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Tank Assassins (and Shadows) are ruining PvP.

STAR WARS: The Old Republic > English > PvP
Tank Assassins (and Shadows) are ruining PvP.

Astakhan's Avatar


Astakhan
04.20.2012 , 01:08 PM | #281
Quote: Originally Posted by Hermagaddon View Post
I cant speak for a Tankassin wearing DPS gear, as i have never played that way. I am a Tankassin wearing Tank gear.

So, for all the crying. You guys can do this, and that. Even with the use of all my abilities. A decent/good healer can heal him/herself through my damage. As it is not that high as people claim it to be. The only real damage attack we have is force lightning, though only when used with both Harnessed Darkness and Recklessness.

1vs1, Yes we are a good class due to the fact that we are so versatile. But, A dps does alot more damage. And a jug can take more damage. There are only 2 classes that are easy for a Tankassin. That is the sniper and its counterpart and a dps specced sorcerer and its counterpart.

Apart from that. As long as the other class knows how to play the class. Which only very few on my server do. Its an equal fight. I lose some, and i win others. And if they dont know how to play their class... then yeah. I destroy them easily. But if i easily destroy 3 diff people of the same class in one versus one. And then have a hard time against another person of the same class in a 1vs1. Then who's fault is it? It it the assa's fault for being unbalanced? Or yours because you dont know how to play your class?
Bleh, I don't want to start up a flame war again...
...but try this, play a pure dps and try to find a good dps geared tankassin.

I do not begrudge a Tankassin the abilities and utilities they have, I've played my wife's toon, it's fun, it's cool as hell.

It's those abilities and utility coupled with dps gear that "breaks" the balance.

Make it to where dps gear requires a spec other than Kinetic, there's an option... hehe.

As to whether I know how to play my class, I won't argue the point other than to say that there may be 2 others that play my class on my server that beat me more than 50% of the time in 1v1 scenarios. I know my class pretty well and execute it's cababilities pretty well also.

Neamhan's Avatar


Neamhan
04.20.2012 , 01:20 PM | #282
Quote: Originally Posted by KaKiMi View Post
Why do Assassin/Shadows have their Project/Shock & Telekinetic Throw/Force Lightning fixed at 10m in comparison to the Sage who gets it buffed to 30m once they get their advanced class. And then they just completely throw the class mechanics away and give them a 30m stun.
I never understood that. - Because all the tanks get something that can affect opponents at 30m range. Guardians also have a 30m stun, it's called Force Leap

Tank Assassins:
The only Tank class that can remove snares by themself - The mobility offered by Force Speed is to make up for a lack of any kind of leap like the other two tanks get.

Can commit only ONE talent point to increasing their shield chance by 10% - Vanguards have to commit 5 talent points for christ sake, Juggernauts can only get 4% - If you mean Kinetic Ward, it's 15% but it has 8 charges which can be used up very fast, after which it provides no bonus to shield at all. Vanguards get their shield bonus 100% of the time (plus they get Power Screen) and Guardians have other mechanics (stacking +defense on Riposte and Blade Barrier shields). Different tanks are different.

Have the highest internal/elemental defense without the help of third party buffs, from their own utility buff, which in comparison makes their buff the most tank viable. - Anyone can get this buff now.

Can completely remove all debuffs on them and make themself immune for 3 seconds, again the only buff which is truly viable for a tank in comparison. - Guardians can increase their own health, and have two cooldowns that provide increased mitigation. Different tanks are different.

Has the most cooldowns - Incorrect. Guardians have the most.

Has the most stuns - Incorrect. Guardians have the most.

Has the most aoe's - Do you mean all AoEs or just damage? All the tanks have at least 2 damage AoEs. Shadows only have 3 if you include the incredible force hog Whirling Blow.

Has the fastest energy regeneration mechanic (being force power, it doesn't slow down or alter in anyway like Juggernaut/Guardians whilst in Soresu Form's rage gain, it doesn't lower your recovery rate the more consumed/exhausted your energy is like Vanguard/Powertech ammo system/Heat system) - Both the Guardian and Vanguard have cooldowns to instantly give them resources, which the Shadow cannot do. Different tanks are different.

Can remove ALL snares, the ONLY type of cc as it were that doesn't add resolve, and the skill that does this effect (Force Speed), it's cooldown is also reduced when you spec this tree. - You already said this so I guess I'll repeat myself, too. The mobility offered by Force Speed is to make up for a lack of any kind of leap like the other two tanks get. By the way, roots also ignore resolve. Both Guardians and Vanguards have access to a root, while a Shadow does not.

