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Balance Vanguard/Commando Defenses


DDaMAGEr

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So, a lot of people out there say, that ATM Commando/Merc's defense is too good, and Vanguard/Powertech looks like glass cannon, especially in DPS role, such as this:

No changes to dps pt's defenses? It will continue to die in 5 seconds in both ranked and unranked?

Mercs will continue to be unkillable? Come on!

 

Thus l propose to do following step: why not take away Echoing Deterrence/Responsive Safeguards from Commando/Mercenary and give it to Vanguard/Powertech? Commandos have already pretty good defensive perks, such as Adrenal Surge and Trauma Stabilizers. And it's not likely you want to Reflect damage in PvE (and cause even more aggro), likely you will use Chaff Flare to drop aggro. Oppositely, as a Tank Reflecting damage might help a load with holding aggro and hurting the Boss.

 

Additionally, Vanguard's DCD are primarily "mild" ones in terms they last long, but don't provide massive defense (like what you'll pop if you're mezzed into blast & left with 5% HP), such as Saber Reflect of Juggernaut, or forcible stealth for Assassin. Also for Vanguard Tank - 6 pieces of equipment could provide extended duration for Echoing Deterrence, rather than Riot Gas, as last one looks more like Intimidating Roar (Jugg, that's not actual DCD, but reduces damage output of enemies by 15%), than actual DCD, say by about 2 seconds. l don't mind if with that transfer ED/RS will get its innate duration reduced to 4 or 5 seconds.

 

If do aforementioned thing - l think it will balance those classes pretty well in both PvP and PvE, VG DPS will lose inappropriate status of "glass cannons" and Tech tanking will receive some love, that it surely needs. My Main is VG Plasmatech/Shield Specialist (switch depending on Role), l'm very fond of how ability effects look, and want their performance was valuable too (tho Vanguard Tanking's acceptable as it is, but it could be stronger). Also Echoing Deterrence VFX is shiny, and be able to cast it by my Main wouldn't excess too. Cyan/Yellow sphere looks awesome and surely matches Shield Tech/Specialist theme! Plz feel free to consider the idea - and express your opinions here.

Edited by DDaMAGEr
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So, a lot of people out there say, that ATM Commando/Merc's defense is too good, and Vanguard/Powertech looks like glass cannon, especially in DPS role, such as this:

 

 

Thus l propose to do following step: why not take away Echoing Deterrence/Responsive Safeguards from Commando/Mercenary and give it to Vanguard/Powertech? Commandos have already pretty good defensive perks, such as Adrenal Surge and Trauma Stabilizers. And it's not likely you want to Reflect damage in PvE (and cause even more aggro), likely you will use Chaff Flare to drop aggro. Oppositely, as a Tank Reflecting damage might help a load with holding aggro and hurting the Boss.

 

Additionally, Vanguard's DCD are primarily "mild" ones in terms they last long, but don't provide massive defense (like what you'll pop if you're mezzed into blast & left with 5% HP), such as Saber Reflect of Juggernaut, or forcible stealth for Assassin. Also for Vanguard Tank - 6 pieces of equipment could provide extended duration for Echoing Deterrence, rather than Riot Gas, as last one looks more like Intimidating Roar (Jugg, that's not actual DCD, but reduces damage output of enemies by 15%), than actual DCD, say by about 2 seconds. l don't mind if with that transfer ED/RS will get its innate duration reduced to 4 or 5 seconds.

 

If do aforementioned thing - l think it will balance those classes pretty well in both PvP and PvE, VG DPS will lose inappropriate status of "glass cannons" and Tech tanking will receive some love, that it surely needs. My Main is VG Plasmatech/Shield Specialist (switch depending on Role), l'm very fond of how ability effects look, and want their performance was valuable too (tho Vanguard Tanking's acceptable as it is, but it could be stronger). Also Echoing Deterrence VFX is shiny, and be able to cast it by my Main wouldn't excess too. Cyan/Yellow sphere looks awesome and surely matches Shield Tech/Specialist theme! Plz feel free to consider the idea - and express your opinions here.

 

Hehe, not my best quoted message but you got the point. Indeed, pt/vg currently are too squishy, it needs some buff to defense (not much though, we dont need a new merc lol). As you said They can achieve two goals by one action: simply take one of the opped defense cds from merc and give it to pt. This will balance mercs survivability (which is beyond any doubt too overpowered at the moment), and will make pt viable in pvp again (since they are damn squishy at the moment).

 

I also saw that some players are demanding a buff to pt's dps and give them electro net... well, i pretty disagree with such inovation due to lack of reason to do so: burst pt spec already has good burst dps, it doesn't need any dps buff, and giving it electro net will make it too overpowered (no one will survive its huge burst under electronet lol). Dot pt spec, on the other side still requires dps buff even after latest patch actually buffed it.... However, even though they did buffed it, dot pt is still damaging really low ( or players still cant figure out how to play it?).

Edited by omaan
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Adrline rush is really weak, and wont save you under pressure, however if it healed to 70% it would be too much, id rather have a utility that reduces shield cd by taking dmg 1.30min is really a long CD for its only dcd.

Dps we are fine imo.

