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BW, do you ever plan on addressing DPS Mercs/Commandos PvP-wise?

STAR WARS: The Old Republic > English > PvP
BW, do you ever plan on addressing DPS Mercs/Commandos PvP-wise?
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T-Assassin's Avatar


T-Assassin
12.05.2012 , 10:42 AM | #431
Quote: Originally Posted by bmhoff View Post
Im rerolling a PT, just send over wh gear and start the work on the rest.
i did this as well (Vanguard). it's almost night and day.

as a highly experienced Merc (beta Firebug), i have seen this class continuously diminish since 1.2. I have VERY little experience as BG or Ars.

i used to believe it was a l2p issue for the longest time, as i consistantly topped damage, medals, and objectives in post 50 PvP, finally realizing it was just me beating on bads. how i realized this was by rerolling VG and casually playing a Marauder.

i was going to go into how PT/VG is better than Merc (insta CGC proc, true mobility, instant casts, etc. etc.) but everyone here knows this. unfortunately, i do not feel BW does.

it's laughable at how utterly useless Merc has become in PvP.

and even more laughable that our issues are "escapability". escaping is for stealth classes...

MY issues are casted abilitites, defensive CD's, burst damage, and weapon damage attacks . which are not an issue on my VG (minus def CD's), and why it is infinitely more enjoyable to play in PvP.

i've been playing since early beta, and was quite a frequent poster and supporter of Mercs.

now i feel like i just wasted the time it took to type this


"Ib'tuur jatne tuur ash'ad kyr'amur."
"Today is a good day for someone else to die." -

Aaoogaa's Avatar


Aaoogaa
12.05.2012 , 05:36 PM | #432
I feel I made a terrible choice at launch. I played Vanguard all the way through beta and really enjoyed it but I usually heal/rdps with my guild for raiding so I rolled commando. I had a great time and kept saying to myself...why isn't anyone interrupting me? Then the player base l2p and while things were still ok 1.2 hit and ravaged gunnery to uselessness. It's only gotten worse since. Eight months of gunnery fail and they still don't have the metrics to show a discrepancy? It just shows how poor straight metrics are ...oh look they are about even on a target dummy so they are balanced! I feel that I wasted every minute I spent on my commando in this game yet I am strangely loyal to the class for the good times my guild mates and I had in the first 2 months of the game. They ALL left and have not come back...I came back to check and see if things had gotten better only to find them worse. Sub expires in 2 more days.
-I would rather pay for a great game than play a poor game for free.
-Viable and worthwhile are not the same when it comes to class design.
55 Commando - 50 Gunslinger - 50 Guardian
Beta tester...loved the game, hate what it has become.

SneiK's Avatar


SneiK
12.05.2012 , 05:40 PM | #433
Bump.

BW c'mon, just give the Merc some love and see how it does. Just give it something, fast. It's 12 months due.

ArchangelLBC's Avatar


ArchangelLBC
12.06.2012 , 01:01 AM | #434
bump for great justice etc.
In update 2.9 the game will simply uninstall itself for you.

-Wnd

Asunasan's Avatar


Asunasan
12.06.2012 , 01:40 AM | #435
So this will never get seen all the way back here, and I'm don't play a merc though I am a high level PVPer, but what if DPS mercs/commandos could spec (high in one of the trees) into having a cell that decreased their movement speed by 50% and increased their armor by 50% while it was active? This would leave all 3 ranged dps classes with their own niche (slingers get cover, sages are the king of kiting, commandos get to be seige tanks) while hopefully not screwing pve over since it doesn't change their damage output? IDK, I just know the class needs help, like the other 2 healing ACs dps specs that got nerfed to the ground in 1.2 (sages and scoundrels)
Obviously some talents would have to be adjusted so moves could still proc while in this new cell.

Nightkin's Avatar


Nightkin
12.06.2012 , 01:56 AM | #436
Quote: Originally Posted by Asunasan View Post
So this will never get seen all the way back here, and I'm don't play a merc though I am a high level PVPer, but what if DPS mercs/commandos could spec (high in one of the trees) into having a cell that decreased their movement speed by 50% and increased their armor by 50% while it was active? This would leave all 3 ranged dps classes with their own niche (slingers get cover, sages are the king of kiting, commandos get to be seige tanks) while hopefully not screwing pve over since it doesn't change their damage output? IDK, I just know the class needs help, like the other 2 healing ACs dps specs that got nerfed to the ground in 1.2 (sages and scoundrels)
Obviously some talents would have to be adjusted so moves could still proc while in this new cell.
Way too many classes can pretty much bypass armor so no, you suggestion is not balanced at all.
A Carnage Mara would ignore your armor, a pyro PT would giggle at you (as usual). And there is alot of attacks that are internal and ignore armor. Your suggestion, while you meant well just wouldnt help at all. We need more escapes, not less.

