Please upgrade your browser for the best possible experience.

Chrome Firefox Internet Explorer
×

Cybertech grenades Ruining Warzones

STAR WARS: The Old Republic > English > PvP
Cybertech grenades Ruining Warzones

Aluvi's Avatar


Aluvi
11.18.2012 , 09:58 AM | #31
Since I've gone Cybertech I gotta say.. man I love those 'nades. So many uses.

Charge into grp, smash, grenade, force choke, slash slash, smash again, intimidating roar, force crush resolve capped guy and beat on him till dead, smash again.. its so silly.

Can't reach capper / rooted/snared? 'Nade em!

Buddy capping door in VS but aoe mez is down? 'Nade em!

Swapping sides in VS to cap other door, 5 people on enemy team trying to fllow? 'Nade em! (with 70% slow for 8 seconds OP grenade).

But honestly, if they arent usable in PvP, *** would you use htem for? .0001% dps increase in raiding lol ? Think it would even be a dps loss..
Aluvian (now Aluvien) Sith Marauder <Infinite Darkness> POT5
Youtube Channel:http://www.youtube.com/kdbutler2
720p Carnage PvP Stream: http://www.twitch.tv/aluviansw

Ravashakk's Avatar


Ravashakk
11.18.2012 , 10:19 AM | #32
If we had the old resolve system, this wouldn't be as big of an issue. Bioware just HAD to make it were uncoordinated casuals could look awesome lining up CC.....and by lining up I mean 6 cc's hit you, but because they were all done in a relatively short duration then you benefit a little from each without maxing resolve.

I once had full resolved with about 4 guys on me. 2 ppl were near me, one being my tank. All of a sudden I saw 4 immunes in the span of 3 seconds or so, flash on my screen. These are the baddies that BW is catering to.

They said they made the change because ppl were upset when bad players made someone full resolve. I'd rather have that than a guaranteed 8 seconds of stun without them being coordinated.

SgtBranham's Avatar


SgtBranham
11.18.2012 , 10:56 AM | #33
Quote: Originally Posted by Kihi View Post
FourTwent, is this seat next to you taken? I'll bring sodas...
Ill call up Jerome. I am sure he knows some ladies that wouldn't mind joining us.

Ahebish's Avatar


Ahebish
11.18.2012 , 11:44 AM | #34
Quote: Originally Posted by Royox View Post
I just don't find those nades FAIR on warzones. It's giving a Crew Skill an advantadge over the other ppl by adding 1 SKILL THAT STUNS, CUT CASTS AND STOPS PPL TRYING TO KITE.


I don't understand why are they still used on WZ's. It's stupid. If a crewskill can have PVP advantadges over the others...make ALL Crew Skills have something to do with PvP.

I'm armormech....give me +100% armor -.-


pd: Sorry bad english :_
Wait a sec, are you saying a crafting profession can use it's items in a wz, while Biochem got nerf'd out of it? Now that doesn't make sense does it?

Of course not.... because the community is to stupid to think that far ahead... and BW obviously suffers from the same mental disorder.

Let's compromise then: Bring Biochem adrenals back to wz's and pvp zones... and let them have their grenades.

Seeing as Biochem was the ONLY crafting profession nerf'd in PVP because of wow carebears.

Kurvv's Avatar


Kurvv
11.18.2012 , 12:30 PM | #35
Quote: Originally Posted by Zunayson View Post
You're right. They removed adrenals because they wanted to raise the TTK and decrease burst damage. It wasn't a *only a few people have it, so it's unbalanced*, it's that *everyone had them, and they were op*. It's like giving everyone a one-hit KO move every three minutes; Sure, everyone has it, but it's still way unbalanced.
My point is that removing adrenals altogether was the easy/lazy/wrong way to fix TTK and burst damage (which hasn't even really changed that much since 1.1.5). There are so many ways they could have alleviated that problem without lowering the skill cap - they could have tweaked defensive stats (and therefore defensive adrenals) so they were actually worth something in pvp, they could have cut the duration of adrenals to be more in line with existing defensive cooldowns in the game, or they could have changed the classes that were "abusing" adrenals. All of that would actually require testing though, so Bioware took the lazy route and just took them away.

I won't be at all surprised if they handle all the cc spam qq the same way - just remove a universal source of cc (as adrenals were a universal source of burst) instead of taking the time to make incremental changes and test each one.
My preferred method of cc is death

DarthSabreth's Avatar


DarthSabreth
11.18.2012 , 12:59 PM | #36
Quote: Originally Posted by Royox View Post
I just don't find those nades FAIR on warzones. It's giving a Crew Skill an advantadge over the other ppl by adding 1 SKILL THAT STUNS, CUT CASTS AND STOPS PPL TRYING TO KITE.


I don't understand why are they still used on WZ's. It's stupid. If a crewskill can have PVP advantadges over the others...make ALL Crew Skills have something to do with PvP.

I'm armormech....give me +100% armor -.-


pd: Sorry bad english :_
good luck with that, since patch 1.4 in my opinion BW feels there is not enough CC in this game. Dont be surprised when we get our lvl cap increased that they add even more cc and nerf resolve even more.
"I have brought peace, freedom, justice, and security to my new Empire!" Rip .

SerikFox's Avatar


SerikFox
11.18.2012 , 01:05 PM | #37
Quote: Originally Posted by DarthRaika View Post
I don't agree with the OP but I do think the nades are over the top considering our crappy resolve system since the last change (I liked it before). I don't advocate removing grenades though just change resolve! You should be punished for using cc on a cc'd player. It promotes teamwork.
And punishes lag, not a great idea from my crappy Internet's viewpoint. There just needs to be more ways to break CC's aside from a single ability on a 2min CD. I do agree that resolve needs changes though; it's way to short and it takes to long to fill. You end up spending half of a 1v1 fight alone getting cc'd the way it is now.

I would like there to be a timer between cc's. As in, get stunned or blasted once, can't get stunned or blasted again for 10sec or something.

Cial's Avatar


Cial
11.18.2012 , 03:23 PM | #38
I've been saying for a while the Cybertech grenades are op. Everyone that runs RWZs regularly knows how cheesy they are - similarly to the bubble-break stun issue we're also seeing. It gives classes that don't normally have an aoe stun/stagger access to a free ability on a 3min CD. It breaks the rock/paper/scissors balance of PVP, and they are ridiculously abused in warzones (just like Adrenals). Only a matter of time before BW removes them from warzones... probably in 1.6.
Cialy - Mara
Cial - Sorc
The Bastion

Monterone's Avatar


Monterone
11.18.2012 , 04:54 PM | #39
I wish they could be stacked to 99.
Sominette . Saminette
Pot5 > Harbinger

KiranK's Avatar


KiranK
11.18.2012 , 04:57 PM | #40
I wouldn't shed a tear if cybertech grenades were removed from PvP, and I'm cybertech. Any cause that promotes less stunning and more control of ones character is a cause worth supporting.
There's no QQing in baseball.