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Operative/Scoundrel roll spam

STAR WARS: The Old Republic > English > PvP
Operative/Scoundrel roll spam

Domatron's Avatar


Domatron
04.17.2013 , 03:13 PM | #11
Quote: Originally Posted by RyanReagan View Post
Cuz, you know. Force Leap, Force Push, Force Leap, Guardian Leap is totally okay.
All have cooldowns, none are spamable

DarkPharohEclip's Avatar


DarkPharohEclip
04.17.2013 , 03:19 PM | #12
Quote: Originally Posted by Domatron View Post
All have cooldowns, none are spamable
The ability does no damage whatsoever, it is hurting nobody .. And not making operatives op in hutt ball. It is simply making them on par with the jedi classes so we can now compete in huttball.

Stop crying for a nerf and use your tools to stop it. Not that hard, just snare the player when they attempt to do this. Everything doesn't need to be dumbed down for every dumb player.

ayobreezie's Avatar


ayobreezie
04.17.2013 , 03:19 PM | #13
Quote: Originally Posted by Domatron View Post
All have cooldowns, none are spamable
But also have no cost. And actually builds focus/rage.. if they put a cooldown, take out energy cost and make it 30m, that'd be a fair trade. And give Operatives a knockback.. we have none.. so, the roll is fine.
Pull up to the scene with my saber missin'! Middle finger up to my competition!

Megamaid's Avatar


Megamaid
04.17.2013 , 03:29 PM | #14
Quote: Originally Posted by Domatron View Post
All have cooldowns, none are spamable
They also don't cost any resource to use deal damage and some like force leap generate resources. exfiltrate uses 25 energy, 1/4 of their total energy. In addition exfiltrate is affected by slows, such that the player only traverses half the distance when slowed. Also those abilities can traverse the Z axis, making them overall better

You can't compare scamper/exfiltrate with those abilities because, too much is different. Each has their upsides, scamper trades damage, Z-axis movement, zero resource cost, and a root in exchange for an ability which has no C/D, defensive boost while you roll, and a high energy cost.

Scamper is a better defensive/escape tool, while force leap is a better offensive tool used to close the gap and add utility via the root.

If you were to put a C/D equal to force leap or even a 10-15sec C/D you would have to remove the energy cost completely and possibly buff the defensive aspect of it so it last for a 2 sec after the roll completes, and remove the aspect that causes slows to decrease the distance traveled. You can't just nerf the ability by giving it a C/D. That would completely ruin what it was designed to be.

Purple-Punch's Avatar


Purple-Punch
04.17.2013 , 03:35 PM | #15
Quote: Originally Posted by Jayshames View Post
Force Leap;

Damage
Root
Gap closer
Energy builder
Interrupt

Exfiltrate;

Escape


------------------------------------

???????????????
This is AWESOME! You have to know how to play to be an Operative ..

Gankstah's Avatar


Gankstah
04.17.2013 , 03:37 PM | #16
I've been saying this since they implemented it.

Huttball, Ops can get to the ball before a sin can even get to the second ramp.
Alderaan, 2 Ops can cap both outside points before anyone can even get close.
Voidstar, soon as a door goes down an Op can get to the bridge and cap before anyone exits the tunnel.
Novare, same as Alderaan.

I've been in Voidstar matches where Operatives simply run the entire map in one go as soon as door one goes There's no way to catch them. No way to stop them. The only thing you can do is pray that someone manages to spawn in the new rez area and the rez shield is about to pop.

I've had Alderaan matches where we get 2 capped before we even have a chance to take a point. This isn't a matter of "skill" vs. "skill". This isn't a lrn2play situation. These are a cases of, "If you don't have a scamper Op you're not going to win".

Gods help you if you're up against a premade sporting 4 of these ***********.

I don't know what needs to be done without breaking a great utility for Operatives but SOMETHING has to happen. This is getting ridiculous. When *I* start complaining about something being borked in PvP, that means there's a literal problem.

FlukeyWeevil's Avatar


FlukeyWeevil
04.17.2013 , 03:40 PM | #17
No matter what side you play on it is recognizably broken(specifically in pvp). It dosnt take that much energy and ops have several abilities to regain energy quickly. The fact that a good amount of classes dont have any snairs makes arguments for that moot as well. Its extremely unfair that they can roll through fire and move faster than every player in the game. Its especially broken for op healers. They cannot be killed without a large group. If you put 2 within the same area its an unstoppable tag team. They have virtually endless cc including group cc's! stealth abilities and healing abilities that surpass every other class for on the run heals and an ability that protects them from all damage while allowing them to continue moving. Increasing their mobility to this degree just breaks the game. I can understand op dps having this but a cd would still be neccesary to balance their stealth capabilities, burst damage, and cc's. obviously it still requires skill to perform well on any char. but for those that have skill surviving against 4 players isnt unheard of. I am all for a balance of classes and trying to find ways to make everything viable but their is a point where what something was intended to do and what players do clash and we wind up with spammed abilities. If bioware wanted that then they should have given every class 1 ability. Either way im confident changes will need to be made and that bioware will answer the call.
Victory by any means

DarkPharohEclip's Avatar


DarkPharohEclip
04.17.2013 , 03:45 PM | #18
Quote: Originally Posted by FlukeyWeevil View Post
No matter what side you play on it is recognizably broken(specifically in pvp). It dosnt take that much energy and ops have several abilities to regain energy quickly. The fact that a good amount of classes dont have any snairs makes arguments for that moot as well. Its extremely unfair that they can roll through fire and move faster than every player in the game. Its especially broken for op healers. They cannot be killed without a large group. If you put 2 within the same area its an unstoppable tag team. They have virtually endless cc including group cc's! stealth abilities and healing abilities that surpass every other class for on the run heals and an ability that protects them from all damage while allowing them to continue moving. Increasing their mobility to this degree just breaks the game. I can understand op dps having this but a cd would still be neccesary to balance their stealth capabilities, burst damage, and cc's. obviously it still requires skill to perform well on any char. but for those that have skill surviving against 4 players isnt unheard of. I am all for a balance of classes and trying to find ways to make everything viable but their is a point where what something was intended to do and what players do clash and we wind up with spammed abilities. If bioware wanted that then they should have given every class 1 ability. Either way im confident changes will need to be made and that bioware will answer the call.
I hate it man.. LOl we get a nice new ability and you got the QQrs coming out in full force ************ and moaning about it, until they nerf it to uselessness... The ability barely takes you anywhere.. If it had a cooldown it would be useless bc you go only a few meters... Bioware did it right by having it take away all this energy.. The op uses this 3 times and then he has no more energy to fight anybody off with and he is dead. All our abilities use alot of energy.

Kaizersan's Avatar


Kaizersan
04.17.2013 , 03:47 PM | #19
After reading everyones post I can tell you never bothered playing 2.0 on the pts to learn how to Counter rolling one the easy one is electro net prevents rolling escape or anything that will help them get away two you can use force pull or any pull and it will pull them out of the roll wasting the energy three force stasis or force choke can break the roll and lastly after three rolls they are out of energy and vulnerable to being zerged.

SOULCASTER's Avatar


SOULCASTER
04.17.2013 , 03:52 PM | #20
Quote: Originally Posted by RyanReagan View Post
Cuz, you know. Force Leap, Force Push, Force Leap, Guardian Leap is totally okay.
Well they nerfed that. Only middle tree shien guardian and juggernauts get "unremitting" now. So its more like

Force Leap>*KNOCK BACK* ...slowly walk to the guy. Force Push> Force Leap **STUN**.

lol
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