thamightyboro's Avatar


thamightyboro
12.06.2012 , 02:01 AM | #437
The more and more I play on my un-retired Gunnery Mando the more I don't feel we have any escape issues at all our problem is damage plain and simple straight up damage. Even if left completely alone all fight long our damage numbers are still utterly pathetic as low as 1/4 of what FOTM's are getting but still 1/2 that of most of the other DPS classes.

Gunnery tree charged bolts and grav need reduced to 1 sec casts and demo round needs a bit more ooomph if 5 vortex are in place. Assault needs CB to be insta cast as a valid railshot reset.

Job done give us the escape if need be I personally don't feel it's an issue though.
"If someone had came up to me in the 80s and said we will
be playing games with 1000s of people at the same time.
My response would have been,"but I only have 2 joysticks"

CraigTheMerc's Avatar


CraigTheMerc
12.06.2012 , 02:03 AM | #438
Quote: Originally Posted by Aaoogaa View Post
I feel I made a terrible choice at launch. I played Vanguard all the way through beta and really enjoyed it but I usually heal/rdps with my guild for raiding so I rolled commando. I had a great time and kept saying to myself...why isn't anyone interrupting me? Then the player base l2p and while things were still ok 1.2 hit and ravaged gunnery to uselessness. It's only gotten worse since. Eight months of gunnery fail and they still don't have the metrics to show a discrepancy? It just shows how poor straight metrics are ...oh look they are about even on a target dummy so they are balanced! I feel that I wasted every minute I spent on my commando in this game yet I am strangely loyal to the class for the good times my guild mates and I had in the first 2 months of the game. They ALL left and have not come back...I came back to check and see if things had gotten better only to find them worse. Sub expires in 2 more days.
I can relate to everything you are saying. It is beyond stupid how long Bioware Devs have neglected the Merc/Commando class. Sure if we are left alone then it isn't too bad but the second any melee spots us and locks in his rage tunnel vision we're absolutely 100% screwed. I remember they day I first got to the fleet and was ready to pick my advanced class. When I first read that Mercs could use two guns I was sold on it instantly. The thought of having two blasters made me happy but slowly overtime the two guns fantasy wore off and I began to see a steady decline in the Mercs ability to be useful and dominate in pvp. Bioware totally screwed us over has has done nothing to remedy this horrible mistake.

I vote they add a feature to let us be able to switch advanced classes instead. This would be acceptable solution since Bioware obviously has no clue how to fix mercs and make them a vital part of a pvp team again.
Craìg - 50 Merc
Craíg - 25 Jedi

ArchangelLBC's Avatar


ArchangelLBC
12.06.2012 , 02:11 AM | #439
Quote: Originally Posted by thamightyboro View Post
The more and more I play on my un-retired Gunnery Mando the more I don't feel we have any escape issues at all our problem is damage plain and simple straight up damage. Even if left completely alone all fight long our damage numbers are still utterly pathetic as low as 1/4 of what FOTM's are getting but still 1/2 that of most of the other DPS classes.

Gunnery tree charged bolts and grav need reduced to 1 sec casts and demo round needs a bit more ooomph if 5 vortex are in place. Assault needs CB to be insta cast as a valid railshot reset.

Job done give us the escape if need be I personally don't feel it's an issue though.
You're doing it wrong if you're only getting half the damage of other classes when you're being left to free cast.
In update 2.9 the game will simply uninstall itself for you.

-Wnd

Totaltrash's Avatar


Totaltrash
12.06.2012 , 02:15 AM | #440
I have a DPS Merc and PT, both 50 now - huge difference in pvp fun factor.
Since I play strictly for the objective, I can still make my merc useful for the team, but it's really a drag.

DPS Mercs seem to lack everything:
- no gapclosers (jumps/pulls)
- no stealth
- no speed
- and at best mediocre damage

By contrast, my 50 sniper doesn't have any of the above either, but the damage is excellent and the roots and cc make up for the rest. My DPS sorcerer, also 50, excels in utility and damage, plus he still gets pretty nice heals as a bonus and I really love that bubble!

I would say, buff the damage of mercs/commandos and they would probably be more fun to play in pvp.