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Damage from traps in Huttball needs to act like Electro Net.

STAR WARS: The Old Republic > English > PvP
Damage from traps in Huttball needs to act like Electro Net.

Ashuranrx's Avatar


Ashuranrx
09.27.2013 , 08:12 AM | #1
With heavy snare and no escape abilities can be used while being damaged.

Why? Because this is the only change in WZ mechanic that I can think of that can help balance the map without nerfing Scoundrel/Operative roll. It is complete BS that they can roll through a fire trap while it is on and get past it taking only 1/3 of their health bar as damage. The chain rolling and bypassing every trap in a roll that is designed to stop the character is WZ mechanic breaking, because they are the only class that can do this.

Yes, other classes have ways to bypass traps and obstacles too. But their abilities have a cooldown and/or require a target, either friendly or hostile, which means coordination between allies or mistakes from enemies, is required. Chain rolling is the only ability without cooldown that allows bypassing traps consecutively and solo.


Compare to other classes’ abilities to bypass traps:

Knight/Warriors – Jump, either to ally or enemy, requires a target and has a cooldown. Sentinel/Marauder’s speed boost requires stacks, which require time to build.

Consular/Inquisitor – Force Speed has a cooldown. Sage/Sorc pull requires a ball carrier target, which is not much different from passing.

Gunslinger/Sniper – Roll has a cooldown.

Trooper/Bounty Hunter – Hold the Line/Hydraulic Override has a cooldown.

Scoundrel/Operative – Roll that can be spammed; then use energy regen abilities and spam again. Does not require target and has no cooldown. They can also self-cleanse to remove root and snare effect from self and keep rolling.


This is very important because a new Huttball map will be coming out. If traps are designed to stop characters from going straight to the goal line without pause, then the trap damage needs to act like electro net and actually stops people from running through them.

Or give Scoundrel/Operative roll a cooldown, which can bring up whole different sets of issues.

Wainamoinen's Avatar


Wainamoinen
09.27.2013 , 08:27 AM | #2
It's a shame people can chain QQ without any need for a cooldown.
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Ilmarinen 55 Scoundrel (Red Eclipse)

Morde_'s Avatar


Morde_
09.27.2013 , 08:28 AM | #3
Quote: Originally Posted by Wainamoinen View Post
It's a shame people can chain QQ without any need for a cooldown.
**** that's funny.
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Cordorian
09.27.2013 , 08:30 AM | #4
Quote: Originally Posted by Wainamoinen View Post
It's a shame people can chain QQ without any need for a cooldown.
^that

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Master_Nate
09.27.2013 , 08:35 AM | #5
Quote: Originally Posted by Wainamoinen View Post
It's a shame people can chain QQ without any need for a cooldown.
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Ashuranrx's Avatar


Ashuranrx
09.27.2013 , 08:37 AM | #6
Quote: Originally Posted by Wainamoinen View Post
It's a shame people can chain QQ without any need for a cooldown.
I agree. Chain QQ from Pyrotechs got themselves buff in 2.4 while everyone else gets left in the dust. So it is proven to work with BW.

Anyway, buff Huttball traps!

JackNader's Avatar


JackNader
09.27.2013 , 08:37 AM | #7
The issue with the roll is that it's not actually a roll at all. It is a teleport. If it's done properly, they aren't ever actually in the fire at all. You teleport past the fire.

Ashuranrx's Avatar


Ashuranrx
09.27.2013 , 08:40 AM | #8
Quote: Originally Posted by JackNader View Post
The issue with the roll is that it's not actually a roll at all. It is a teleport. If it's done properly, they aren't ever actually in the fire at all. You teleport past the fire.
Well, that is good to know, and also made the ability even more BS. But I actually notice them take damage as they roll past the fire trap. So if the fire damage will prevent further rolls, then they won't be able to chain roll past traps.

sithBracer's Avatar


sithBracer
09.27.2013 , 08:41 AM | #9
Quote: Originally Posted by Ashuranrx View Post
With heavy snare and no escape abilities can be used while being damaged.

Why? Because this is the only change in WZ mechanic that I can think of that can help balance the map without nerfing Scoundrel/Operative roll. It is complete BS that they can roll through a fire trap while it is on and get past it taking only 1/3 of their health bar as damage. The chain rolling and bypassing every trap in a roll that is designed to stop the character is WZ mechanic breaking, because they are the only class that can do this.

