sumquy Posted March 15, 2016 Share Posted March 15, 2016 (edited) currently with arenas, if you win/lose the first round, 9 times out of 10, the same is going to happen the second round too. i think that one of the main reasons for that is that by resetting the cooldowns between rounds, you give unfair advantage to classes with powerful, but long cooldown duration defensives. the problem with mercs and snipers in arenas illustrates this: both classes have weak to middling defensives that are supposed to be compensated for by the short cooldown duration. resetting the cooldowns completely negates that and, imo, is the main reason they struggle so much. come the second round they still can't win because the enemies strong defensives are given right back to them. if that were changed these classes might actually have a chance to kill before being killed. again. i think if they changed this, we would see a lot more 3 round matches than we currently do. it might not change the final outcome, since the strong defensives would probably be back for the third round, but on the other hand, it would force players to think about which cooldowns to use instead of just spam all, they are coming right back anyway. discuss? Edited March 15, 2016 by sumquy Link to comment Share on other sites More sharing options...
JouerTue Posted March 15, 2016 Share Posted March 15, 2016 the problem is that your way you'd give an unfair advantage to those classes with short DCDs, and consider that some classes are viable only thanks to the ''spam all'' friendly system of arenas. Link to comment Share on other sites More sharing options...
sumquy Posted March 15, 2016 Author Share Posted March 15, 2016 (edited) the problem is that your way you'd give an unfair advantage to those classes with short DCDs, and consider that some classes are viable only thanks to the ''spam all'' friendly system of arenas. how do you mean? i think, for the most part, the defensives are relatively well balanced in terms of what they do vs. time cost. for example, a snipers evasion is just a weaker version of a maras undying rage. this is supposed to compensated by the shorter cooldown on evasion, but, with the reset, it's not. without the reset, you get the same effect as in an 8v8, where defensives keep their cooldowns through death. also, which classes are only viable because of spam all? not sure what you mean. Edited March 15, 2016 by sumquy Link to comment Share on other sites More sharing options...
Coloneli Posted March 15, 2016 Share Posted March 15, 2016 0/10 5char Link to comment Share on other sites More sharing options...
sumquy Posted March 15, 2016 Author Share Posted March 15, 2016 (edited) 0/10 5char thank you for your insightful input. i now see why i was wrong. Edited March 15, 2016 by sumquy Link to comment Share on other sites More sharing options...
foxmob Posted March 15, 2016 Share Posted March 15, 2016 read title. all I need. hard no. Link to comment Share on other sites More sharing options...
rebsten Posted March 15, 2016 Share Posted March 15, 2016 currently with arenas, if you win/lose the first round, 9 times out of 10, the same is going to happen the second round too. i think that one of the main reasons for that is that by resetting the cooldowns between rounds, you give unfair advantage to classes with powerful, but long cooldown duration defensives. the problem with mercs and snipers in arenas illustrates this: both classes have weak to middling defensives that are supposed to be compensated for by the short cooldown duration. resetting the cooldowns completely negates that and, imo, is the main reason they struggle so much. come the second round they still can't win because the enemies strong defensives are given right back to them. if that were changed these classes might actually have a chance to kill before being killed. again. i think if they changed this, we would see a lot more 3 round matches than we currently do. it might not change the final outcome, since the strong defensives would probably be back for the third round, but on the other hand, it would force players to think about which cooldowns to use instead of just spam all, they are coming right back anyway. discuss? The cooldown reset is pretty necessary. As for favoring long cds vs short, well, that's kind of just the nature of things. The real issue runs deeper, which is balance, which Bioware can't handle. To be fair, they aren't alone, but they are by far the slowest to address everything, including balance, which is usually the slowest thing addressed in any game. Link to comment Share on other sites More sharing options...
sumquy Posted March 15, 2016 Author Share Posted March 15, 2016 (edited) The cooldown reset is pretty necessary. As for favoring long cds vs short, well, that's kind of just the nature of things. The real issue runs deeper, which is balance, which Bioware can't handle. To be fair, they aren't alone, but they are by far the slowest to address everything, including balance, which is usually the slowest thing addressed in any game. see, that is what i am asking. why is it "pretty necessary"? it is "the nature of things" right now, but why does it have to be? while i agree that balance is a huge issue, it is also a difficult one to fix. this is very simple, and i think would change arenas in the way i described. Edited March 15, 2016 by sumquy Link to comment Share on other sites More sharing options...
