Please upgrade your browser for the best possible experience.

Chrome Firefox Internet Explorer
×

Class Changes that should also be in 2.7

STAR WARS: The Old Republic > English > PvP
Class Changes that should also be in 2.7

Nightkin's Avatar


Nightkin
03.28.2014 , 02:42 PM | #121
Quote: Originally Posted by Raansu View Post
I'm sorry, I can't see anything, I'm too busy laughing at you.
Well, if you laugh at mercs not being viable, cause it kinda sounds like you are....then i have nothing more to say to you. Sit in your corner and laugh, it's due to ignorance and nothing else.

Suryi's Avatar


Suryi
03.28.2014 , 05:36 PM | #122
Quote: Originally Posted by Nightkin View Post
I fear that until the devs realise that merc/commandos need a disengage retreat ability they will never, ever be viable as dps, and until they realise that long hardcasts will never allow them to heal properly, this class will never be viable for arenas.

So, a longer lasting hot then kolto shell or kolto pod OR less reliance on casts for heals (second option would be best) and a jump away/disengage retreat ability is badly needed. I dunno about other players but i feel mercs might actually be fine given those two changes.
In my honest opinion, healing merc is fine the way it is at the moment. I'd like to see supercharge do something else besides just some dull passive bonuses, but I think we're very very far from being unviable as healers in group ranked.

Agreed on dps needing that disengage, but I think it might be a bit sick for healers, especially if you couple it with less reliance on casts.
Nhilas - Combat Medic Commando
Junkbox - Bodyguard Mercenary

Nightkin's Avatar


Nightkin
03.28.2014 , 09:43 PM | #123
Quote: Originally Posted by Suryi View Post
In my honest opinion, healing merc is fine the way it is at the moment. I'd like to see supercharge do something else besides just some dull passive bonuses, but I think we're very very far from being unviable as healers in group ranked.

Agreed on dps needing that disengage, but I think it might be a bit sick for healers, especially if you couple it with less reliance on casts.
"Fine" is in my thoughts as good as or as viable as the best pvp healing class. Otherwise its not fine, it is a subpar option.
Now i know you are probably one of the worlds best commando healers and i respect your opinion, but i do not share it.
Commandos are not on the same viability level as a operative is under pressure. I also agree about supercharge, it should be something spectacular, not just a passive % increase of such low numbers as it is.

Lexlo's Avatar


Lexlo
03.29.2014 , 03:05 AM | #124
Quote: Originally Posted by Venjirai View Post
Sage/Sorcerers
  • Force Mend/Unnatural Preservation now does not respect the gcd and neither causes one.

Too much free power given to an ability that costs nothing to use and has no downsides besides a GCD use. I can't agree with this. Especially when they can use god-bubble at any time.

Seer/Corruption
  • Salvation/Revivification now gives all targets who are in the area upon activation a HoT for 10 seconds which heals 50% of the maximum heal. Targets who stay in the area for up to 10 seconds also get the other 50% of the heal.
    With the upcoming nerf to Smash, there will be very little AOE threat in the game to counter the healing potential of this. Sorcs/Sages will create healing "nests" that players will never leave. Unless I'm misreading this entirely...
  • After activating Healing Trance/Innervate your next Deliverance/Dark Infusion is immune to interrupts (15 sec cd)

I think this is the wrong approach. We shouldn't remove counterplay on it to make it usable: We should just add more incentive toward using it. Cast times are there to provide an enemy a choice between stopping the current action vs. the possibility of stopping a more important action. Weighing which abilities to interrupt is a good interaction between players. Especially when the Sorcerer uses "bait casts".

I would rather Dark Infusion do something cooler than just be another heal. It only exists as a longer, albeit more potent "Dark Heal" with a smaller force cost. Let's make it better.

How about a box in the healing tree that does something like "hitting an ally with Dark Infusion removes the Lockout Debuff on Static Barrier"? Would this be too much?



Vanguard/Powertech
Tactics/Advanced Prototype
  • Battlefield Training/Pneumatic Boots now additionally increases High Impact Bolt/Rail Shot damage by 10%.

I don't know if I like a flat rail shot damage increase. AP is riddled with boring passives that are always just "there".

How about we add something like this:
+movement speed bonus (as it is now)
+using a shoulder mounted rocket provides the player with a stacking buff. The buff increases the damage of your next railshot by 2% per application.

This further emphasizes the use of your abilities to increase your power, without providing the player TOO MUCH passive power that is usable at all times. It's probably too much damage for one ability, but idk...I feel like AP needs more interaction with their tree instead of just putting points into ALWAYS ON talents.
Responses in obnoxious green.
Prophecy of the Five
<WAR>|:|:|:|:|:|:|:|:|:|:|:| |:|:|:|:|:|:|:|:|:|<LTW>
Twitch.TV

Suryi's Avatar


Suryi
03.29.2014 , 02:54 PM | #125
Quote: Originally Posted by Nightkin View Post
"Fine" is in my thoughts as good as or as viable as the best pvp healing class. Otherwise its not fine, it is a subpar option.
Now i know you are probably one of the worlds best commando healers and i respect your opinion, but i do not share it.
Commandos are not on the same viability level as a operative is under pressure. I also agree about supercharge, it should be something spectacular, not just a passive % increase of such low numbers as it is.
Maybe we're subpar under that specific context that you mentioned, but we excel in other areas. I don't think we should all (healers) be indistinguishably similar under all aspects, or not even in the one aspect that would seem to be the most relevant in arenas which is pressure healing. We have ways to deal with pressure that scoundrels don't (transcendence + hold the line is magnificent), we have incredibly superior firepower (mortar volley >> any dps a scoundrel can pull and it's also 30m range) when it comes to hard switches and the list can go on.

