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5 more days of team bubblestun


biowareftw

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dot spec always has done a ton of dmg, but it is splash dmg. no doubt there.

 

my real answer, though, is suck it up. the mechanic was broken. I know all about playing a nerfed spec. my first pvp toon was (inexplicably!) a mando dps. here's the thing though, BW "fixed" sage dps with a ridiculous ability/utility that may have improved playability for one class, but significantly detracted, if not ruined it, for like 5 other ACs/specs. so whine all you want. that's the reaction you're gonna get. it's not that ppl don't have sympathy for the sage/sorc dps situation, but bubble-stun was a horrible mechanic and nothing more than a band-aid.

 

I haven't played the PTS because I feel like enough of a beta tester on live versions of games, so I have no idea whether they've actually addressed sage and mando dps in a meaningful way. however, they did eliminate the ridiculous aspects of bubble stun, which is a great big fat yay! in my book.

 

instead of defending bubble-stun, I think all these sages/sorcs ought to argue for meaningful fixes to their dps situation. look at the sniper (pre- 2.0). they're a viable turret dps. lightning and grav are also turret, bursty dps trees (for their ACs). they require similar sorts of tools. don't cry for some broken bubble stuff that you have no business applying to the entire ops in the first place. cry for a reasonable toolbox that BW somehow decided (long ago) should only belong to snipers/gs.

Ha, I wasnt even refering to the bubble. stun. I'm fine with that being gone but I don't see anything compensating for it. Instead they've managed to nerf our armor and get rid of instant WW. Or how about the nerf to crit? Sorcs/sages rely on those for force/health management, which was already pretty bad in normal warzones, while other AC-specs can lean back on auto-crits or significally increased crit chances. Were sages and sorcs really so good that they had to nerf them? It's a peculiar approach. Edited by MidichIorian
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I've always played full Madness spec on my sorcie, so the bubblestun nerf means nothing to me. But I agree they should have refrained from the apotheosis of certain character types - if it throws it too far out of whack, I'll just reroll a FotM and let my sorceress cool her jets for a while while I play a game of "Snipers & Smashmonkeys". Eventually someone at EAWare will realize they made a boneheaded mistake in nerfing one but not others. May take a while, but I'm patient.

 

agreed

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Ha, I wasnt even refering to the bubble. stun. I'm fine with that being gone but I don't see anything compensating for it. Instead they've managed to nerf our armor and get rid of instant WW. Or how about the nerf to crit? Sorcs/sages rely on those for force/health management, which was already pretty bad in normal warzones, while other AC-specs can lean back on auto-crits or significally increased crit chances. Were sages and sorcs really so good that they had to nerf them? It's a peculiar approach.

 

Compensate? The bubble still works on YOU. If they trinket that you can stun them. Along with that you got an immunity. All the sorcs/sages cried about burst? You got it. You are now bursty as hell with lightning/tk. No class is supposed to have 3 straight instant cast CC's while not filling a resolve bar (you could click off the shield at any time). That would be like letting scoundrels/op's sun you on the opener then stun you again, then flash grenade you on top of that. It was stupid.

 

The crit nerf effected everyone, not just dps sorc/sages. I love how this one AC acts like all buffs/nerfs effect ONLY them.

 

The only reason force management was bad is you were instant healing your entire team (there is no offensive dispel), while providing an on demand aoe stun FOR SMASHERS, so that they could smash more people LOL.

 

If you are running out of mana healing yourself while LOS'd and doing a damage rotation? Um how?

 

The only people who liked bubblestun was trash sorc/sages who were going up against teams without bubblestun. That is what made you think it was fantastic. If you played a team that also had it? It made smash STRONGER, because all other melee specs were screwed over by it MORE, and when both teams melee are sitting in stuns the whole game, the spec with the most burst in one attack is going to be the best one. The dmg in between smashes isn't great. When you are both stunned though? That cooldown is resetting, while everyone stands there in crappy turn based combat.

 

Sorc/sages with their new immunity are not going to be a soft target. Not by a long shot. If you think they are, it is because bubblestun spoiled bad players so much, that they never even learned how to kite/los, on a class that designed to do just that.

Edited by biowareftw
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Arsenal merc not hard, i'm doing the same thing.

 

Hells yeah! Back to reality though and the sleeper of 2.0 is a 12, 31, 3 shadow/sin. Don't tell anyone though. Let it be a surprise for all the rerolled snipers/smashers, wondering why someone in tank stance is bursting their face off. ;)

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Compensate? The bubble still works on YOU. If they trinket that you can stun them. Along with that you got an immunity. All the sorcs/sages cried about burst? You got it. You are now bursty as hell with lightning/tk. No class is supposed to have 3 straight instant cast CC's while not filling a resolve bar (you could click off the shield at any time). That would be like letting scoundrels/op's sun you on the opener then stun you again, then flash grenade you on top of that. It was stupid...