JouerTue Posted March 15, 2016 Share Posted March 15, 2016 marauders would have, in round two, only camo and cloak of pain, no dome shield for snipers, deflection, battle readiness for shadows, no electronet for mercs, while operatives, PT, SORCS would have all of theirs shortly after 2nd round starts, and juggs could easily save some of their numerous cds. considering how 2 of the most op classes of recent swtor pvp would benefit from your suggested system i say no. spam all classes: mercs, PT, shadows, sentinels, operatives. on those classes you hardly can avoid to pop everything and any class without cloaks or force barriers must do it under focus. Link to comment Share on other sites More sharing options...
knowmyname Posted March 15, 2016 Share Posted March 15, 2016 Round 1 didn't work for you? Change tactics. It has nothing to do with cool downs. You forgot L2P in your title Link to comment Share on other sites More sharing options...
sumquy Posted March 15, 2016 Author Share Posted March 15, 2016 (edited) marauders would have, in round two, only camo and cloak of pain, no dome shield for snipers, deflection, battle readiness for shadows, no electronet for mercs, while operatives, PT, SORCS would have all of theirs shortly after 2nd round starts, and juggs could easily save some of their numerous cds. considering how 2 of the most op classes of recent swtor pvp would benefit from your suggested system i say no. spam all classes: mercs, PT, shadows, sentinels, operatives. on those classes you hardly can avoid to pop everything and any class without cloaks or force barriers must do it under focus. force barrier, saber ward, and sniper shield are all on 3 minute cooldowns and mara and sniper can spec for 30 sec reductions, while sorc cannot, EDIT:SORCS CAN AS WELL WITH FORCE HASTE. not sure why you think sorcs would get bubble back faster. and it's not like i am saying to nerf them, they still get full value on the defensive, they just wouldn't get to use them again before the cooldown runs out naturally. "any class without cloaks or force barriers must do it under focus". well ya. maybe not asking the question correctly. why do powerful defensives like bubble, saber ward, etc. get their cooldown timers cut in half for arenas only? Edited March 15, 2016 by sumquy Link to comment Share on other sites More sharing options...
Master-Nala Posted March 15, 2016 Share Posted March 15, 2016 marauders would have, in round two, only camo and cloak of pain, no dome shield for snipers, deflection, battle readiness for shadows, no electronet for mercs, while operatives, PT, SORCS would have all of theirs shortly after 2nd round starts, and juggs could easily save some of their numerous cds. considering how 2 of the most op classes of recent swtor pvp would benefit from your suggested system i say no. First thing, the OPs idea is not a good idea. But I was struck by the underlined statement. What makes you believe that to be true? It seems like this idea would hurt Assassins, Mercs & Snipers the least, not the most. Cooldowns - Defensive and Offensive Powertech Explosive fuel - 120 sec Energy Shield - 120 sec Kolto Overload - 180 sec Thermal Sensor Override - 120 sec Marauders Cloak of Pain - 60 sec Obfuscate - 60 sec Force Camo - 45 sec Bloodthirst - 300 sec Frenzy - 150 sec Undying Rage - 180 sec Saber Ward - 180 Assassins Blackout - 60 sec Force Cloak - 120 sec Deflection - 120 sec Force Shroud - 60 sec Overcharge Saber - 120 sec Phase Walk - 45 sec Sorcerers Force Barrier - 180 sec Polarity Shift - 120 sec Unlimited Power - 300 sec Phase Walk - 45 sec Mercenaries Electro-Net - 90 sec Power Surge - 60 sec Energy Shield - 120 sec Kolto Overload - 180 sec Thermal Sensor Override - 120 sec Snipers Evasion - 60 sec Entrench - 60 sec Diversion - 60 sec Laze Target - 60 sec Ballistic Shield - 180 sec Target Acquired - 120 sec Imperial Preparation - 180 sec Link to comment Share on other sites More sharing options...
Master-Nala Posted March 15, 2016 Share Posted March 15, 2016 force barrier, saber ward, and sniper shield are all on 3 minute cooldowns and mara and sniper can spec for 30 sec reductions, while sorc cannot. They can, it's the Tier 3 utility Force Speed. Link to comment Share on other sites More sharing options...
sumquy Posted March 15, 2016 Author Share Posted March 15, 2016 They can, it's the Tier 3 utility Force Speed. force haste. this is correct. i had forgotten about that part of it. Link to comment Share on other sites More sharing options...
rebsten Posted March 15, 2016 Share Posted March 15, 2016 see, that is what i am asking. why is it "pretty necessary"? it is "the nature of things" right now, but why does it have to be? while i agree that balance is a huge issue, it is also a difficult one to fix. this is very simple, and i think would change arenas in the way i described. Think of how the matches end, they burn their cds, and sometimes, right after, they still die. Well, now round 2 pops, and they have no cds. Guess who is getting tunneled? Plus, it's as we said, if R1 was a failure, your team needs to refocus and change tactics, because even if you only lost because of teh op cds, you have to realize, you'll "win" r2 because of those mean old cds, but they will be back in r3, so what does it matter? Link to comment Share on other sites More sharing options...
