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Any changes for Resolve and/or help with CC on melee?

STAR WARS: The Old Republic > English > Classes
Any changes for Resolve and/or help with CC on melee?

Skeptical's Avatar


Skeptical
01.23.2012 , 12:56 PM | #11
Quote: Originally Posted by kainsec View Post
I just want roots affected by resolve. Heck my class in its shared tree has a 2 second root on a 9 second cd with 30m range. No one at all should ever ever ever be able to control anyone's movement 20% of the time before counting other CCs like snare (fine with it not being resolved), stun, kb, kd, without it affecting resolve.

Also to the person 2 above me sins have ways to get out of roots that's true once every 20 (if specced) or 30 seconds and only available to tanksin. All sins attacks are within 10m except the madness top tier ability our own stupidly overpowered root or once every 2 mins we can make our force lightning reach 30m plus all our non immidately melee range attacks have cds on them. Saying roots aren't a big deal for sins/shadows is wrong.
There's no reason whatsoever that Resolve should not be affected by Roots.

I don't think being in Cover should negate Force Leap either. Both together is too much. Add in snares and stuns and it's troubling that the current mechanics have lasted this long.

If ranged classes can be immune to melee's gap closers than why doesn't melee have some form of root/stun/snare immunity other than Resolve?

Gomfedj's Avatar


Gomfedj
01.23.2012 , 12:59 PM | #12
Quote: Originally Posted by Skeptical View Post

Increasing Resolve on roots wouldn't make Stuns more powerful, it would make them less effective and cut down on some of the excessive CC in PvP.
*snips*

Ah your much more informed than me on stuff thank ya for the info ,

The reason i said/implied it might make it more powerful is if roots are constantly resetting the resolve, your resolve will be active/drained much more often, i am ALWAYS watching someone's resolve to see if it is full/empty, so i know if i wanna use my 7second mez or my 3second stun, i also sometimes (if it is 1v1) use my stealth mez to make em burn their CC breaker then wait till the resolve is empty again then stun them. If they are almost full i usually use my 7second mez, watch em break it because their resolve is full and they figure now is the best time to use the CC break, i then just run around while resolve empties etc etc..

If i could use my root to reset/fill up resolve i might be able to use that in situations to reset people's resolve so my 7second mez or 3second stun would last full time (if they had no CC breaker up)

dunno would be interesting to play with root's causing more resolve, just to see the difference if it helped or hurt things.

on a side note, in warzones i honestly usually get killed my melee's 2nd most often, with sith sorcs being #1killer, bh/mercs being 3nd and finally smugglers/IA's being 4th. I think this is because i am a scoundrel though and my defense sucks, yet i have to be "up close" to do damage

i could see commando's/vanguards and bh/mercs driving melee tanks NUTS with roots and kiting

Gomfedj's Avatar


Gomfedj
01.23.2012 , 01:02 PM | #13
Quote: Originally Posted by Skeptical View Post
There's no reason whatsoever that Resolve should not be affected by Roots.

I don't think being in Cover should negate Force Leap either. Both together is too much. Add in snares and stuns and it's troubling that the current mechanics have lasted this long.

If ranged classes can be immune to melee's gap closers than why doesn't melee have some form of root/stun/snare immunity other than Resolve?
quick question does that "shield" that snipers/gunslingers put down prevent force leap?? if so that would be annoying, as a scoundrel i NEVER use cover (we only have the 2 baseline smuggler abilities that require it), but i tried it a few times seeing how it affects force leap (which drives me crazy btw that leap has like a 30m range doesn't it? i swear sometimes it seems like they JUST come into view then WHAM they are on top of me

Skeptical's Avatar


Skeptical
01.23.2012 , 01:12 PM | #14
Quote: Originally Posted by Gomfedj View Post
quick question does that "shield" that snipers/gunslingers put down prevent force leap?? if so that would be annoying, as a scoundrel i NEVER use cover (we only have the 2 baseline smuggler abilities that require it), but i tried it a few times seeing how it affects force leap (which drives me crazy btw that leap has like a 30m range doesn't it? i swear sometimes it seems like they JUST come into view then WHAM they are on top of me
Yeah, being in Cover (the shields) negates Force Leap. You can't Leap at a target who's in cover.

And I'm interested to see how Resolve being affected by root would affect PvP. The test server is a perfect place to try it out.

Fiachsidhe's Avatar


Fiachsidhe
01.23.2012 , 01:31 PM | #15
Quote: Originally Posted by Skeptical View Post
The forums really need another thread from Operative/Smuggler players who think a very needed damage nerf is the end of the game and world, but what about other aspects of the game?

It seems like there are way too many CC abilities that either don't give any Resolve or barely fill Resolve up.

Roots are horrible on melee. CC in general is, but Roots need to increase Resolve a good bit and I don't think that they currently raise Resolve by much, if at all.

Are some abilities ignoring Resolve or is Resolve not working as intended?

It feels like it currently is not.

When you couple that with the escapes and mitigation that ranged classes have it really highlights the ranged vs melee issues that every game seems to suffer from.

Shouldn't the Resolve mechanics and the amount of Resolve CC gives be a priority insofar as PvP balance is concerned?

P.S. Don't use my post to try to "prove" that Operative/Smuggler nerf isn't necessary because it is.
As a sentinel, this is pretty much how all my WZ encounters go.

1. Engage and hammer on one ability that has a 50/50 chance of never going off.
2. Hold (remove with resolute) - knockback - hold - hold - knockback - dead
3. Rinse/repeat

Playing a sentinel in PVP is like a stress test. Now I get my *** kicked by level 17 sorcerers at 48.

It's like the PVP is bad on purpose.

Skeptical's Avatar


Skeptical
01.23.2012 , 05:44 PM | #16
Quote: Originally Posted by Fiachsidhe View Post
As a sentinel, this is pretty much how all my WZ encounters go.

1. Engage and hammer on one ability that has a 50/50 chance of never going off.
2. Hold (remove with resolute) - knockback - hold - hold - knockback - dead
3. Rinse/repeat

Playing a sentinel in PVP is like a stress test. Now I get my *** kicked by level 17 sorcerers at 48.

It's like the PVP is bad on purpose.
I don't think it would be that bad if some of the CC was toned down or Resolve gains were increased, or even just making all CC increase Resolve.

Can anyone come up with a legitimate reason for Resolve not being affected by roots?