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Scoundrels/Operatives ridculously OP.

STAR WARS: The Old Republic > English > PvP
Scoundrels/Operatives ridculously OP.

blackadda's Avatar


blackadda
01.08.2012 , 07:47 PM | #661
Quote: Originally Posted by DarkeGBF View Post
Level 50's, regardless of what they say, don't die inside the stun, ever. It just doesn't happen in a 1v1 from 100% life. People sure do love to whine, though personally I think sorcerers are way more over the top than scoundrels/operatives.
Actually a nerf should only come in the form of limiting the ability against certain classes....maybe accompanied by a nerf to the healing of heavy armor classes.

And some higher hitpoint Level 50's may not "Die inside the stun" but the difference between dead and "cant fight back cos i got smacked for 14.9k dmg on the opener and only need 1 more hit to kill me" is much the same thing...

The burst on a lvl 50 is so devastating that you cant fight back...

Now im playing an OP i can see just how strong it is.

I think the issue here is they want a counter class to healers, that is absolutly needed... but in creating a counter to the heavy armor healers, they created a class that near insta=kills everything else.


Id be happy to see them nerf heavy armor healers into the ground. Nerf operatives armor pierce and maybe tweak the knockdown time a little... leaving operatives *supreme* mage healer killers.. and light/medium armor classes the only "viable" healers.



Without any change I see my prediciton of seeing teams with 8 ops or smuggs coming true.. simple because doubling 2 ops up on 1 player= dead player and 4vs8 is no contest.

Ops and smuggs maybe "weak" out of stealth... but they arent so weak that they cant kill somone easily 2vs1.

So your fight begins...

8 op vs 8 any other class
Ops insta gib 4 in the opener...
now its 4 other class vs 8 ops...
Ops easily finish off the other 4 due to numerical advantage and the fact its impossible to keep from being backstabbed when its 2vs 1.


I have already seen one team running with 5 high level smugglers ... the predictable result was they burst down 5 ppl and finished of the other 3 in short order.. over and over again.


The ability to burst down ANY class, then escape wihtout consiquences, is a very bad thing and it needs balancing....

Maldy's Avatar


Maldy
01.08.2012 , 07:53 PM | #662
i am an deception specced assasin, if they cought me in stealth im dead, if it's the other way around its my win.
/confused...

Rank 70 Deception Assasin

maradigamer's Avatar


maradigamer
01.08.2012 , 08:00 PM | #663
Are you sure Scoundrels and Operatives are the ones needing a nerf? Because Sorcerers (which is the class I play) and Bounty Hunters seem to be topping the damage charts in the matches I've played.

antiviolence's Avatar


antiviolence
01.08.2012 , 08:01 PM | #664
Quote: Originally Posted by blackadda View Post
Actually a nerf should only come in the form of limiting the ability against certain classes....maybe accompanied by a nerf to the healing of heavy armor classes.

I think the issue here is they want a counter class to healers... but in creating a counter to the heavy armor healers, they created a class that near insta=kills everything else.


Id be happy to see them nerf heavy armor healers into the ground. Nerf operatives armor pierce and maybe tweak the knockdown time a little... leaving operatives *supreme* mage healer killers.. and light/medium armor classes the only "viable" healers.


Without any change I see my prediciton of seeing teams with 8 ops or smuggs coming true.. simple because doubling 2 ops up on 1 player= dead player.

Ops and smuggs maybe "weak" out of stealth... but they arent so weak that they cant kill somone easily 2vs1.

So your fight begins...

8 op vs 8 any other class
Ops insta gib 4 in the opener...
now its 4 other class vs 8 ops...
Ops easily finish off the other 4 due to numerical advantage and the fact its impossible to keep from being backstabbed when its 2vs 1.


I have already seen one team running with 5 high level smugglers ... the predictable result was they burst down 5 ppl and finished of the other 3 in short order.. over and over again.


The ability to burst down ANY class, then escape wihtout consiquences, is a very bad thing and it needs balancing....
Sorry sir. You mentioned 5 "high level" smugglers so I assume you're not lvl 50?
Quote: Originally Posted by atreyuz View Post
oooh the classic 31/31/31 spec.

LaManoNera's Avatar


LaManoNera
01.08.2012 , 08:15 PM | #665
Quote: Originally Posted by Torkepl View Post
I dont see him rollin peoples from 100% to 0% in initial stun.
I don't see any level 50s getting killed before the first stun. Have any videos?
♥ Love ♥
Definition: Love is making a shot to the knees of a target 120 kilometers away using an Aratech sniper rifle with a tri-light scope.

iMakesh's Avatar


iMakesh
01.08.2012 , 08:20 PM | #666
Operatives and Scoundrels does insane damage when they open, but they're so easy to stop and they go down in no time. I think Troopers and BH's are way worse.
I think most people complain because they're playing Inquisitor/Consular (like 90% of all the players) and Scoundrels/Ops counter them pretty hard. I'm playing a Sniper and have never had trouble with an Op or Scoundrel, even though I'm a squishy class.