Anishor Posted March 15, 2016 Share Posted March 15, 2016 read title. all I need. hard no. Seconded. Link to comment Share on other sites More sharing options...
sumquy Posted March 15, 2016 Author Share Posted March 15, 2016 Think of how the matches end, they burn their cds, and sometimes, right after, they still die. Well, now round 2 pops, and they have no cds. Guess who is getting tunneled? that is exaclty the point. it would force some thought about which cooldowns to use and when instead of just spam all. Plus, it's as we said, if R1 was a failure, your team needs to refocus and change tactics, because even if you only lost because of teh op cds, you have to realize, you'll "win" r2 because of those mean old cds, but they will be back in r3, so what does it matter? my point in the first line of op still holds, if you lose the first round, it is maybe 1 in 10 that things will be different in the second round irregardless of "change tactics." it matters, because class balance is hard and bw either can't figure it out or just doesn't care. this is easy and would at least bring it closer. for some reason this post seems to have caught the attention of the one liner rehards, but only a few willing to address the question: why is it fair or right that powerful defensives get their cooldowns cut in half for arenas only? Link to comment Share on other sites More sharing options...
jedcjedcjedc Posted March 15, 2016 Share Posted March 15, 2016 The point of arenas is an all out fight between two teams. How can you go all out when half your CD's are gone? (or really, closer to all, since the second round starts about 30-45 seconds after you died, depending on the order) Link to comment Share on other sites More sharing options...
Kakisback Posted March 16, 2016 Share Posted March 16, 2016 Yeah no. If not for anything else, for the fact that once you know you're going to lose, you can have a stealther vanish and stay hidden until everyone's CDs are back up Link to comment Share on other sites More sharing options...
MasterFeign Posted March 16, 2016 Share Posted March 16, 2016 read title. all I need. hard no. This, 100% this. Link to comment Share on other sites More sharing options...
DerSchneider Posted March 16, 2016 Share Posted March 16, 2016 currently with arenas, if you win/lose the first round, 9 times out of 10, the same is going to happen the second round too. i think that one of the main reasons for that is that by resetting the cooldowns between rounds, you give unfair advantage to classes with powerful, but long cooldown duration defensives. the problem with mercs and snipers in arenas illustrates this: both classes have weak to middling defensives that are supposed to be compensated for by the short cooldown duration. Yes please, I will spec my ED to 90 sec and will dominate everything. Actually this will hurt BH / troopers even more, because they will certainly lose kolto overload. Marauders will suffer the most, by losing two major 2+ min cooldowns reset. Jugs will benefit Operatives will benefit Assassins and sorcs will stlll be able to PW and heal2full. Link to comment Share on other sites More sharing options...
tcgtqu Posted March 16, 2016 Share Posted March 16, 2016 (edited) Is this one of those nerf Sorc Force Barrier threads? Edited March 16, 2016 by tcgtqu Link to comment Share on other sites More sharing options...
Groncho Posted March 17, 2016 Share Posted March 17, 2016 currently with arenas, if you win/lose the first round, 9 times out of 10, the same is going to happen the second round too. i think that one of the main reasons for that is that by resetting the cooldowns between rounds, you give unfair advantage to classes with powerful, but long cooldown duration defensives. the problem with mercs and snipers in arenas illustrates this: both classes have weak to middling defensives that are supposed to be compensated for by the short cooldown duration. resetting the cooldowns completely negates that and, imo, is the main reason they struggle so much. come the second round they still can't win because the enemies strong defensives are given right back to them. if that were changed these classes might actually have a chance to kill before being killed. again. i think if they changed this, we would see a lot more 3 round matches than we currently do. it might not change the final outcome, since the strong defensives would probably be back for the third round, but on the other hand, it would force players to think about which cooldowns to use instead of just spam all, they are coming right back anyway. discuss? lol pls tell me u run a sorc Link to comment Share on other sites More sharing options...
sumquy Posted March 17, 2016 Author Share Posted March 17, 2016 (edited) lol pls tell me u run a sorc i have 4 different toons that i run dailies on, yes one of them is a sorc, and for him, what i propose would be a considerable nerf. it doesn't matter anyway. what i have learned from this is that all the talk about class balance is just ********. everybody says they want it, but if you start talking about the specifics of why some classes dominate and others are not viable, then i'm an idiot/troll/n2l2p/etc. it is those other classes that are op, mine is weak and needs a buff. this is my last post on this thread. i am done with it. Edited March 17, 2016 by sumquy Link to comment Share on other sites More sharing options...
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