AntoniusDelitan Posted March 28, 2012 Share Posted March 28, 2012 (edited) No, they're not. You can use your 10m range abilites, 30m ranged abilities, use a stim, use a medpack, or attack someone closer when you're rooted. If you want a nerf to roots, you get a nerf to damage to make up for the increased time-on-target. Which, for any good melee, isn't an issue anyway... Now excuse me while I go PvP some more on my lowbie marauder. Edited March 28, 2012 by AntoniusDelitan Link to comment Share on other sites More sharing options...
ShadowOfVey Posted March 28, 2012 Share Posted March 28, 2012 (edited) Agree. Melee are in a great place right now, they don't need help. Well okay concealment operatives, but they don't have feelings so we'll forget about them. Edited March 28, 2012 by ShadowOfVey Link to comment Share on other sites More sharing options...
Tiresias Posted March 28, 2012 Share Posted March 28, 2012 Time-on-target is a HUGE issue for melee in this game. Perhaps you haven't been paying attention to how many stuns, roots, physics effects, and escape abilities are available to nearly every single class except for Sentinels/Marauders? Which is why Sentinels and Marauders output so much damage. They have low time-on-target, so they have to make the most of that time. If you let a low-CC, low-utility, high-damage, high self-defense melee brawler whack on you for an extended period of time, you deserve to die. Link to comment Share on other sites More sharing options...
AntoniusDelitan Posted March 28, 2012 Author Share Posted March 28, 2012 Time-on-target is a HUGE issue for melee in this game. Perhaps you haven't been paying attention to how many stuns, roots, physics effects, and escape abilities are available to nearly every single class except for Sentinels/Marauders? Which is why Sentinels and Marauders output so much damage. They have low time-on-target, so they have to make the most of that time. If you let a low-CC, low-utility, high-damage, high self-defense melee brawler whack on you for an extended period of time, you deserve to die. So.... what's the problem then? Last I checked... sents and marauders were tearing people up. At least... the GOOD ones are.... Link to comment Share on other sites More sharing options...
Tourne Posted March 28, 2012 Share Posted March 28, 2012 Root in the huttball fire pit since the guy has full resolve- oh yeah, so fondly fair for classes...this "root" does take away all control under certain conditions and cause certain death with no additional action needed. Link to comment Share on other sites More sharing options...
Tiresias Posted March 28, 2012 Share Posted March 28, 2012 So.... what's the problem then? Last I checked... sents and marauders were tearing people up. At least... the GOOD ones are.... I was responding to the statement that time-on-target "it's an issue for good melee". Yes, it is -- unless the target the melee class is facing is terrible. The reason you see so many people complaining about Sentinel/Marauder damage output is because they expect to be able to "tank" them like you can most classes in this game. However, if you let a high-damage melee brawler DPS you unhindered you deserve to die -- Bioware got this one right. It is comically easy to deal with melee brawlers in this game, but a lot of people don't want to put the effort into learning how to handle their class or work as a team. Instead they scream for nerfs when a class kills them in exactly the manner that they were designed to operate. Link to comment Share on other sites More sharing options...
VoidSpectre Posted March 28, 2012 Share Posted March 28, 2012 I'm a marauder and I think having roots affect resolve will hurt more than help. Having my gap closer with a root fill up resolve is a terrible idea. Link to comment Share on other sites More sharing options...
FourTwent Posted March 28, 2012 Share Posted March 28, 2012 No, they're not. You can use your 10m range abilites, 30m ranged abilities, use a stim, use a medpack, or attack someone closer when you're rooted. If you want a nerf to roots, you get a nerf to damage to make up for the increased time-on-target. Which, for any good melee, isn't an issue anyway... Now excuse me while I go PvP some more on my lowbie marauder. huh? What 10/30M ranged abilities does my Sentinel have that I'm not aware of? I only know of two. . .the saber throws. . .since you can't leap while rooted. They really are a stun to a melee. If you wanna nerf our damage for 'increased time-on-target' then we get to nerf your overall damage/second since you're range(range should NEVER do as much damage as a melee attack). Link to comment Share on other sites More sharing options...
