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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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Macroecon's Avatar


Macroecon
11.13.2012 , 10:33 AM | #291
Quote: Originally Posted by SpaniardInfinity View Post
6 weeks from 1.5 (which is November 15) will put us pretty much at the end of December/early January, which is exactly the anniversary of update 1.1 -- for those of you that weren't there, it's the update that Bioware broke Ilum (worse than it was). Bioware has already said they want to celebrate the debacle with a world event, and that would conincide nicely with when Patch 1.6 would be due. Also due in 1.6 is a new warzone, the Elite War Hero armor set, and presumably Season 1 of ranked warzones with a rating reset.
There is still so much to do before those desirable items you mentioned can come to pass successfully.

Season 1 of rwz w/o x-server queues is pointless.

The new wz is broken because of how stealth classes work. 4 operatives, 4 assassins - kill two players each time your team comes out of stealth, and then when node fight happens, fight it out with your 8v6 advantage. Automatic win.

Asukaa's Avatar


Asukaa
11.13.2012 , 01:07 PM | #292
So what happens when they fix merc/commando, nerf sage/sorc bubble, nerf smash/sweep? Is it back to QQ nerf Mara's/Sent's?
25 minute Assault Commando pvp video: http://youtu.be/7wM0QXWBwoE
Duck'bumps (Assault Commando) vs Silch (Focus Guardian) all 5 Rounds (Silch POV): http://youtu.be/R_S_DQKOvd8

cashogy's Avatar


cashogy
11.13.2012 , 01:52 PM | #293
Quote: Originally Posted by Asukaa View Post
So what happens when they fix merc/commando, nerf sage/sorc bubble, nerf smash/sweep? Is it back to QQ nerf Mara's/Sent's?
i hope not.

assuming bioware actually makes the appropriate balance changes, they shouldnt need to make any more. im sure there will always be QQ threads, but hopefully bioware stops listening to them once there is actual balance

jassalelon's Avatar


jassalelon
11.13.2012 , 02:03 PM | #294
Thank you for the post.

I also appreciate the interrupt ability but what burned me the most is the 10m cyro grenade nerf. Like we would be too powerful with an interrupt that they had to scale us down a bit.

I almost go into a rage when my bulky armored body can be grappled 30 meters against gravity into a fire pit, but I can't throw a one pound grenade the same distance.

Ahhh, I guess the laws of physics never did apply to Star Wars anyway.

Long story short (too late) I do really appreciate your post and thought is was well said.
uva uvam vivendo varia fit

yoomazir's Avatar


yoomazir
11.14.2012 , 08:04 AM | #295
1.6, you are our only savior !

Individual's Avatar


Individual
11.14.2012 , 01:59 PM | #296
Quote: Originally Posted by AllisonBerryman View Post
Hi everyone! I talked to Austin Peckenpaugh (Senior Designer) about Commandos and Mercenaries and their situation in PvP right now, and he had this to say:

I think it's fair to say that Mercenaries and Commandos have escape issues. Admittedly, they can be very hard to catch when used correctly to hug corners, but a lot of that "escapability" falls aside when attacked by multiple melee enemies, at which point they just aren't quite tough enough to sustain without further escapes. We have plans for the future that should give Mercenaries and Commandos better escapes in PvP.
Dear Developers, you do realize that mercs and commandos are a DPS class correct? How does upping our survivability help with DPS? Also, I would imagine any class would have issues surviving when multiple targets attack them. This thought process is the real reason why you guys are failing to make the needed changed this game needs for pvp. I can't wait to see the next warrior buff.

mandoforlife's Avatar


mandoforlife
11.14.2012 , 11:05 PM | #297
Quote: Originally Posted by cashogy View Post
thats all you took away from that?

yes, you cannot interrupt an instant. casting while moving would still leave us vulnerable to interrupts, which is part of the problem with merc. as far as mobility, 6 of one, half a dozen of another, which is what i was refering to.

instant cast is the optimal solution here. merc has no mobility/limited mobility in its DPS specs. in both specs, it is woefully vulnerable to interrupts. instant cast tracer missile and power shot solves both of those problems, which will allow merc to put up a fight against the hordes of melee/hybrid melee players that are out there.