Yes, other classes have ways to bypass traps and obstacles too. But their abilities have a cooldown and/or require a target, either friendly or hostile, which means coordination between allies or mistakes from enemies, is required. Chain rolling is the only ability without cooldown that allows bypassing traps consecutively and solo.


Compare to other classes’ abilities to bypass traps:

Knight/Warriors – Jump, either to ally or enemy, requires a target and has a cooldown. Sentinel/Marauder’s speed boost requires stacks, which require time to build.

Consular/Inquisitor – Force Speed has a cooldown. Sage/Sorc pull requires a ball carrier target, which is not much different from passing.

Gunslinger/Sniper – Roll has a cooldown.

Trooper/Bounty Hunter – Hold the Line/Hydraulic Override has a cooldown.

Scoundrel/Operative – Roll that can be spammed; then use energy regen abilities and spam again. Does not require target and has no cooldown. They can also self-cleanse to remove root and snare effect from self and keep rolling.


This is very important because a new Huttball map will be coming out. If traps are designed to stop characters from going straight to the goal line without pause, then the trap damage needs to act like electro net and actually stops people from running through them.

Or give Scoundrel/Operative roll a cooldown, which can bring up whole different sets of issues.
Wow, that is the most one sided piece of garbage I've read since reading fox news/huffington post.

Lets tell the whole story shall we:

Knight/Warriors – Jump, either to ally or enemy, requires a target and has a cooldown. Sentinel/Marauder’s speed boost requires stacks, which require time to build. Can go 30m (which is more than 3 rolls), force charge/leap CD disappears after using force push (for jugs). Does not take into account vertical obstables (that is it can jump up to the endzone from inside the pit). Holding the ball has no effect on it. Force charge builds rage and roots.

Consular/Inquisitor – Force Speed has a cooldown. Sage/Sorc pull requires a ball carrier target, which is not much different from passing. Extrication has a 30m range and ignores vertical obstacles (you can pull in away from the crowd onto a ledge), and holding the ball has no effect on either of them. Force speed has a skill that removes status effects when it is used.

Gunslinger/Sniper – Roll has a 20s cooldown. Goes 18m, does not fall off vertical ledges and puts you into cover, removes any movement impairing effects and increases your change to dodge attacks by 100%. holding the ball has no effect on it.

Scoundrel/Operative – Roll that can be spammed; then use energy regen abilities and spam again. Does not require target and has no cooldown. They can also self-cleanse to remove root and snare effect from self and keep rolling. Roll costs 25 (1/4) of their energy in a system that needs to maintain above 60% energy in order to keep regeneration at a decent pace. Energy regen has a CD so only an idiot would waste it to roll 2 more times just to lose all your energy again. Self cleanse does not remove force effects, so force slow stays unless you use evasion which has a pretty long CD-while force slow has a very short one, and the juggs AoE slow can be spammed. Reduced to 6m when slowed, cannot be used when immobilized. melee and ranged attacks have 30% higher chance of being dodged. Does not ignore vertical obstacles and falls off vertical ledges. Carrying the huttball limits it to 6m.

There, that is a little more unbiased.
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Wainamoinen's Avatar


Wainamoinen
09.27.2013 , 08:47 AM | #10
Quote: Originally Posted by Ashuranrx View Post
Scoundrel/Operative – Roll that can be spammed; then use energy regen abilities and spam again. Does not require target and has no cooldown. They can also self-cleanse to remove root and snare effect from self and keep rolling..
It can be spammed - until they run out of energy after 24 yards (four rolls, a scrapper/concealment could make five for 30 yards). Then they can use a 2 minute cd that will get them another 12 yards.

And they can cleanse movement effects once - assuming that ability isn't on cd (a chunky 60 seconds). It's also used for lots of other things - including when they enter combat stealth so dots won't break them out again - so they will need to have saved their best defensive ability just for this one cleanse.

So was your post based on simple ignorance, or did you deliberately omit theses awkward facts?

If you see that the opposition have a scoundrel/operative, and you fail to counter him, then that's because you are bad. You know what he can do and you should know how to stop him. If *they're* good then they'll vary what they're doing and make it hard for you, but then that would be because they are good.

It must be terribly frustrating to be beaten by a class your character could smush in a "fair" fight. I guess that's how feelings of wounded outrage about scoundrels and ops are maintained.
It's a small world and it smells funny, I'd buy another if it wasn't for the money.
Ilmarinen 55 Scoundrel (Red Eclipse)