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STUPID changes for 5.3 Mando/Merc

STAR WARS: The Old Republic > English > Classes > Commando / Mercenary
STUPID changes for 5.3 Mando/Merc

TalonVII's Avatar


TalonVII
06.21.2017 , 01:03 PM | #11
Quote: Originally Posted by Aetideus View Post
A lot of people have post opinions about a reasonable nerf to Mercs dcds.
Mine is just move the 70% Kolto overload utility to PTs. Actually reducing the 3 lives of mercs to 2.
No dps nerfs and PTs become viable again.
PTs need more than that to be viable. But that's a big step in the right direction.
Pretty, so what do we blow up first? -Wraith Squadron Motto
Ebon Hawk
Skiratta Legacy

Aetideus's Avatar


Aetideus
06.21.2017 , 01:08 PM | #12
Quote: Originally Posted by TalonVII View Post
PTs need more than that to be viable. But that's a big step in the right direction.
The current problem of PTs in 5.0 is actually...mercs. There was no big problem (if any) before.
If mercs are allowed to cast free, any spec without "leave me alone" utility (eg. Juggs - PTs) are focused and out first.
Imo, a reasonable nerf to Mercs will be vital for PTs, Juggs.

Thaladan's Avatar


Thaladan
06.21.2017 , 01:18 PM | #13
Quote: Originally Posted by Vodamin View Post
They ALWAYS penalize PvE with their PvP adjustments. It has never been the other way around.
They always **** US UP over PvPers. The merc/mando changes are absolutely unhealthy PvE wise.
They should NOT go live, or they should simply separate the damage output/utilities for PvE and PvE - the same way GW2 did it.

wrong, the actual nerf is a pve nerf.

merc arsenal outperforms according to a "Ranged Burst Damage Dealers (down to -5% of target DPS)" spec.

period.
Elite warlord sorcerer- sniper - powertech

Aetideus's Avatar


Aetideus
06.22.2017 , 12:16 PM | #14
Once we are happy with the damage output, we can start adjusting utilities to give those that need it a boost and others that are too powerful a reduction.
http://www.swtor.com/community/showthread.php?p=9333043

So for 5 moths QQ in the forums for merc survivability, plus who knows how long studied before 5.0, the only thing you managed are those groupings.
And when the illumination reaches your intellect - who knows when - you ll end to the QQ demands.
So, a year ahead of merc rerolling for pvp .

Is it really so difficult to nerf 1 of the main Merc dcds? Even if you are wrong Merc would still have 2 lives.

Hoppinswtor's Avatar


Hoppinswtor
07.02.2017 , 01:33 PM | #15
Uh...you can justify 35k heatseekers in this meta. Hell, all burst classes should have 35k+ moves. TTK is too high. 3.0 pvp required actual awareness, positioning, knowledge of other burst specs, and good use of defenses. Now people just randomly hit stuff because everyone is a livelord.
Hoppin <Death Smile>
Hoppinator (Merc), Hoppin (Sorc), Hopposites (Mara), Hoptimal (Sin)
Hopalicious (Jugg), Oppinator (Operative), Hoptimize (PT)

DsevenO's Avatar


DsevenO
07.02.2017 , 11:41 PM | #16
Quote: Originally Posted by Hoppinswtor View Post
TTK is too high
My vengeance Jugg disagrees.
Go Forth and Die

bubuljedi's Avatar


bubuljedi
07.11.2017 , 09:17 AM | #17
Nice R.I.P commando dps thanks bioware

Opiklo's Avatar


Opiklo
07.11.2017 , 10:25 AM | #18
why the hell did u have to touch the enery management?
terribly pissed....
and what the heck is the target dps?
9k?

then where are the scoundrel nerfs?

bubuljedi's Avatar


bubuljedi
07.11.2017 , 11:04 AM | #19
1k lost in opération totaly stupid nerf

scardera's Avatar


scardera
07.11.2017 , 12:07 PM | #20
wow...im already unsub but no way im coming back after this lol