Smashbrother Posted March 28, 2012 Share Posted March 28, 2012 (edited) huh? What 10/30M ranged abilities does my Sentinel have that I'm not aware of? I only know of two. . .the saber throws. . .since you can't leap while rooted. They really are a stun to a melee. If you wanna nerf our damage for 'increased time-on-target' then we get to nerf your overall damage/second since you're range(range should NEVER do as much damage as a melee attack). No they're not. It's like saying interrupts should be on resolve because they interfere with a ranged classes ability to kill things. Both are idiotic ideas. Edited March 28, 2012 by Smashbrother Link to comment Share on other sites More sharing options...
Kevann Posted March 28, 2012 Share Posted March 28, 2012 Time-on-target is a HUGE issue for melee in this game. Perhaps you haven't been paying attention to how many stuns, roots, physics effects, and escape abilities are available to nearly every single class except for Sentinels/Marauders? Ehmm....Commando Combat Medic here, have only an AoE knockback with 30 secs CD, 99% of times the Sentinel/Marauder can charge me to keep melee again on low Cd where is the problem? Link to comment Share on other sites More sharing options...
Kaarsa Posted March 28, 2012 Share Posted March 28, 2012 YES!!!! Funny, I was going to post similar post today, you were faster:) Now, lets be more specific. Who is melee in this game (using empire terminology)? Juggernaut, Marauder, Assasin, Powertech, Operative. What skills those classes have with max range higher than 4m? Jugg - Saber throw (10-30), force scream, force choke, force crush (if specced), dispatch Marauder - deadly throw, force scream, force choke, dispatch, force crush (if specced) (I will add here that force scream is one of the hardest hitting warrior ability, and force choke is great for stalling fight when rooted, its biggest disadvantage is negated by the fact you are already rooted;)) Assassin - shock, discharge, force lighting (up to 30m), witcher (if specced), death field (if specced), creeping terror (of speced), crushing darkness Powertech - everything but rocket punch Operative - autoattack;), ranged root, those basic sniper skills (I am not an operative expert;) ) Anyway, melee can effectively attack targets in 0-10m range and they can use their defensive cooldown, medpacks etc. We should remember that marauders, assasins and powertechs can spec to have additional root/snare breaker. It is players choice to not have them. So, Link to comment Share on other sites More sharing options...
Caelrie Posted March 28, 2012 Share Posted March 28, 2012 (edited) Other than operatives, this is a melee's game. Melee own the warzones so hard it's not even funny. Time-on-target is a HUGE issue for melee in this game. No it isn't. It's not the class if you can't stay on a ranged target most of the time. It's you. There is nothing in the game that can shake my shadow for more than a few seconds. The reason you see so many people complaining about Sentinel/Marauder damage output is because they expect to be able to "tank" them like you can most classes in this game. However, if you let a high-damage melee brawler DPS you unhindered you deserve to die -- Bioware got this one right. And that's why it's become a balance problem. High DPS + high defense + high mobility (you cannot kite a good sent/mara for more than a couple seconds) = overpowered. Edited March 28, 2012 by Caelrie Link to comment Share on other sites More sharing options...
Skillmare Posted March 28, 2012 Share Posted March 28, 2012 They're not the same but they can hurt a lot when used with slowing affects, resulting in kiting. This mostly affects just operatives/scoundrels but it still hurts other melee classes if they get caught at inopportune times. I don't know how to fix this issue directly, but if someone has full resolve, being able to root them in place doesn't seem just. I was playing my sorcerer and respecced into Madness and I have to laugh at the 31 talent root; short cooldown, highly effective, and way too abusive towards melee classes. Link to comment Share on other sites More sharing options...
longgrassgrows Posted March 28, 2012 Share Posted March 28, 2012 (edited) No, they're not. You can use your 10m range abilites, 30m ranged abilities, use a stim, use a medpack, or attack someone closer when you're rooted. If you want a nerf to roots, you get a nerf to damage to make up for the increased time-on-target. Which, for any good melee, isn't an issue anyway... Now excuse me while I go PvP some more on my lowbie marauder. if ur point was to prove that root is not as devastating to melee as stun...you won, but honestly i dont think anyone was arguing that roots are, however, much more devastating to a melee than a ranged...in fact i rest my case with that...should be fairly obvious and people are not asking for nerfed roots, they are asking for roots to effect the resolve bar, which it should Edited March 28, 2012 by longgrassgrows Link to comment Share on other sites More sharing options...
