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Problems with Marauder PvP


HeCTiCLOB's Avatar


HeCTiCLOB
03.02.2012 , 12:25 AM | #1
This is not a thread about how good or bad the class is. Its not a thread about my own nor anyone else's personal skill with the class. Its not a thread about crying or praising. If thats what you're looking for, stop reading right now.

1. Disruption.
This ability is supposed to be an "instant" cast. Why is it that this ability can not be used until a previously used ability has finished playing out its animation? Waiting 2-3 swings on a normal attack before being able to use this ability can be the difference between a kill and a 5k heal.

2. Top Level - Huttball
This is a major concern. As a Marauder, the only way we can be effective is by point blank contact. Charging the ball-carrier on the top platform only to be thrown off to the bottom floor time and time again makes us completely useless. We don't have ranged abilities. This is not fun. This is not enjoyable. Perhaps an ability that keeps us grounded for 5 secs and/or slows our speed as a result? Perhaps anyone we have in a force choke pulls our target down with us?

3. Crippling Slash
See problem #1. Same rules apply. This ability should be able to be used immediately after a force charge. The slow speed should also be debated as well. Something is broken when classes have the ability to slow a marauder and press nothing more than the backwards key to very easily prevent a marauder from reaching them.

Goeman's Avatar


Goeman
03.02.2012 , 03:39 AM | #2
I agree all of your writes . Still wait for fix that all by bioware . (i think i just need more patience for it )

Spiderbubble's Avatar


Spiderbubble
03.02.2012 , 03:58 AM | #3
The marauder class is only decent if it can connect onto a target.


The problem is, particularly in huttball, that this is very difficult to do. Hutt Ball is so imbalanced for Marauders, that I sometimes leave the game instantly upon going into it. I hate it that much.

Controversially, on a Sniper, it's far more enjoyable. And if you're an OP Chara-I mean Sorc- then go ahead and suck because you'll still do better than anyone with less than quadruple your PvP experience.

Hutt Ball in general is a pile of dung and there needs to be an option to not be stuck playing it. If given the option, I would disable Hutt Ball (in fact, for any class, it's just dumb, just that Marauder makes this even less bearable).

If you're going to have every class in the game have such spammable knockbacks, then why is Hutt Ball's map layout so anti-Melee? At least Operatives/Assassins (and mirror classes) have stealth to break the gap without anyone knowing. For us, it's either walk forever while being shot at, or charge in and get knocked back.

On top of that, you can get knocked back while charging BEFORE you ever hit your target.

Dumb balancing is dumb.


EDIT: Did I mention that if you Charge over an air vent that it de-syncs your character and you cannot do ANYTHING until you either Charge to another character or simply die?

Yeah, it's horse dung.

idrik's Avatar


idrik
03.02.2012 , 04:06 AM | #4
Quote: Originally Posted by HeCTiCLOB View Post
This is not a thread about how good or bad the class is. Its not a thread about my own nor anyone else's personal skill with the class. Its not a thread about crying or praising. If thats what you're looking for, stop reading right now.

1. Disruption.
This ability is supposed to be an "instant" cast. Why is it that this ability can not be used until a previously used ability has finished playing out its animation? Waiting 2-3 swings on a normal attack before being able to use this ability can be the difference between a kill and a 5k heal.

2. Top Level - Huttball
This is a major concern. As a Marauder, the only way we can be effective is by point blank contact. Charging the ball-carrier on the top platform only to be thrown off to the bottom floor time and time again makes us completely useless. We don't have ranged abilities. This is not fun. This is not enjoyable. Perhaps an ability that keeps us grounded for 5 secs and/or slows our speed as a result? Perhaps anyone we have in a force choke pulls our target down with us?

3. Crippling Slash
See problem #1. Same rules apply. This ability should be able to be used immediately after a force charge. The slow speed should also be debated as well. Something is broken when classes have the ability to slow a marauder and press nothing more than the backwards key to very easily prevent a marauder from reaching them.


Disruption

IS instant cast and is NOT on the global, if you can't manage to make it work then its user error, sorry. I have never once had an issue using it, I've kicked heals mid animation on almost every ability and I can tell you for a fact it works perfectly fine. If you notice it not going off , I would say there is a better than not chance that you did not have enough rage for it. If you notice it happening mostly when you use assault then that is almost 100% the reason.

