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Proposed changes to merc/commando skill tree for pvp balance

STAR WARS: The Old Republic > English > PvP
Proposed changes to merc/commando skill tree for pvp balance

darthnish's Avatar


darthnish
11.04.2012 , 10:16 PM | #1
What up gamers,

I've been playing my new 50 merc extensively and i feel that the following skill tree changes would make us more balanced at the same time not changing anything related to pve:

1) weapons calibrations(commando)/system calibrations(mercenary) tier 1 pyro tech/Assault :

At the moment it provides 2%/4% alacrity.

Proposed change: Tactical Retreat/Fall back: When stock strike/rocket punch is used, it has a 50%/100% chance to grant a 30% movement speed increase and additionally prevents all roots/snares and knock back and knock down effects for 3 seconds.

2) This one is a change to reserve power cell /Thermal sensor overrides: At the moment it makes the next attack that costs ammo/heat free, it should also additionally: The next channel/cast time used will be granted immunity to interrupts.

3) Reserve rounds/ Power overrides (tier 6 commando/merc gunnery/arsenal ): it should also additionally make Concussion round/missile instant cast.

4) Pyrotech/assault spec tier 4 ( rapid venting/ rapid recharge): Additional effect: reduce cd of Unload/Full auto by 3/6seconds and additionally reduce its heat/ammo cost by 8/1.

This change is it bring it in like with Powertech/Vanguard dps as they are able to stock strike much more often for a better % to reset cd on railshot/ high impact bolt.


Here are some of my wishful list:

At 5 stacks of Tracer Lock/gravity vortex : Heat seeker missile/Demo round stuns the target for 2 secs.

Degauss tier 3 merc/commando: should additionally grant movement speed immunity for its duration.


Anyway what do you guys think of the proposed changes? are you happy with it?

And please feel free to add on to it, i will update my thread with the ones that i feel are good and wouldn't break the game's balance

darthnish's Avatar


darthnish
11.05.2012 , 12:22 AM | #2
imo instead of QQing and making threads about mercs being underpowered, why not consolidate your thoughts and ideas here.....

johnyangelo's Avatar


johnyangelo
11.05.2012 , 01:14 AM | #3
Well, let's hope BW will read this.

aVmuse's Avatar


aVmuse
11.05.2012 , 01:23 AM | #4
I think the first suggestion is slightly overpowered to get both a speed boost and basically hydraulic overrides off 1 ability, one or the other.

Also the unload buff is also ridiculous reducing its cd and heat to nothing once again I'll say one or the other, are pyro mercs going to just spam a free unload every 9 secs to get RS procs? which not even a pt pyro now unless you include using thermal override and flame burst together to get a proc. I don't particularly like another 30m instant stun for arsenal/gunnery to be thrown around in pvp there is already enough cc as there is.

darthnish's Avatar


darthnish
11.05.2012 , 01:27 AM | #5
Quote: Originally Posted by aVmuse View Post
I think the first suggestion is slightly overpowered to get both a speed boost and basically hydraulic overrides off 1 ability, one or the other.

The rest sounds alright, but I don't particularly like another 30m instant stun for arsenal/gunnery to be thrown around in pvp there is already enough cc as there is.
imo its the key ability we need, if you have ever played aresenal we have no survivability any class cna lock us down with easte

aVmuse's Avatar


aVmuse
11.05.2012 , 01:31 AM | #6
Quote: Originally Posted by darthnish View Post
imo its the key ability we need, if you have ever played aresenal we have no survivability any class cna lock us down with easte
I don't believe a 30m stun that breaks on damage will help prevent you getting locked down, but it will just add to the resolve.

Honestly a much longer root maybe around 10 seconds like something arsenal needs without needing another stun.

darthnish's Avatar


darthnish
11.05.2012 , 01:36 AM | #7
Quote: Originally Posted by aVmuse View Post
I don't believe a 30m stun that breaks on damage will help prevent you getting locked down, but it will just add to the resolve.

Honestly a much longer root maybe around 10 seconds like something arsenal needs without needing another stun.
its a mez mate, breaks on dmg, smart players will use it to create distance, sages/shadows have a similar talent in madness/balance that does the exact same thing with force lift/whirlwind. i also have a sage and lift is a fricken life saver

Helig's Avatar


Helig
11.05.2012 , 01:45 AM | #8
Those propositions, aside, perhaps, for stun on demo round, aren't unreasonable. I also think that talented stockstrike\rocket punch should have both KB *and* root. I find myself using it in combination with Triage that frequently cleanses off movement-impairing effects(depending on the type and on the number of debuffs on you already), but, for reasons listed, it isn't a really reliable strategy.

A small push plus short root would be very handy, I think.
"I'm not *giving* him cake, I'm *assaulting* him with cake!" - Pinkamena Diane Pie

darthnish's Avatar


darthnish
11.05.2012 , 03:04 AM | #9
Quote: Originally Posted by aVmuse View Post
I think the first suggestion is slightly overpowered to get both a speed boost and basically hydraulic overrides off 1 ability, one or the other.

Also the unload buff is also ridiculous reducing its cd and heat to nothing once again I'll say one or the other, are pyro mercs going to just spam a free unload every 9 secs to get RS procs? which not even a pt pyro now unless you include using thermal override and flame burst together to get a proc. I don't particularly like another 30m instant stun for arsenal/gunnery to be thrown around in pvp there is already enough cc as there is.
please sir i play a pyro merc and our heat management is complete bs unload costs 16 heat btw, if you ever play a pyro merc you will know the heat issues it has, WHY you ask? well we NEED to use inc missile(24 heat) to use rail shot, BUT pyro can use flame burst(16 heat) which AUTOMATICALLY actives plasma cell making rail shot available, 24 vs 16 bro AND we need to CAST both abilities that make rail shot cd reset, ONE is a 1.5 second cast and the other is a THREE second channel, internal cd on rail shot proc is 6 seconds, and if you sit there casting power shot like an idiot you;re gonna get shutdown so fast.

Plus to the fact that a pyro merc vs pyro PT dps wise is such a huge gap. why?

lack of guaranteed plasma cell proc
Both abilities that help us are cast/channel vs instant in both cases, dmg difference as well, pyro, both abilties are tech,whereas ours is ranged.

But please tell me how a 8 heat reduction to one ability is SOO op.

xxIncubixx's Avatar


xxIncubixx
11.05.2012 , 06:49 AM | #10
i would make for weapon calibrations something as: Charged Bolt has 50%/100% chance to trigger plasma cell

Static Barrier: grav ground / charged bolts have 50%/100% chance to build up a barrier that decreases incoming damage by 1% stacks up to 5 times. At 5 stacks, all attacks become Uninterruptible and cant be leaped.

Tech override: Makes all your abilities that have an activation time to activate instantly for the next 10 seconds.

Concussion Charge: Deals 462 - 501 elemental damage and pushes up to 5 nearby enemies back away from the Trooper. Targets are rooted for 4 seconds, damage breaks the effect after 2 seconds.

Return the knockaway to stockstrike

Curtain of Fire: Charged bolts/grav round have 15%/30%/45% chance to finish the cooldown of Full Auto, increase the damage done by the next full auto by 25% makes its damage elemental and uninterruptible.