Dee-Jay Posted March 28, 2012 Share Posted March 28, 2012 Most importantly I can still pass the ball. But does that mean I shouldn't add Resolve? Link to comment Share on other sites More sharing options...
QuiJonPed Posted March 28, 2012 Share Posted March 28, 2012 Operative - autoattack;), ranged root, those basic sniper skills (I am not an operative expert;) ) Operatives have no ranged roots. Operatives are not Snipers. Imperials Agent is the class, with Operative and Sniper the Advanced Class. Operatives have a short ranged stun (Flash Bang) which breaks on damage, a melee stun (Debilitate) and a ranged stun which breaks on damage and can only be used if both parties are out of combat (sleep dart). Concelmeant Operatives can also spec for their Hidden Strike to knockdown for a paltry 1.5 seconds. Link to comment Share on other sites More sharing options...
JediDuckling Posted March 28, 2012 Share Posted March 28, 2012 Other than operatives, this is a melee's game. Melee own the warzones so hard it's not even funny. No it isn't. It's not the class if you can't stay on a ranged target most of the time. It's you. There is nothing in the game that can shake my shadow for more than a few seconds. And that's why it's become a balance problem. High DPS + high defense + high mobility (you cannot kite a good sent/mara for more than a couple seconds) = overpowered. finaly someone with common sense people like you are rare on the internet we need more of you Link to comment Share on other sites More sharing options...
longgrassgrows Posted March 28, 2012 Share Posted March 28, 2012 (edited) Other than operatives, this is a melee's game. Melee own the warzones so hard it's not even funny. No it isn't. It's not the class if you can't stay on a ranged target most of the time. It's you. There is nothing in the game that can shake my shadow for more than a few seconds. And that's why it's become a balance problem. High DPS + high defense + high mobility (you cannot kite a good sent/mara for more than a couple seconds) = overpowered. mara are High DPS + high defense + high mobility...whaaaaaaat...your a gosh darn fool high dps-yup...ill give you that high defense-only when they have their defensive cooldowns popped...both have decent cooldowns...btw ALL CLASSES HAVE SOME SORT OF DEFENSIVE COOLDOWN...and even then, i would not call them "high defense" at all high mobility-no they do not...one gap closer, if you are knocked back and slowed or rooted it very hard to get back on your target jeez...everything is overpowered with these people...bunch of cry babies edit: FYI i did not write "gosh darn", dont know why it is auto correcting that **** Edited March 28, 2012 by longgrassgrows Link to comment Share on other sites More sharing options...
Dee-Jay Posted March 28, 2012 Share Posted March 28, 2012 YES!!!! Funny, I was going to post similar post today, you were faster:) Now, lets be more specific. Who is melee in this game (using empire terminology)? Juggernaut, Marauder, Assasin, Powertech, Operative. What skills those classes have with max range higher than 4m? Jugg - Saber throw (10-30), force scream, force choke, force crush (if specced), dispatch Marauder - deadly throw, force scream, force choke, dispatch, force crush (if specced) (I will add here that force scream is one of the hardest hitting warrior ability, and force choke is great for stalling fight when rooted, its biggest disadvantage is negated by the fact you are already rooted;)) Assassin - shock, discharge, force lighting (up to 30m), witcher (if specced), death field (if specced), creeping terror (of speced), crushing darkness Powertech - everything but rocket punch Operative - autoattack;), ranged root, those basic sniper skills (I am not an operative expert;) ) Anyway, melee can effectively attack targets in 0-10m range and they can use their defensive cooldown, medpacks etc. We should remember that marauders, assasins and powertechs can spec to have additional root/snare breaker. It is players choice to not have them. So, That list becomes a lot shorter once you look at ranges beyond 10 yards...which is typically what happens when people root you. Juggernauts - Saber Throw (20-30 second CD, hits for about 1000). Marauder - Can't think of anything Bear in mind that neither Juggernauts nor Marauders can generate Rage while out of range. The other classes seem to have sufficient ranged abilities due to their hybrid nature. But Sith Warriors don't. Link to comment Share on other sites More sharing options...
