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Was wondering if anyone picked up this bit of hypocracy yet?


Nihilatelife

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Bounty Hunter/Trooper

 

Hydraulic Overrides/Hold the Line’s cooldown has been increased to 45 seconds (up from 30). With Jet Charge/Storm becoming baseline for Powertechs/Vanguards and the addition of Rocket Out/Propulsion Round for Mercenaries/Commandos, Bounty Hunters/Troopers will no longer rely so heavily on Hydraulic Overrides/Hold the Line for their mobility needs.

 

Assassin/Shadow

 

New Ability: Phantom Stride/Shadow Stride! 30 meter range, no Global Cooldown (GCD). 30 second cooldown. Use the Force to move through time and space, appearing at your enemy target and increasing your movement speed by 75% for 3 seconds. Does not break Stealth. Cannot be used against targets in cover. Requires a Double-Bladed Lightsaber or Electrostaff.

 

Lolslash has been nerfed. With the new gap closer to help Assassins/Shadows keep in melee range of their targets they will no longer rely so heavily on Lolslash for their melee range needs.

 

Oh wait...

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Did you pick up that Force Speed was nerfed from a 20 sec. CD to 30 sec.? Which is the exact ratio that they did for Troopers.

 

What are you complaining about?

 

Let's also not forget that ap has no problem being kited, in fact it is the one kiting, while it's very difficult to stay on target for deception. Op is probably just crying cause he lost to an assassin on his pt

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To be honest propulsion round needs to be off the GCD, or at least provide 1.5 sec of resist like most of the other crap that came out. The fact you literally have to back pedal to make any use of it is a joke in itself, since you can't just aim it with the camera like slinger/sniper.
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Yeah, rocket out is a great offensive move. The psychological effect alone of someone flying backwards into your face...

 

To be honest the whole tier of these new rapid moves is not my favorite thing.

 

How about operative teleporting... That's the most op ability... They have roll to stay on target and also to escape... I don't see any need for them to teleport... They certainly don't need it in the PVE meta part of the game...

Consider Hutt ball... Operative roll already gave them such a huge advantage that they could nearly always score... Now you can't even defend against them near the line because they just teleport to you... Including up levels, which would never be needed in PVE... If they are going to have such a stupid ability, they shouldnt be able to teleport up lvls

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