decreased a lot less relative to most other classes. your douchey analysis is too limited and does not reflect the entirety of 1.2 changes.

I rerolled mara on a populated server, left my two non-mara BM 50s and multiple alts behind on some dead rock. My server's pvp community was tiny and the imps were heavy on maras even before the patch notes were announced, so i know which maras were bad and which were good. Post-patch even the bad maras were destroying people. Their good healers either stopped playing as much or rerolled maras with similar names. In my experience maras have a lot of options to survive. Bad ones don't use them and die, good ones use them and are OP. In the 1.2 environment maras will usually kill people before the maras even need to worry about their multiple offensive/defensive cooldowns unless they are outnumbered. then the bad ones die, and the good ones still might win or escape.

TheGreatFrosty's Avatar


TheGreatFrosty
04.30.2012 , 06:07 AM | #5
Other DPS classes got nerfed and sentinel did not. SO yes, they became more powerful because they were the highest single target DPS pre-1.2, post 1.2 has just increased that margin.

Serrowherrow's Avatar


Serrowherrow
04.30.2012 , 06:16 AM | #6
Everything seems to boil down to this:

"Marauders got a small buff, everyone else got nerfed, therefore Marauder is OP, nerf them down with the rest of the classes."

Whether or not there's any truth to those words is personal opinion at this point.

Kajebko's Avatar


Kajebko
04.30.2012 , 06:18 AM | #7
"Maras are OP, survivability bla bla bla..."

All snipers MM are just laughing right now...

More maras on the battlefield, more targets for them

Strange thing, i see a lot of snipers reroll on 1-49 bracket.

Moosestick's Avatar


Moosestick
04.30.2012 , 06:24 AM | #8
Some dps classes take more than 2-3 keybinds and healers can't facetank melee anymore.

That's why there are OP threads. People cannot figure out their dps rotation, are dying while sitting still trying to spam heals, or have to actually be smart with cc and its not fair.

Kaarsa's Avatar


Kaarsa
04.30.2012 , 06:25 AM | #9
Quote: Originally Posted by Serrowherrow View Post
Everything seems to boil down to this:

"Marauders got a small buff, everyone else got nerfed, therefore Marauder is OP, nerf them down with the rest of the classes."

Whether or not there's any truth to those words is personal opinion at this point.
Actually, to be acccurate

"2 of marauders specs got buff (but they are still weaker than anni in 1v1 and 1v1 is the reason for all whinning in pvp forum) and anni spec had slight damage buff with quite painful utility/survivability nerf, everyone else got nerfed (not sure on this part, were assasins nerfed? rage juggs?, snipers?), therefore marauders are OP now (because forum whinners have to whine about something), nerf them down with the rest of the classes."
Official Dev info about resolve system: http://dulfy.net/2012/04/07/paxeast-q-a-day-2/
Quote: Originally Posted by Darth_Philar View Post
To be fair, about 98% of all PvP problems can be resolved by learning to correctly play the class you rolled.
The remaining 2% aren't going to be fixed by complaining on a forum...

GypsyMagik's Avatar


GypsyMagik
04.30.2012 , 06:33 AM | #10
Quote: Originally Posted by Rippeh View Post
1.2 didn't change only sents/maras. there were changes to pretty much every other class as well as sweeping global changes. expertise linear scaling. increased top tier expertise values. healing nerfs. changes to defensive cooldowns of other classes. basically everyone's damage went up and survivability decreased, but sent/mara survivability decreased a lot less relative to most other classes. your douchey analysis is too limited and does not reflect the entirety of 1.2 changes.

I rerolled mara on a populated server, left my two non-mara BM 50s and multiple alts behind on some dead rock. My server's pvp community was tiny and the imps were heavy on maras even before the patch notes were announced, so i know which maras were bad and which were good. Post-patch even the bad maras were destroying people. Their good healers either stopped playing as much or rerolled maras with similar names. In my experience maras have a lot of options to survive. Bad ones don't use them and die, good ones use them and are OP. In the 1.2 environment maras will usually kill people before the maras even need to worry about their multiple offensive/defensive cooldowns unless they are outnumbered. then the bad ones die, and the good ones still might win or escape.
As I do agree with your statement on survivability you seemed to have only played a mara after the fact. yes everyones survivability went down maybe less so with mara but maras were the squishiest of classes by far thus making your analysis just as douchey as his