I hate to say it, but I'm pretty sure 99% of the people whining just need to learn to play their class properly, rather than asking for nerfs and buffs to compensate for their lack of skill.

blackadda's Avatar


blackadda
01.08.2012 , 08:22 PM | #667
Quote: Originally Posted by antiviolence View Post
Sorry sir. You mentioned 5 "high level" smugglers so I assume you're not lvl 50?

Im 50... I said high level because most of the smugglers were 50, all were over 36.

Those who say "but bh/sorc top the damage charts" miss a couple of things.

Kill charts are a bit misleading, non burst classes like BH and sorcs get high numbers of KILL ASSISTS, which the scorechart shows as "kills". Non burst classes always get more damage too due to AOE's and slower kills ( allowing time for more healing on the target)

If they put a new stat up for "1v1" kills, you would see the Op/s and smugglers kills are mostly 1v1 without anyone else having time to assist...let alone being "needed" to assist.

An OP or Smugg kills in under 17k damage to the target due to burst, a BH or sorc may take 20-30k to kill because of the target having time to heal and fight back.

So using the end of game charts only tells part of the story... its the 1v1 stat which we dont see which would tell the story of BURST damage and just how strong it is.

BW has these stats....its at least partially tracked because there is a medal for killing 1v1... just not represented in the end of game scorecards.

maradigamer's Avatar


maradigamer
01.08.2012 , 08:27 PM | #668
Quote: Originally Posted by blackadda View Post
Im 50... and those who say "but bh/sorc top the damage charts" miss a couple of things.

The slower damage is, the more damage a class racks up on the scorecharts you see endgame because slower damage allows the target to heal..therefore i rack up more points killing them.

Take a 15.5k hitpoint target.... a BH or Sorc will probably need to do 20-25k to kill that tagret becuase its got time to heal up/be healed.

an OP or Smugg however will only need 15.5 to 17k dmg to kill the same target... because more often than not... Knockdown, burst, 1 normal attack= dead.
No time for healing.

Kill charts are the same , non burst classes get high numbers of KILL ASSISTS, which the scorechart counts as "kills"



If they put a new stat up for "1v1" kills, you would see the Op/s and smugglers kills are mostly 1v1 without anyone else having time to assist...let alone being "needed" to assist.
I don't disagree, as Sorcerer I almost never win a 1v1 even against someone my level or lower. But I consider my class far more annoying to the other side and far more helpful to my team than I would be if I were just high burst dps.

I die a lot, sometimes the CC is so bad I just take my hands off the keyboard and wait til it's over, but I still think my class is in a really good place. And if I don't need a nerf, I can't see why Scoundrels and Ops do. Also, maybe it's because there are so many of us Sorcerers and Bounty Hunters around, but it seems those are the two classes I usually get killed by.

SithFlo's Avatar


SithFlo
01.08.2012 , 08:29 PM | #669
All these threads are posted by casual players who get owned by serious pvpers. PVP is not a PVE experience. You will not win every time. Sorry to break it to you. If you don't know when to use your CC, that is your fault. I'm an operative and I get ambushed by operatives too. 9/10 I'll turn around and kill them. It comes down to knowing your class.

Ops/Sc think about who to attack. We usually have power ups active before we attack anyone. I like to stack the +15% WZ expertise power up, power adrenal, and the power relic before i open up on someone.

What most of you guys mean by "balance" is that you don't want to lose in pvp. Most people that role operatives know what they are getting into, and they most likely know how to pvp. No class needs a nerf. Players just need to stop being so bad and take the time to learn their class.

blackadda's Avatar


blackadda
01.08.2012 , 08:45 PM | #670
Quote: Originally Posted by SithFlo View Post
All these threads are posted by casual players who get owned by serious pvpers. PVP is not a PVE experience. You will not win every time. Sorry to break it to you. If you don't know when to use your CC, that is your fault. I'm an operative and I get ambushed by operatives too. 9/10 I'll turn around and kill them. It comes down to knowing your class.

Ops/Sc think about who to attack. We usually have power ups active before we attack anyone. I like to stack the +15% WZ expertise power up, power adrenal, and the power relic before i open up on someone.

What most of you guys mean by "balance" is that you don't want to lose in pvp. Most people that role operatives know what they are getting into, and they most likely know how to pvp. No class needs a nerf. Players just need to stop being so bad and take the time to learn their class.
Try playing another class other than an op/smugg and then come back here to post your experiences....
I think youll find once you roll a 50 that isnt an operative, and get 3-4 shotted, your opinion might change.

Im playing a concealment Operative now untill the nerf comes , its *very* effective and easy to play... it takes a little positioning for the opener... but thats it. Even as a lowbie, ganking 50's is a piece of cake.

Anyone who isnt blind can play an operative or smugg in its current state and be effective and even blind players have a 50% chance of being behind their target when they attack.

Burst.... 1-2 out of stealth shots...kill..restealth... rinse/repeat