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Combat team Please rethinke smash nerf for 2.7


RyderQuanTy

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As stated in the title this is a note to the Combat team about rethinke smash nerf for 2.7. Looking at the results in arenas its easy to say smash is to strong but we need to look at why. Smash posed the biggest threat to commandos and sages since the biggest strength of smash was that is was unkiteable if played well. With the changes to sages and access to egress sages can now escape and the game play has overall been improved for the class. Secondly commando healers and dps are also stronger and more playable. What that means in now ranged classes will be more popular. Increasing those classes in a wz /arena increases overall survivability for all via double bubbles and off heals. Further more ranged classes can cluster and combo knock backs roots and all forms off cc sevielly limiting melee effective ness if they stay in a tight group. Further more Off heals can easly recover from and avoid every aoe in the game as planed for 2.7. If 2.7 goes live as presented in the dev track regular wz will be miserable, there will be void stars where no team can take the first door, arenas where teams stacked with ranged classes go to tie breaker every time and melee teams lose. Smash is a cluster buster it make the range class spread out and minimizes the compounding rate of return on defenses. We have has smash this long I say keep it as is see how it goes and then put it in later if need be.

 

I do not play smash Since launch I only pvp I am currently pvping with my sage, vigilance guardian and lethality op(and fyi lethality is by far the wors class) my commando, vg, sent, slinger, and shadow are collecting dust.

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Nah.

 

http://i.imgur.com/zDpUDfV.png

 

http://i.imgur.com/AWvIJtD.png

 

http://i.imgur.com/dEcWySc.png

 

http://i.imgur.com/MKsCKbS.png

 

http://i.imgur.com/437Q0x3.png

 

http://i.imgur.com/HzR2zM5.png

 

http://i.imgur.com/zUEOmT9.png

 

Last but not least..

http://i.imgur.com/lUv1a0y.jpg

 

Nothing personal with the censored names, they did nothing wrong really, but they do come from a pretty boastful pvp guild so i censored them anyway

Edited by Meer_
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Guess OP hasn't heard they did rethink it and now only the auto-crit is not being applied to non-targeted opponents.

 

You forgot the part about shockwave stacks not applying to secondary targets. They changed their minds about stopping a talent at the very bottom of the rage tree from increasing smash damage by 20%.

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Dear Bioware I want to keep pressing 2 buttons and top the damage charts.

 

its not the class, its the player. If u know what your doing, u know what ur doing, if u don't u don't... I can match my mara smash dps pretty easy on my pt or my sorc, and sometimes my sin but im still a noob on it. I see lethality snipers and ops routinely beat good smashers in dps (i haven't tried lethality on my op yet).

 

The nerf is too heavy handed. With the buffs to snipers/mercs/sorcs, warriors are going to become as few as dps ops used to be in warzones:mad:. l2los, gona need it.

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As stated in the title this is a note to the Combat team about rethinke smash nerf for 2.7. Looking at the results in arenas its easy to say smash is to strong but we need to look at why. Smash posed the biggest threat to commandos and sages since the biggest strength of smash was that is was unkiteable if played well. With the changes to sages and access to egress sages can now escape and the game play has overall been improved for the class. Secondly commando healers and dps are also stronger and more playable. What that means in now ranged classes will be more popular. Increasing those classes in a wz /arena increases overall survivability for all via double bubbles and off heals. Further more ranged classes can cluster and combo knock backs roots and all forms off cc sevielly limiting melee effective ness if they stay in a tight group. Further more Off heals can easly recover from and avoid every aoe in the game as planed for 2.7. If 2.7 goes live as presented in the dev track regular wz will be miserable, there will be void stars where no team can take the first door, arenas where teams stacked with ranged classes go to tie breaker every time and melee teams lose. Smash is a cluster buster it make the range class spread out and minimizes the compounding rate of return on defenses. We have has smash this long I say keep it as is see how it goes and then put it in later if need be.

 

I do not play smash Since launch I only pvp I am currently pvping with my sage, vigilance guardian and lethality op(and fyi lethality is by far the wors class) my commando, vg, sent, slinger, and shadow are collecting dust.

 

Nothing u say will be taken seriously, if even read at all by the devs. They dont even listen to the posts in the PTS forums when they are supposedly testing new content. If you read through the OPS DPS in the old PTS forum u would know that. There were suggestion apon suggestion about how dps and utility and cc was too much and defence is what was needed, but it all fell on deaf ears, it was released to live exactly the same as pts. If that isn't proof enough that this forum is useless for actual game feedback, nothing is.

 

I BEG THEM TO PROVE ME WRONG.

Edited by Lafay
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Nah.

 

http://i.imgur.com/zDpUDfV.png

 

http://i.imgur.com/AWvIJtD.png

 

http://i.imgur.com/dEcWySc.png

 

http://i.imgur.com/MKsCKbS.png

 

http://i.imgur.com/437Q0x3.png

 

http://i.imgur.com/HzR2zM5.png

 

http://i.imgur.com/zUEOmT9.png

 

Last but not least..

http://i.imgur.com/lUv1a0y.jpg

 

Nothing personal with the censored names, they did nothing wrong really, but they do come from a pretty boastful pvp guild so i censored them anyway

You realise, even after the nerfs, if they target you they will still hit you for that.. :rak_02::rak_02: right?