Has a talent point that at it's peak can inflict 75% extra damage with Force Lightning/Telekinetic Throw - That's the 2nd HIGHEST talent based passive damage increase that exists in the game, and it only requires 3 talent points, not 5. - And yet the damage a Shadow can do is completely in line with the damage any tank can do. As for individual abilities, Master Strike does comparable damage (even after a Shadow takes the extra damage talents on TK Throw) and Vanguards have the instant High Impact Bolt (which can be easily specced for armor penetration). Vanguards can also spec for +9% Aim and Guardians can spec for +6% Strengh, both of which add to their overall damage. Shadows have no +Willpower skill in any tree at all.

If you actually take a look, every other talent in the game that increases damage whether due to skill activation, proccs or trigger rates, NONE exceed 50% except this one... in a tank spec. I've seen people hit 8k with this skill on full bm... if this is normal then why are people ************ about ravage? - TK Throw is channeled over 3 seconds. Any tank can put out that much damage over 3 seconds.



-That is a sad commentary even in itself.
People are getting this stupid concept that instead of nerfing one class, its more justified to buff every other class to bring them up to the same level of magnitude. I don't know what's so special about the Shadow Class, but clearly it was worked on more than any other, to the point that Bioware are scared to nerf it.
Take a closer look at the class, and if you're a decent player, you'll realise one nerf in ANY area of this class would gimp it. That's the biggest joke
Kinetic tanks don't need a nerf because they're right where the devs want them to be. All tanks put out similar damage, have similar damage mitigation and have excellent utility. When making a list of abilities that one tank has, keep in mind that the others either have some similar or something else that makes up for whatever it is you're listing, as the above shows.

Varicite's Avatar


Varicite
04.20.2012 , 01:30 PM | #283
Quote: Originally Posted by Astakhan View Post
Bleh, I don't want to start up a flame war again...
...but try this, play a pure dps and try to find a good dps geared tankassin.

I do not begrudge a Tankassin the abilities and utilities they have, I've played my wife's toon, it's fun, it's cool as hell.

It's those abilities and utility coupled with dps gear that "breaks" the balance.

Make it to where dps gear requires a spec other than Kinetic, there's an option... hehe.

As to whether I know how to play my class, I won't argue the point other than to say that there may be 2 others that play my class on my server that beat me more than 50% of the time in 1v1 scenarios. I know my class pretty well and execute it's cababilities pretty well also.
Instead of doing all that, you should ask BW to take another look at tanking stats in PvP.

Let me ask you this: As a DPS, would you wear Healing gear in PvP?

Because that's about how stupid it is to wear Tanking gear in PvP as a Tank right now.

Instead, you are basically asking them to force Tankasins to go into PvP w/ half the stats of everybody else.
Quote: Originally Posted by JayPres View Post
Strap your digital dog to your digital roof and take your ideologies, lovely wife, and sweet little 8yr old girl to a PVE server where you fit best.

BDutch's Avatar


BDutch
04.20.2012 , 01:32 PM | #284
Quote: Originally Posted by Neamhan View Post
Kinetic tanks don't need a nerf because they're right where the devs want them to be. All tanks put out similar damage, have similar damage mitigation and have excellent utility. When making a list of abilities that one tank has, keep in mind that the others either have some similar or something else that makes up for whatever it is you're listing, as the above shows.
Which is why you see so many "Nerf defense guardians" and "Nerf shield vanguards" threads.
Originally Posted by Puja
The sentinel PVP armor is PINK and POOP colored with golden ******* and a clown helmet my brain is not able to make any sense out of. Then some sort of giant bug from the Jetsons has attached itself to the left shoulder.

Neamhan's Avatar


Neamhan
04.20.2012 , 01:39 PM | #285
Quote: Originally Posted by kickinhead View Post
Yes, there are DPS-Chars that deal significantly more DMG than the Shadow and even deal mostly single-target burst DMG, but as I've stated in my post before: The Shadow deals less DMG, but it's DMG is the best kind, so you can't directly compare it to every DD there is. For example Sages that deal more Dot and AoE-DMG, which can easily be healed compared to burst-DMG. But mostly, the Fulltank-Shadow is fine in terms of DMG. The reason why I propose a nerf to harnessed shadows and slow time is als because you get the stacks for harnessed shadows and therefore your selfheal very quickly, which makes the FullTank Shadow very effective in certain situations.
Except tank Shadows have low spike damage, so the damage they're putting up isn't the 'best kind', either. When they put up big numbers on the final WZ scoreboards, that's mostly Slow Time splash damage. As for nerfing the heals, the heals are there specifically because a Shadow has the lowest DR of any tank, by at least 10%. The heal is nice for smaller engagements because those can last long enough for the heals to be a factor. The tradeoff is that when focused, a Shadow will go down faster than either of the other two tanks, even with the 5 seconds you might get from Resilience.