 

...

 

...Sorc/sages with their new immunity are not going to be a soft target. Not by a long shot. If you think they are, it is because bubblestun spoiled bad players so much, that they never even learned how to kite/los, on a class that designed to do just that.

 

3 Instant CC's? You know that anyone speccing bubble stun were Seer/TK, which means no instant Force lift. Just saying. I agree though, that immunity would make up for our utility... if it had a more reasonable cooldown. Considering unlike any other 'defensive' cooldown we can't do anything channeling, it's current cooldown is pretty ridiculous.

 

It's also worth noting that in reference to kiting, our DoT-and-Kite skill tree is getting worse at kiting (No more instant Force Lift, and now Sever Force will also be resist-able and we're gaining no new mobility tools, where-as almost every other class is gaining something in moblity. On the PTS, playing a full balance spec was very painful compared to live. Force barrier is going to stall things, not make us super-tough.

 

The crit nerf effected everyone, not just dps sorc/sages. I love how this one AC acts like all buffs/nerfs effect ONLY them.

 

True. However, what nobody seems to mention is the accuracy changes. In 2.0, we'll have to drop a portion of our DPS stats to pick up this new stat (new to sages anyway). Those changes are going to bring our damage down compared to other classes who already needed accuracy, and who's damaged was based on that fact.

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Ha, I wasnt even refering to the bubble. stun. I'm fine with that being gone but I don't see anything compensating for it. Instead they've managed to nerf our armor and get rid of instant WW. Or how about the nerf to crit? Sorcs/sages rely on those for force/health management, which was already pretty bad in normal warzones, while other AC-specs can lean back on auto-crits or significally increased crit chances. Were sages and sorcs really so good that they had to nerf them? It's a peculiar approach.

 

fair enough.

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Compensate? The bubble still works on YOU.

Stun breaks on damage.

 

Along with that you got an immunity.

You honestly think that the average sorc will take advantage of polarity shift? It's an ability that requires that you have some form of situational awareness and are able to foresee coming events. It's not a "oh crap button". Would have been better if it had been proced or passive. An average sorc/sage is not better than an average player on other classes.

All the sorcs/sages cried about burst? You got it. You are now bursty as hell with lightning/tk.

At what cost? Being forced to play a tree that is completely different from madness, a tree no one ever played, on behalf of being a sitting duck, and similar to marksman but not able to compete with it in terms of anything?

No class is supposed to have 3 straight instant cast CC's while not filling a resolve bar (you could click off the shield at any time). That would be like letting scoundrels/op's sun you on the opener then stun you again, then flash grenade you on top of that. It was stupid.
What are these three stuns you speak of? We have electrocute , which has a range that isnt correlating with our effective range. It's like giving warriors a stun that only works in the 10-30 m range because "there's no need for them to stun someone within saber range". Then there's whirlwind, which now has an activation time. What you refer to as the third is a top skill and if you take it you'll be stuck with horrible force management.

 

The crit nerf effected everyone, not just dps sorc/sages. I love how this one AC acts like all buffs/nerfs effect ONLY them.
I never said "all of them" but a good deal of trees have core abilties with auto-crits or vastly improved cit chances. Not to mention that the AC'es/specs are better in general. Always a disclaimer for commando/merc but as I've told you before; I'm not arguing based on worse classes. I'm comparing "my" class to the AC'es/specs that currently are way ahead.

The only reason force management was bad is you were instant healing your entire team (there is no offensive dispel), while providing an on demand aoe stun FOR SMASHERS, so that they could smash more people LOL.
When I'm refering to poor force management I'm talking about madness and other specs without Effusion. Effusion is the only reason to why I've been using the stun bubble, if I have to spec that high for force management I might aswell take the stun too. Normal warzones are completely random and will for the most part not allow madness to stand in one spot and nicely cast FL all the time. You will have to constantly clip it and run and every time you do you'll lose force. It's fine if you die once per minute but not so great if you're a survivor. It's more or less impossible to run out of mana on particulary one of the classes in 2.0.

 

The only people who liked bubblestun was trash sorc/sages who were going up against teams without bubblestun. That is what made you think it was fantastic. If you played a team that also had it? It made smash STRONGER, because all other melee specs were screwed over by it MORE, and when both teams melee are sitting in stuns the whole game, the spec with the most burst in one attack is going to be the best one. The dmg in between smashes isn't great. When you are both stunned though? That cooldown is resetting, while everyone stands there in crappy turn based combat.
Weird because I've never had a problem with it on my operative and scoundrel.