In fact you can actually use it to cancel longer animations just like you can with retal. Granted it's pointless to do so unless you're using it to stop a cast, however it does work.



Huttball

Again, user error. You need to learn how to position yourself properly, unless I'm being careless I rarely get knocked off of any platform or into any hazard. If you charge up and stand between that person and the edge you deserve to be knocked off for your carelessness. If it's not fun being knocked off so much then fix your mistakes and you'll have a lot more fun. You really can't complain when 90% of the time it's your fault if you get knocked off.


Crippling Slash

It IS usable immediately after a force charge, you only have a 1.5s global to deal with. Depending on how far away the person you charge is ,you have at least 1 second of flight time. Not to mention the fact that FC roots the person for 2 seconds, if you cant manage to snare them in the 2 seconds they are rooted then again...its user error.

The ONLY thing out of all three things you mentioned that I even remotely agree on, and cant tell you for a fact that its your fault is the %snare of crip slash. However, it is far from bad the way it is, would I like to see a 70% snare...sure...do we need it? No.




It sounds like you need to take a minute and re-evaluate what you're doing, you can fix your own problems.

idrik's Avatar


idrik
03.02.2012 , 04:12 AM | #5
Quote: Originally Posted by Spiderbubble View Post
The marauder class is only decent if it can connect onto a target.



On top of that, you can get knocked back while charging BEFORE you ever hit your target.

EDIT: Did I mention that if you Charge over an air vent that it de-syncs your character and you cannot do ANYTHING until you either Charge to another character or simply die?
Besides those two things , which are correct and indeed pretty stupid (ive had to /stuck kill myself to many times, that being said it's not hard to pay attention to and avoid) I'll tell you the same thing as the OP. 90% of it is your fault and you can fix it.

Huttball is NOT anti melee, it's anti careless and anti 0 situational awareness.

Marauders have more than enough to do consistently well in any form of PvP this game has to offer. MOST people playing them don't care to take the time to learn what they're doing wrong and how they can fix it. They just want to run in , smack their face on the keyboard and be rewarded for it.

syncronius's Avatar


syncronius
03.02.2012 , 04:16 AM | #6
Quote: Originally Posted by idrik View Post
Disruption

IS instant cast and is NOT on the global, if you can't manage to make it work then its user error, sorry. I have never once had an issue using it, I've kicked heals mid animation on almost every ability and I can tell you for a fact it works perfectly fine. If you notice it not going off , I would say there is a better than not chance that you did not have enough rage for it. If you notice it happening mostly when you use assault then that is almost 100% the reason.

In fact you can actually use it to cancel longer animations just like you can with retal. Granted it's pointless to do so unless you're using it to stop a cast, however it does work.



Huttball

Again, user error. You need to learn how to position yourself properly, unless I'm being careless I rarely get knocked off of any platform or into any hazard. If you charge up and stand between that person and the edge you deserve to be knocked off for your carelessness. If it's not fun being knocked off so much then fix your mistakes and you'll have a lot more fun. You really can't complain when 90% of the time it's your fault if you get knocked off.


Crippling Slash

It IS usable immediately after a force charge, you only have a 1.5s global to deal with. Depending on how far away the person you charge is ,you have at least 1 second of flight time. Not to mention the fact that FC roots the person for 2 seconds, if you cant manage to snare them in the 2 seconds they are rooted then again...its user error.

The ONLY thing out of all three things you mentioned that I even remotely agree on, and cant tell you for a fact that its your fault is the %snare of crip slash. However, it is far from bad the way it is, would I like to see a 70% snare...sure...do we need it? No.




It sounds like you need to take a minute and re-evaluate what you're doing, you can fix your own problems.
have to agree with this poster, most of the problems u are listing are user errors. once i started positioning myself properly (after charge u have the time for that) i have not ONCE been knocked down intentionally at hutball.
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Drachdhar's Avatar


Drachdhar
03.02.2012 , 06:17 AM | #7
Problem comes when your opponents are good enough to reposition themselves quickly and knock of knockback. Which is the case on my server... If they get any angle on you then you're off the ledge.
You'll still manage to pull down some hurt on their asses, but then you'll be dead due to ranged being so much better overall.

The real problem for Marauders comes from the fact that most ranged have easy to use almost free ranged slows, proc-based of their free ranged attack in some cases, and when you close the distance you're KBed and rooted, then slowed, then stunned.