The self heal does make a Shadow very effective in certain situations. They are less effective in other situations. Why is this a problem?

Quote:
Spec stuff.
I don't think the tradeoff is worth it, but that's personal preference. Like I said, if it works for you then knock yourself out. I'm not trying to tell you how to play or how to spec. The point is, though, that it has nothing to do with nerfing tanks. I just found it interesting that you want to nerf only the abilities that you don't use.

Metalmac's Avatar


Metalmac
04.20.2012 , 01:48 PM | #286
Quote: Originally Posted by TzachNahRood View Post
I cannot gank (insert class here) in under three seconds. (Insert class here) is OP. Please nerf (insert class here) until I can gank them in under 3 seconds.

The only thing ruining pvp is people like the OP and BW listening to them.

The result? Welcome to 1.2 pvp.
Tank Assassins in DPS gear needs to be fixed.

You have a hard to kill spec with self heals and burst damage and to top it off massive stuns.

I suggest that if a tank is wearing DPS gear that the self heal just disappears and that would fix the problem.

Astarica's Avatar


Astarica
04.20.2012 , 01:52 PM | #287
For those of you talking about burst DPS or lack there of, go purchase a Warzone training dummy (it's a good idea anyway) and record down your biggest numbers on it. I got 9600 in a single Force Lightning. I'm curious what classes can also do 9600 damage in 2 consecutive GCDs on the dummy. To put things in perspective, I got my half Champion geared merc and HSM hits for 3820 on the dummy without using relic/adrenal (don't got reusable ones to experiment), though somehow I don't see adding another 1000 damage and that's only halfway there, and I sure don't have another attack that hits as hard as HSM to use.

Scoobings's Avatar


Scoobings
04.20.2012 , 01:58 PM | #288
Quote: Originally Posted by Neamhan View Post
Except tank Shadows have low spike damage, so the damage they're putting up isn't the 'best kind', either. When they put up big numbers on the final WZ scoreboards, that's mostly Slow Time splash damage. As for nerfing the heals, the heals are there specifically because a Shadow has the lowest DR of any tank, by at least 10%. The heal is nice for smaller engagements because those can last long enough for the heals to be a factor. The tradeoff is that when focused, a Shadow will go down faster than either of the other two tanks, even with the 5 seconds you might get from Resilience.

The self heal does make a Shadow very effective in certain situations. They are less effective in other situations. Why is this a problem?



I don't think the tradeoff is worth it, but that's personal preference. Like I said, if it works for you then knock yourself out. I'm not trying to tell you how to play or how to spec. The point is, though, that it has nothing to do with nerfing tanks. I just found it interesting that you want to nerf only the abilities that you don't use.
Are you on drugs? They have the highest burst (I'm assuming that's what you meant by spike) of any tank. By like, a lot. They have lower sustained, but in my experience the burst is w-a-a-a-y higher.
- Kaeljen, 50 Powertech - Mal'Shek, 50 Juggernaut
- Adien, 50 Assassin - Jest, 50 Sniper
- Kijaar, 15 Sentinel

Varicite's Avatar


Varicite
04.20.2012 , 01:59 PM | #289
Quote: Originally Posted by Metalmac View Post
Tank Assassins in DPS gear needs to be fixed.

You have a hard to kill spec with self heals and burst damage and to top it off massive stuns.

I suggest that if a tank is wearing DPS gear that the self heal just disappears and that would fix the problem.
Yeah, no.

I suggest they fix tanking stats
.
Quote: Originally Posted by JayPres View Post
Strap your digital dog to your digital roof and take your ideologies, lovely wife, and sweet little 8yr old girl to a PVE server where you fit best.

Superawesomerman's Avatar


Superawesomerman
04.20.2012 , 02:02 PM | #290
Not sure why people arent pointing this out, but sin tanks are the only tanks with significant self healing. Being able to taunt, guard and heal yourself is what makes the sin tank head and shoulders above the other two tanks. Then add good dps on top of that and you see why the sin tank is overpowered.
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