 

Sorc/sages with their new immunity are not going to be a soft target. Not by a long shot. If you think they are, it is because bubblestun spoiled bad players so much, that they never even learned how to kite/los, on a class that designed to do just that.
One hell of a contradiction considering that you in one of your previous arguments claimed that we now have burst. Again, as full Lightning. Are you seriously arguing that Lightning is a kite spec? That would, per definition, make every spec in the game a kite spec. Edited by MidichIorian
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You honestly think that the average sorc will take advantage of polarity shift? It's an ability that requires that you have some form of situational awareness and are able to foresee coming events. It's not a "oh crap button". Would have been better if it had been proced or passive. An average sorc/sage is not better than an average player on other classes.

.

 

Uh ok. So stupidity should make your class auto play for you?

 

 

You got iceblock in 2.0. If you think iceblock is bad? I don't know what to tell you.

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Stun breaks on damage.

 

I never said "all of them" but a good deal of trees have core abilties with auto-crits or vastly improved cit chances. Not to mention that the AC'es/specs are better in general. Always a disclaimer for commando/merc but as I've told you before; I'm not arguing based on worse classes. I'm comparing "my" class to the AC'es/specs that currently are way ahead.

 

Turbulance auto-crits for TK sage. Turbulance can hit for around 7500.

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5 more days until Pyro PT's & vanguards get nerfed, yay, ned time a Bioware employee thinks its fine giving 1 class the ability to take on 2-3 people at once and win, should be fired.

 

so seems pvp balance incoming, we just need more maps, maps choice, new matchmaking system a separate queue for premades ...

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Let the party begin.

 

P.S. The next EA/Bioware employee that ever thinks adding more CC to this game is a good idea? Fire them. Don't give them 2 weeks notice. Have security escort them to the door. Thank you in advance.

 

I'm thinking prison time

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5 more days until Pyro PT's & vanguards get nerfed, yay, ned time a Bioware employee thinks its fine giving 1 class the ability to take on 2-3 people at once and win, should be fired.

 

They might of have been a little over the top, especially for their ease of play. I mean I do find it laughable that people complain about rage/focus specs more, when PT's can outdamage them with mostly single target lol.

 

2-3 people though? Don't know about that. I haven't played a spec in this game that could take on 3 GOOD players since release scoundrel. Now that? Was way over the top. A lot of that had to do with me having Biochem though, while other players had no idea it was going to be so OP at release.

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5 more days until Pyro PT's & vanguards get nerfed, yay, ned time a Bioware employee thinks its fine giving 1 class the ability to take on 2-3 people at once and win, should be fired.

 

You can't solo a PT? Really? They go down pretty easy if your ability to DPS doesn't suck. I mean unless they are played really, really well. Which is fine by me.

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5 more days until Pyro PT's & vanguards get nerfed, yay, ned time a Bioware employee thinks its fine giving 1 class the ability to take on 2-3 people at once and win, should be fired.

 

 

Shadow video. Starts with a 2v1, plus 2 more that came to help. 3:01 mark is a 3v1. 4:47 is another 2v1 fight.

 

Be sure to nerf Shadow/Assassin too, using your "logic".

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Because, you know, SMASH IS NOT OP AT ALL AND IS COMPLETELY BALANCED. Morons

smash doesn't bother me. it's too easy, but my main dps is a vg/pt, so I have no business talking about another spec's ease of use. in fact, my rage jugg has more key binds than I can comfortably fit on my G13 + naga (hold mouse left handed so only use about 5 or 6 of the 17 binds while in combat).

 

still, I would rather deal with smashers running around indiscriminately than put up with all that bubble-stun. I pretty much benched my deception sin, scrapper scoundrel and watchman sent when everyone started bubbling. even when I could still be effective, I just wasn't having any fun at all. it was one stun after another, and all of my openers are within 4m.

 

sans bubble-stun, I think we'll see more variation in wz composition...at least in regs. rated will always be fotm for max'd peak performance. now that every 4m attack won't result in aoe stuns, though, I expect to play my stealthies more, and I expect more ppl to return to combat/carnage, which should out dps focus/rage and bring much better utility

Edited by foxmob
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Shadow video. Starts with a 2v1, plus 2 more that came to help. 3:01 mark is a 3v1. 4:47 is another 2v1 fight.

 

Be sure to nerf Shadow/Assassin too, using your "logic".

 

Let's be fair. The average health of opponents in that video was 15k.

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