Edited by benficakungfu
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Make the Adrenalin Rush/Kolto Overload-utility, that Mercs can use Bounty-Hunter-wide (that would also buff PT-tanks, intended) and delete trauma stabilizators. That would bring Mercs deffs down to the ground and would increase PT's survivability. Im curious, how this would affect Pyro PT (35% Deff & CD-Reduction on Kolto Overload), however, all three specs are in need of a dcd-buff.

 

Why delete trauma stabilizazots? They are way overtuned in PvP and pretty useless in PvE. Maybe a strong nerf would also do it's job, because it's a major survivability tool for merc-healers in PvP. What about capping the maximum health regenerated to 40% of the players maximum health and/or reducing the amount of healing done by each stack?

Edited by Exocor
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Make the Adrenalin Rush/Kolto Overload-utility, that Mercs can use Bounty-Hunter-wide (that would also buff PT-tanks, intended) and delete trauma stabilizators. That would bring Mercs deffs down to the ground and would increase PT's survivability. Im curious, how this would affect Pyro PT (35% Deff & CD-Reduction on Kolto Overload), however, all three specs are in need of a dcd-buff.

 

Why delete trauma stabilizazots? They are way overtuned in PvP and pretty useless in PvE. Maybe a strong nerf would also do it's job, because it's a major survivability tool for merc-healers in PvP. What about capping the maximum health regenerated to 40% of the players maximum health and/or reducing the amount of healing done by each stack?

It already is on PT/VG. The 30% is so low that it's nigh useless.

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It already is on PT/VG. The 30% is so low that it's nigh useless.

 

My suggestion referred to the utility, Mercs can spec, which make Kolto heal with double speed and up to 70%. The current version of Kolto is, as you said, a bad joke.

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So, a lot of people out there say, that ATM Commando/Merc's defense is too good, and Vanguard/Powertech looks like glass cannon, especially in DPS role, such as this:

 

 

Thus l propose to do following step: why not take away Echoing Deterrence/Responsive Safeguards from Commando/Mercenary and give it to Vanguard/Powertech? Commandos have already pretty good defensive perks, such as Adrenal Surge and Trauma Stabilizers. And it's not likely you want to Reflect damage in PvE (and cause even more aggro), likely you will use Chaff Flare to drop aggro. Oppositely, as a Tank Reflecting damage might help a load with holding aggro and hurting the Boss.

 

Additionally, Vanguard's DCD are primarily "mild" ones in terms they last long, but don't provide massive defense (like what you'll pop if you're mezzed into blast & left with 5% HP), such as Saber Reflect of Juggernaut, or forcible stealth for Assassin. Also for Vanguard Tank - 6 pieces of equipment could provide extended duration for Echoing Deterrence, rather than Riot Gas, as last one looks more like Intimidating Roar (Jugg, that's not actual DCD, but reduces damage output of enemies by 15%), than actual DCD, say by about 2 seconds. l don't mind if with that transfer ED/RS will get its innate duration reduced to 4 or 5 seconds.

 

If do aforementioned thing - l think it will balance those classes pretty well in both PvP and PvE, VG DPS will lose inappropriate status of "glass cannons" and Tech tanking will receive some love, that it surely needs. My Main is VG Plasmatech/Shield Specialist (switch depending on Role), l'm very fond of how ability effects look, and want their performance was valuable too (tho Vanguard Tanking's acceptable as it is, but it could be stronger). Also Echoing Deterrence VFX is shiny, and be able to cast it by my Main wouldn't excess too. Cyan/Yellow sphere looks awesome and surely matches Shield Tech/Specialist theme! Plz feel free to consider the idea - and express your opinions here.

 

so essentially, you want to take mercs back to where they were when they were first target chosen and cussed at if they dared to poke their noses into ranked? make the pt's problem the mercs problem instead? i suppose i could respond in kind and just tell you fock powertechs...

 

the problem with responsive safeguards is that it ridiculously overpowered. 6 seconds of immunity to the only kind of damage that matters, plus reflect, plus heals with no limit or internal timer, all on a 2 minute cooldown is stupidly op. giving it to a different class doesn't fix that, it just spreads the broken.

Edited by sumquy
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so essentially, you want to take mercs back to where they were when they were first target chosen and cussed at if they dared to poke their noses into ranked?

 

mercenaries and commandos got Kolto Surge, Trauma Regulators and Responsive Safeguards in one patch.

 

I agree with the other stuff you said.

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  • 3 weeks later...
so essentially, you want to take mercs back to where they were when they were first target chosen and cussed at if they dared to poke their noses into ranked? make the pt's problem the mercs problem instead? i suppose i could respond in kind and just tell you fock powertechs...

No, Powertechs look great and are fun to play - l like them. And thus l wanna for them to be effective in battle as well. Right now they have worst DTPS (while shadow +30% average mitigation at some stuff (might be 5.0 with dual stance bug tho), this one gets -20% mitigation, l would understand +- ~1%, but these values're overkill) and their DCD's're joke.

 

Again 6 seconds only with tankrole equipment bonuses, normally it's 4s, maybe some heal cooldown/reflect cap insert here too, l don't mind, just more shields matches theme of Shield Tech, no way of Mercenaries'.

Edited by DDaMAGEr
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