one change, and bioware could alleviate a lot of the headaches merc players have

edit: i just did rateds for the first time in a long time. enemy team was fully comprised of melee classes. absolutely nothing i could do against the endless chain of leaps, interrupts, roots, and crapload of CC. staying out of melee range is impossible, which make casting impossible without ensuring your imminent death
Honestly (and I'm not trying to bash you in any way), I think making tracer missile an instant cast is a terrible idea. Here is my reason why: every class in the game can have important casted abilities interrupted (minus ravage, but if you're smart you'll just stun or kb a ravage). Interrupting TM is a reward to smart players. I cannot tell you how many times I've been casting TM, and my target didn't even bother to interrupt it; they got what they deserved, I'll leave it at that. If someone interrupts TM we are, for the most part, shut down. But the thing is, other classes can be shut down too. If you stun/knockback a carnage mara who just used gore, they're screwed. I'm not looking to make our class OP, I'm only looking for us to be on par with the other classes. But, I can agree with an instant cast power shot, and here's why: pyrotech. Pyrotech pyrotech pyrotech. It is very obvious that Arsenal has problems mobility wise, but it is also obvious that merc pyros are lacking the burst our pyro pt brothers have. Making powershot instant cast would give pyro mercs an instant ability to proc super heated rail, and add mobility to both specs. For this reason, I would recommend replacing the first tier pyrotech skill that increases alacrity (I can't remember the name of it, I'm on my phone) with a 2 point 1/2 second cast time reduction on powershot, making it instant cast. That way, both Arsenal and Pyrotechs have a chance to get that instant cast powershot, and would finally give pyrotechs a useful 1st tier talent besides the armor pen. for unload and rail shot. I play both dps specs, so I know that this would help both (I would also recommend improving the snare from cgc in the pyro tree). With this instant powershot, both specs can do damage on the run, and pyrotechs have an instant way of procing rs, bringing our burst more on par with pt's. It also benefits Arsenal mercs because if tracer missile gets interrupted, you can shoot off a couple powershots to proc barrage, and continue your damage. It seems I've gone on and on about this whole instant cast thing, so I just want to add that I fully support the addition of an escape ability, as it is much needed. Just my opinion, feel free to let me know what you think of it.
Vamark Skirata 55 Mercenary <Meet Killface>
Sirsuitntie Sorcerer - Jatne Operative - Zaavar Assassin - Alsaire Marauder
The Bastion

Smashbrother's Avatar


Smashbrother
11.14.2012 , 11:15 PM | #298
Quote: Originally Posted by mandoforlife View Post
Honestly (and I'm not trying to bash you in any way), I think making tracer missile an instant cast is a terrible idea. Here is my reason why: every class in the game can have important casted abilities interrupted (minus ravage). Interrupting TM is a reward to smart players. I cannot tell you how many times I've been casting TM, and my target didn't even bother to interrupt it; they got what they deserved, I'll leave it at that. If someone interrupts TM we are, for the most part, shut down. But the thing is, other classes can be shut down too. If you stun/knockback a carnage mara who just used gore, they're screwed. I'm not looking to make our class OP, I'm only looking for us to be on par with the other classes. But, I can agree with an instant cast power shot, and here's why: pyrotech. Pyrotech pyrotech pyrotech. It is very obvious that Arsenal has problems mobility wise, but it is also obvious that merc pyros are lacking the burst our pyro pt brothers have. Making powershot instant cast would give pyro mercs an instant ability to proc super heated rail, and add mobility to both specs. For this reason, I would recommend replacing the first tier pyrotech skill that increases alacrity (I can't remember the name of it, I'm on my phone) with a 2 point 1/2 second cast time reduction on powershot, making it instant cast. That way, both Arsenal and Pyrotechs have a chance to get that instant cast powershot, and would finally give pyrotechs a useful 1st tier talent besides the armor pen. for unload and rail shot. I play both dps specs, so I know that this would help both (I would also recommend improving the snare from cgc in the pyro tree). With this instant powershot, both specs can do damage on the run, and pyrotechs have an instant way of procing rs, bringing our burst more on par with pt's. It also benefits Arsenal mercs because if tracer missile gets interrupted, you can shoot off a couple powershots to proc barrage, and continue your damage. It seems I've gone on and on about this whole instant cast thing, so I just want to add that I fully support the addition of an escape ability, as it is much needed. Just my opinion, feel free to let me know what you think of it.
I'd much rather see explosive round get incorporated into the assault tree than charged bolts. It's already instant, and maybe lower it's ammo cost to 2, and make it proc high impact bolt instead of charged bolts.

DariusCalera's Avatar


DariusCalera
11.14.2012 , 11:58 PM | #299
Quote: Originally Posted by mandoforlife View Post
Honestly (and I'm not trying to bash you in any way), I think making tracer missile an instant cast is a terrible idea. Here is my reason why: every class in the game can have important casted abilities interrupted (minus ravage, but if you're smart you'll just stun or kb a ravage). Interrupting TM is a reward to smart players. I cannot tell you how many times I've been casting TM, and my target didn't even bother to interrupt it; they got what they deserved, I'll leave it at that. If someone interrupts TM we are, for the most part, shut down.
Course, if Grav Round/Tracer Missile was instant they would just move on to interrupting Full Auto/Unload.

Interrupting a single ability should not immediately shut down a class. However, that is what interrupting Grav Round/Tracer Missile does since so many of our abilities are tied to it.

Make GR/TM instant and reduce its damage and either 1: Up the damage of our other abilities to make up for it, or 2: Return the proc possibility of CoF/Barrage back to 3 seconds instead of 6.

cashogy's Avatar


cashogy
11.15.2012 , 06:48 PM | #300
Quote: Originally Posted by DariusCalera View Post
Course, if Grav Round/Tracer Missile was instant they would just move on to interrupting Full Auto/Unload.

Interrupting a single ability should not immediately shut down a class. However, that is what interrupting Grav Round/Tracer Missile does since so many of our abilities are tied to it.

Make GR/TM instant and reduce its damage and either 1: Up the damage of our other abilities to make up for it, or 2: Return the proc possibility of CoF/Barrage back to 3 seconds instead of 6.
this. this exactly