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Merc / Commando knockback delay imbalance?

STAR WARS: The Old Republic > English > PvP
Merc / Commando knockback delay imbalance?

HuNtOziO's Avatar


HuNtOziO
04.24.2014 , 12:44 PM | #1
Well basically as the thread titles, commando knockback is instant upon activation where as a merc one isnt, there is an animation that plays before the knockback happens.

This can be extremely infuriating in pvp especially when you have to time your KB perfectly, such as a guardian/jugg with unremitting up doing a master strike, timing it for when unremitting wears off.

Easy on a commando, not on a merc, especially when latency/lag has an effect too.

Most ability imbalance/delays between factions have been fixed, but this one still hasn't.

Please can mercs just get a new knockback animation/sound that is instant so its the same as commando, thankyou. This is in the pvp threat as its mostly a pvp issue, the delay barely affects pve at all.
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LaVall's Avatar


LaVall
04.24.2014 , 05:23 PM | #2
This one annoys me as well. When I'm on my commando I can easily line somebody up to knock them where I want (e.g. into the firepit), but on my merc I have to try to guess where they are going to be when it goes off.

Lafay's Avatar


Lafay
04.24.2014 , 08:55 PM | #3
This is a big QOL improvement for sure. I often find myself dead with 3 melee around me and my KB on cooldown yet non of them are knocked back, i think this would go a long way to prevent that... this is the same problem with using a grenade close to death, the nade goes off but doesn't actually cc anyone because of the ability activation delay/animation that is played first.

Vid-szhite's Avatar


Vid-szhite
04.24.2014 , 09:08 PM | #4
Quote: Originally Posted by Lafay View Post
This is a big QOL improvement for sure. I often find myself dead with 3 melee around me and my KB on cooldown yet non of them are knocked back, i think this would go a long way to prevent that... this is the same problem with using a grenade close to death, the nade goes off but doesn't actually cc anyone because of the ability activation delay/animation that is played first.
I agree this should be changed. They did it for Sorc/Sage, so Merc/Mando should get parity too. An instant KB is necessary for an overwhelmed ranged class. Even the Jugg push counts as Instant, even if it doesn't animate right away, because the target is unable to act the second the button is pressed.
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cashogy_reborn's Avatar


cashogy_reborn
04.24.2014 , 09:48 PM | #5
Ive never had a problem with it.
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Zhoman's Avatar


Zhoman
04.24.2014 , 09:56 PM | #6
Some of the merc abilities are better than the commando abilities... needs QOL fixing too.

The "shows bright green bubble when someone heals a player with medical probe on"
The whole hammer shot being invisible is so much less traceable to the healer in pvp.
Merc is generally difficult to target with mortar volley equiv.
needs some fixes.

cashogy_reborn's Avatar


cashogy_reborn
04.24.2014 , 10:05 PM | #7
These are QoL things that have no real impact on anything. Dont waste the devs time with such frivolous discussions.
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Zhoman's Avatar


Zhoman
04.24.2014 , 10:16 PM | #8
Quote: Originally Posted by cashogy_reborn View Post
These are QoL things that have no real impact on anything. Dont waste the devs time with such frivolous discussions.
Wrong, they have potential to have a major effect in pvp.
Imagine the following scenario.

4v4 arena
Commando healer one team.
Merc healer the other team.

Merc healer is standing up out of sight for the most part healing from ~30m away.
COmmando is doing the same

Each respective enemy team is keeping an eye out for the healer, but not really putting the effort in.

Commando casts hammer shot on his friendly, enemty team have a line to trace to the commando healer.
Merc healer does the same (getting the healing out) but the mercs enemy team cannot see where the cast is coming from with ease and does not have a traceable line.

Result is Commando healer - enemies know location, potential for focusing from that point.
Merc healer is still 'out of sight' for the most part.

Further on in the WZ both the commando and the merc are on the bridge surrounded by enemies of each team.
COmmando wants to knock his enemies off the edge, simple straight away activation.
Merc wants to do the same, except he has to calculate where the enemy is going to be when the timer goes off.
Which is generally alot harder, lets say he fails due to this disadvantage and the commando wins. We have a merc healer alone on the bridge with an enemy team of 4 on him... whilst his friendlys will take ~10-11 seconds to get back to him. Thats is plenty of time to kill a healer who has just wasted a defensive CD.

In certain scenarios it can have huge effects. For the most part, players can adapt, but this is still an imbalance that needs to be solved, it happens more than you think.

BarronWasteland's Avatar


BarronWasteland
04.24.2014 , 10:17 PM | #9
Quote: Originally Posted by Zhoman View Post
Some of the merc abilities are better than the commando abilities... needs QOL fixing too.

The "shows bright green bubble when someone heals a player with medical probe on"
The whole hammer shot being invisible is so much less traceable to the healer in pvp.
Merc is generally difficult to target with mortar volley equiv.
needs some fixes.
You mean when the Merc jumps up above everyone else and starts shooting death from above? Yea that is hard to spot.
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Zoom_VI's Avatar


Zoom_VI
04.24.2014 , 10:20 PM | #10
Quote: Originally Posted by cashogy_reborn View Post
Ive never had a problem with it.
I kinda prefer it really, for when I'm trying to aim the knock back, I just run at them and activate the KB before I'm even to them and it goes off right when I get to them; before they realized what I was doing
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