Edited by AngusFTW
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You realise, even after the nerfs, if they target you they will still hit you for that.. :rak_02::rak_02: right?

 

Exactly, they are just getting rid of the fluff aoe damage. Single target wise (and even to some extent aoe if you crit) you will still hit hard.

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You realise, even after the nerfs, if they target you they will still hit you for that.. :rak_02::rak_02: right?

 

Speaking from a healer PoV, this is an amazing change! It's very healable to heal one person for 8k, much harder to heal 5 people for that same amount. The issue with the fluff damage is that it's hard to catch up heal-wise, which is why I personally think that this change is great, altho it might put healers over the top.. :>

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Speaking from a healer PoV, this is an amazing change! It's very healable to heal one person for 8k, much harder to heal 5 people for that same amount. The issue with the fluff damage is that it's hard to catch up heal-wise, which is why I personally think that this change is great, altho it might put healers over the top.. :>

but they nerf operatives,,,,,how can healers be op after that:P

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Speaking from a healer PoV, this is an amazing change! It's very healable to heal one person for 8k, much harder to heal 5 people for that same amount. The issue with the fluff damage is that it's hard to catch up heal-wise, which is why I personally think that this change is great, altho it might put healers over the top.. :>

 

Exactly and with a tank taking 50% smash dmg instead of 150% tank + healer is buffed.

Pugs would be wall of fire battles. Ranged attacks, single target in the majority are not a real threat for tanks.

It is questionable nerfing the smash and the Op when buffing all the ranged classes at the same time.

Having in mind that in 1.2 Tanks could not shield t/f attacks those buffs will require SERIOUS team play to overcome ranged fire walls and tanks. Heals going powerful.

Edited by Aetideus
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Exactly, they are just getting rid of the fluff aoe damage. Single target wise (and even to some extent aoe if you crit) you will still hit hard.

 

I'm not really sure you can qualify a 7-9k shot "fluff" damage on a well geared player that's a little less than a third of their health pool.

 

But anyway OP if you want cleave damage take an AP Vanguard. That has a 90% slow baked into it well. I'm late to the party playing mine but it's a lot of fun

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As stated in the title this is a note to the Combat team about rethinke smash nerf for 2.7. Looking at the results in arenas its easy to say smash is to strong but we need to look at why. Smash posed the biggest threat to commandos and sages since the biggest strength of smash was that is was unkiteable if played well. With the changes to sages and access to egress sages can now escape and the game play has overall been improved for the class. Secondly commando healers and dps are also stronger and more playable. What that means in now ranged classes will be more popular. Increasing those classes in a wz /arena increases overall survivability for all via double bubbles and off heals. Further more ranged classes can cluster and combo knock backs roots and all forms off cc sevielly limiting melee effective ness if they stay in a tight group. Further more Off heals can easly recover from and avoid every aoe in the game as planed for 2.7. If 2.7 goes live as presented in the dev track regular wz will be miserable, there will be void stars where no team can take the first door, arenas where teams stacked with ranged classes go to tie breaker every time and melee teams lose. Smash is a cluster buster it make the range class spread out and minimizes the compounding rate of return on defenses. We have has smash this long I say keep it as is see how it goes and then put it in later if need be.

 

I do not play smash Since launch I only pvp I am currently pvping with my sage, vigilance guardian and lethality op(and fyi lethality is by far the wors class) my commando, vg, sent, slinger, and shadow are collecting dust.

 

I approve. :rolleyes:

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So sweet of all of the "non-smashers" to QQ so profusely and seemingly endlessly on the behalf of the apparently silent smashers over a slight reduction in the pvp (not pve) aoe dmg of smash.

 

It still is the hardest hitting AoE in pvp by a long shot, not to mention the hardest hitting single target attack as well, all on a short CD no less.

 

I am very disappointed that Bioware has given in to the QQing of the 2 button crowd and reinstated some of the AoE pvp dmg and is leaving it still very OP.

Edited by MotorCityMan
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You realise, even after the nerfs, if they target you they will still hit you for that.. :rak_02::rak_02: right?

 

Lol yeah that's what I was going to say. People are still going to QQ about rage but that's because bads will QQ about anything that kills them...Not to mention that guy who posted those pics is a sorc and they're getting some nice QoL buffs in 2.7.

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It still is the hardest hitting AoE in pvp by a long shot, not to mention the hardest hitting single target attack as well, all on a short CD no less.

 

it isn't the hardest hitting single target and there are still aoe channelled abilities that can do more dmg-over-time. Top crits are not just smashers - look it up.

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it isn't the hardest hitting single target and there are still aoe channelled abilities that can do more dmg-over-time. Top crits are not just smashers - look it up.

 

No, let him think that smash is the hardest hitting ability in the game.

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its not the class, its the player. If u know what your doing, u know what ur doing, if u don't u don't... I can match my mara smash dps pretty easy on my pt or my sorc, and sometimes my sin but im still a noob on it. I see lethality snipers and ops routinely beat good smashers in dps (i haven't tried lethality on my op yet).

 

The nerf is too heavy handed. With the buffs to snipers/mercs/sorcs, warriors are going to become as few as dps ops used to be in warzones:mad:. l2los, gona need it.

 

and they will cry for nerfs

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