As long as we're not played like a scoundrel, or people get it out of their heads that mando doesn't fill the niche a scoundrel fills (in healing ofc), we're "fine" as in competitive. We can bring things that scoundrels dream of and the tools we can provide have to be exploited in order for a mando healer to work.

Sorry for derailing thread xd
Nhilas - Combat Medic Commando
Junkbox - Bodyguard Mercenary

Venjirai's Avatar


Venjirai
03.30.2014 , 03:09 PM | #126
Quote: Originally Posted by Lexlo View Post
Responses in obnoxious green.
The salvation change does not increase the maximum healing of the ability.
It just splits the healing effect in a healing effect when you stand in the circle, and a hot which you get when you stand in the area upon activation only.
This changes brings more mobility to the ability, while also increasing its difficulty to use.
(If you don't line up this skill correctly, people who enter the circle late and stay there will only get half of the healing)

About deliverance:
Your statement about interrupt <--> action might be true when you only have one guy on you, but in arena, if you are a sage healer and get tunneled by the enemies dps and tank, there is no point in buffing deliverance when you will never be able to get a single cast off. You could say there is no real counterplay to interrupts and cc but your own cc. With my suggestions people actually have to coordinate their stun instead of just throwing it out.


About vanguard:
I like where you are going with the stacking buff, but it needs to be bound to something with a lower cooldown than shoulder cannon in order to be more than just a tiny dps boost.
Taten > Worte

Mikeieveli's Avatar


Mikeieveli
04.01.2014 , 11:19 PM | #127
I love the Combat/Carnage changes, and Watchman needs tons of help. Great post. 10/10. BW should consider hiring you for creative class balance lead. Who ever is currently in charge of balancing just got globaled.
Durkheimedes: Fear the Purple and Gold
Hoth Ski Patrol
Pot5

Venjirai's Avatar


Venjirai
04.05.2014 , 05:16 PM | #128
Bumping this up.
Taten > Worte

PhatMcMuffins's Avatar


PhatMcMuffins
04.05.2014 , 06:04 PM | #129
Quote: Originally Posted by Suryi View Post
Maybe we're subpar under that specific context that you mentioned, but we excel in other areas. I don't think we should all (healers) be indistinguishably similar under all aspects, or not even in the one aspect that would seem to be the most relevant in arenas which is pressure healing. We have ways to deal with pressure that scoundrels don't (transcendence + hold the line is magnificent), we have incredibly superior firepower (mortar volley >> any dps a scoundrel can pull and it's also 30m range) when it comes to hard switches and the list can go on.

As long as we're not played like a scoundrel, or people get it out of their heads that mando doesn't fill the niche a scoundrel fills (in healing ofc), we're "fine" as in competitive. We can bring things that scoundrels dream of and the tools we can provide have to be exploited in order for a mando healer to work.

Sorry for derailing thread xd
Agreed here. Merc/mando healers have more utility by a long shot and must play different style. After 2.7, i blieve he only healer to be lacking will be sorcs. Dps merc/mando needs some help but healing is in a decent place. Just got to 1511 rating today (sorry, i'm stoked and had to brag)

my only suggestion for healing merc/mando is let decoy/chaff flare allow us to be uninterruptable for 3-4 seconds. enough to cast 2 heals. tiny QoL improvement that will force opponents to be more wise with cc and knockbacks and we will no longer have to use our shield even when we are not focus but interrupted, just to heal someone
<Tihaaroholics>
Qarum - Deal-with'it - Dazkkum - Palpatíne - Eight-six

Xinika's Avatar


Xinika
04.05.2014 , 09:36 PM | #130
Quote: Originally Posted by Venjirai View Post
Shadow/Assassin

Balance/Madness
  • Lambaste now lets Project/Shock automatically proc Force Breach/Discharge on the target while in Force Technique/Lightning Charge.
  • Physic Absorption/Devour now also causes Project/Shock to deal 25% more damage and cost 15 less force.
  • Mental Defense/Shapeless Spirit now also reduces the cooldown of Deflection by 30 seconds.
These changes will do nothing to aid Madness Assassins. As a matter of fact, it may possibly hurt it. In case you may not know, Madness does not utilize Shock in its rotation since ROTHC and a reduction on Deflection will not save the absurdity at how squishy it is.

Lambaste also has a horrendous force cost and does little damage. I should also mention that Madness is naturally *tight* on force, so this rotation that they'd have to utilize in PvP due to your changes - would make the matter even worse.

The biggest aid to Madness would be to re-add Maul into the rotation or an Assassinate Proc. Survivability issues just need flat damage reduction or other possible indirect benefits such as increased self healing.

Refer to more knowledgeable suggestions made by the Assassin community here or here.
Assassin Representative
Aeonneta | Shinarika | Semjase
Guides - Videos - Action