Kaarsa Posted March 28, 2012 Share Posted March 28, 2012 (edited) Operatives have no ranged roots. Operatives are not Snipers. Imperials Agent is the class, with Operative and Sniper the Advanced Class. You can spec into 2 sec root on sever tendon as operative. additionaly, you can spec for additional root/snare breaker as operative too (you cant have both, but still:)) That list becomes a lot shorter once you look at ranges beyond 10 yards...which is typically what happens when people root you. Juggernauts - Saber Throw (20-30 second CD, hits for about 1000). Marauder - Can't think of anything Bear in mind that neither Juggernauts nor Marauders can generate Rage while out of range. The other classes seem to have sufficient ranged abilities due to their hybrid nature. But Sith Warriors don't. And who exactly roots you further than 10m? Sorc and sniper knockbacks leave you in 10m range. Only merc KB send you further than that, but it has no root attached. If they decide to increase range, they are not damaging you (and you will charge them afterwards;)). Other roots are from melee classes (or those who need to stay in 10m range too, like PT). Jugg can generate rage when rooted (enrage if I am not mistaken), marauders have problem, I admit, but this is resource management problem, not a lack of range abilites problem (ie. if marauder is stunned with a lot of rage, he can act pretty normaly). PS. force choke is a perfect solution to being rooted and rage-starved. I know it has loooong CD, but it is some option. Edited March 28, 2012 by Kaarsa Link to comment Share on other sites More sharing options...
Serpenttt Posted March 28, 2012 Share Posted March 28, 2012 That list becomes a lot shorter once you look at ranges beyond 10 yards...which is typically what happens when people root you. Juggernauts - Saber Throw (20-30 second CD, hits for about 1000). Marauder - Can't think of anything Crippling throw for sent/mara, the one that reduces the targets healing received is 10 meter range I believe, blade rush has longer range too, dispatch, but it only works if the target is 20% or lower. Of course none of that matters if you don't have the focus to use the skills. Link to comment Share on other sites More sharing options...
longgrassgrows Posted March 28, 2012 Share Posted March 28, 2012 (edited) Crippling throw for sent/mara, the one that reduces the targets healing received is 10 meter range I believe, blade rush has longer range too, dispatch, but it only works if the target is 20% or lower. Of course none of that matters if you don't have the focus to use the skills. he said BEYOND 10 meters and blade rush is specced into and only 4 meters Edited March 28, 2012 by longgrassgrows Link to comment Share on other sites More sharing options...
QuiJonPed Posted March 28, 2012 Share Posted March 28, 2012 You can spec into 2 sec root on sever tendon as operative. additionaly, you can spec for additional root/snare breaker as operative too (you cant have both, but still:)) Good point, forgot about that 2 point skill wich turns Sever Tendon into a 10m ranged root Link to comment Share on other sites More sharing options...
Kaarsa Posted March 28, 2012 Share Posted March 28, 2012 he said BEYOND 10 meters and blade rush is specced into and only 4 meters I think he meant blade storm, 10m range. As I stated above, being rooted be someone further than 10m is rare occasion, basicaly only when 1. rooter kites you (he is not damaging you then) 2. you were knocked from the ledge, in that case you are screwed, root or not;) quick force choke solves your root problems;) Additionaly, roots last usually 2 sec, if they are longer, they break on dmg, so you need 1 GCD with larger than 10m range to say "I can act more or less fine". Link to comment Share on other sites More sharing options...
Xerain Posted March 28, 2012 Share Posted March 28, 2012 Ehmm....Commando Combat Medic here, have only an AoE knockback with 30 secs CD, 99% of times the Sentinel/Marauder can charge me to keep melee again on low Cd where is the problem? you don't have a snare you can use? Link to comment Share on other sites More sharing options...
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