Way to much CC in this game... Would help if Resolve actually made you immune to ALL CC, not just stuns, and potentially KBs, Resolve rarely seems to be working anyway.

I do find it very bad though that Powertechs get a free to use to use Disruption with equal cooldown. Marauder Disruption should not have a Rage cost...
The Progenitor
Invisus - 55 Marauder -- Kaibaal - 55 Powertech
Noctum - 50+ Assassin -- Tenebres - 42 Sorcerer --
Stragus - 29+ Juggernaut -- Gast - 14+ Operative

Asphen's Avatar


Asphen
03.02.2012 , 06:35 AM | #8
Quote: Originally Posted by idrik View Post
Disruption

IS instant cast and is NOT on the global, if you can't manage to make it work then its user error, sorry. I have never once had an issue using it, I've kicked heals mid animation on almost every ability and I can tell you for a fact it works perfectly fine. If you notice it not going off , I would say there is a better than not chance that you did not have enough rage for it. If you notice it happening mostly when you use assault then that is almost 100% the reason.

In fact you can actually use it to cancel longer animations just like you can with retal. Granted it's pointless to do so unless you're using it to stop a cast, however it does work.



Huttball

Again, user error. You need to learn how to position yourself properly, unless I'm being careless I rarely get knocked off of any platform or into any hazard. If you charge up and stand between that person and the edge you deserve to be knocked off for your carelessness. If it's not fun being knocked off so much then fix your mistakes and you'll have a lot more fun. You really can't complain when 90% of the time it's your fault if you get knocked off.


Crippling Slash

It IS usable immediately after a force charge, you only have a 1.5s global to deal with. Depending on how far away the person you charge is ,you have at least 1 second of flight time. Not to mention the fact that FC roots the person for 2 seconds, if you cant manage to snare them in the 2 seconds they are rooted then again...its user error.

The ONLY thing out of all three things you mentioned that I even remotely agree on, and cant tell you for a fact that its your fault is the %snare of crip slash. However, it is far from bad the way it is, would I like to see a 70% snare...sure...do we need it? No.




It sounds like you need to take a minute and re-evaluate what you're doing, you can fix your own problems.


There is always a poster like this Jerk.


Bro, none of us think you are good. We know you can reposition to try and prevent a knockback from sending you off a catwalk.

Bro, but you saying that it works for you every single time. No way Bro. You hear me Bro? No way Bro.



I don't understand why the community hurts itself like this. Every time a poster has some very valid points about the class. There is always some Bro that has to try to impress to the internet community that he is the #1 Bro - and never has any of these issues.

/sigh



Good post though, OP.

Carbonated's Avatar


Carbonated
03.02.2012 , 06:40 AM | #9
Getting knocked off is preventable, some will still get you, some wont. I dont have a problem with it where I would actually complain about it, because I know most of the time If i had of moved a bit better I wouldn't be back down, Most times I can get back up and still kill them anyway.

Dont be afraid to fear if you need to position.


Crippling slash, I dont even use it, theres no need.

I dont see the problem with disruption, I guess my ping makes me immune from the problem.(190 im aussie on us server).
I used to be Part of the community But the aussie dollar is strong with this one.

Setehk's Avatar


Setehk
03.02.2012 , 06:54 AM | #10
Quote: Originally Posted by Asphen View Post
There is always a poster like this Jerk.


Bro, none of us think you are good. We know you can reposition to try and prevent a knockback from sending you off a catwalk.

Bro, but you saying that it works for you every single time. No way Bro. You hear me Bro? No way Bro.



I don't understand why the community hurts itself like this. Every time a poster has some very valid points about the class. There is always some Bro that has to try to impress to the internet community that he is the #1 Bro - and never has any of these issues.

/sigh



Good post though, OP.
While i dont think marauder is perfect, I agree that if you are getting thrown off a catwalk, its your own fault. I've leveled 2 Marauders and 1 Sentinel (server switching to play with friends) and never have any problems in huttball. I get the top (or close to) kills/dmg along with some caps. Truthfully i think huttball is the best warzone of the 3. It requires situational awareness and not just RAWR I HIT YOU AND YOU DIE!. People complain about it too much, usually because they fail to take the time to look around at where they/their enemy are or whats going on around them.

Also disrupt works just fine for me and as someone else said i dont use crippling slash. With immobilize effects and my run speed i dont really find a need.