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Resolve changes - are you even listening?


Ronxz

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Your KB is being changed from a KB that filled a resolve bar to full, into a stun that does not. Stop crying.

 

Afterburners/Concussive Force: Rocket Punch/Stockstrike now immobilizes the target for 4 seconds instead of knocking it back. Damage caused after 2 seconds ends the effect. The knockback previously caused by this skill generated enough Resolve that it was actually detrimental to the Mercenary/Commando’s ability to further escape the attacker.

 

Mercenaries and Commandos now have a 30-meter interrupt, Disabling Shot. <-- I think I'll pass on whatever you've been smoking, as interrupts are key abilities to have in any PvP environment, and now you get one for 30m range.

 

Tracer Lock/Charged Barrel: Now each stack additionally reduces the activation time of your next Healing Scan/Advanced Medical Probe by 20% per stack.

 

Kolto Residue: Now additionally snares enemies struck by your Kolto Missile/Kolto Bomb by 50% for 3 seconds.

 

New Bodyguard/Combat Medic skill, Peacekeeper/Frontline Medic: While protected by your own Kolto Shell/Trauma Probe, firing Rapid Shots/Hammer Shot at an enemy triggers your Kolto Shell/Trauma Probe to heal you on a separate 3-second rate limit. <-- Big buff to heal Mercs.

 

Self heals just by using your basic attack while your most commonly used self-buff is active? Please tell me more about how you'll just be a punching bag.

 

do you know what you are talking about? do you know the difference between a root and a stun? the kb will be a root NOT A STUN. you clearly called it a stun. 4 seconds is not enough time to run away from a leaper plain and simple. the kb was key for hutball. more of a nerf and 1 of the MANY reasons i won't sub again. keeping dragging the same sh111t through the mud instead of fixing things.

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Ok, could those of you who are doomsaying explain where you are getting the idea that you will be stunned for longer? They said that overlapping stuns won't build as much resolve. If the stuns are overlapping, then you aren't getting stunned for longer. For players who know what they're doing (who don't waste a stun on an already stunned target), this won't change anything.

 

Yes, you are being stunned for longer. Now, if you get hit with 2 overlapping stuns, (happens a lot even with teams that know what they are doing) your resolve fills up and after the stun wears off (or you hit your breaker) you cannot be stunned for several seconds.

 

After the change, if you get hit with 2 overlapping stuns, your resolve does not fill up after the stun wears off and you can be stunned again.

 

I like resolve the way it is and even I think this change is foolish.

Edited by HelinCarnate
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Please start comprehending. They say the issue is filling the resolve bar, so this is not a stun, IT'S A ROOT! Please tell me how rooting a bunch of people around a node while trying to defend it helps me at all. I want to knock them off the node so they are forced to walk (slowly) back to the node, thus buying my team time to recover.

 

Let me hit this before anyone else: L2P

Rocket punch does not slow anyone. It used to knockback 4 meters (with 2 skill points). Single target. You can still interrupt node caps with rocket punch. It does not knockback, but why are you moving in melee range when you can interrupt a node cap from range? And why do you need a 4 m knockback to stop a cap anyway?

 

I'm personally not even going to consider the addition of an interrupt as a buff because it was a complete screw up by the devs leaving it out in the first place. So, grats to the devs on only taking 8 months to realize that you left off one of the most fundamental abilities from one class.

.

yeah yeah yeah

 

This is great because healers really should spend time casting dps instead of casting heals.

5 tracer lock (at the peak of your damage potential) also provide you an instant heal that you can cast. You don't see the advantage of this on 1v1?

 

Commando healers are currently the worst for PvP, this is the one attempt at bringing them up to the level of other classes.

No they are not.

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do you know what you are talking about? do you know the difference between a root and a stun? the kb will be a root NOT A STUN. you clearly called it a stun. 4 seconds is not enough time to run away from a leaper plain and simple. the kb was key for hutball. more of a nerf and 1 of the MANY reasons i won't sub again. keeping dragging the same sh111t through the mud instead of fixing things.

 

While KB can be handy in huttball, roots can be just as usefull.. Overall, it is a buff. The resolve issue is much larger than this. The resolve changes will drive more people away, an overall buff to a class drives only the foolish that cannot adapt away.

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do you know what you are talking about? do you know the difference between a root and a stun? the kb will be a root NOT A STUN. you clearly called it a stun. 4 seconds is not enough time to run away from a leaper plain and simple. the kb was key for hutball. more of a nerf and 1 of the MANY reasons i won't sub again. keeping dragging the same sh111t through the mud instead of fixing things.

 

You don't need to run away from them all the way, you just need to walk away more than 4 m. For melee, root is as good as stun. You did not know this?

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While KB can be handy in huttball, roots can be just as usefull.. Overall, it is a buff. The resolve issue is much larger than this. The resolve changes will drive more people away, an overall buff to a class drives only the foolish that cannot adapt away.

 

a root won't send an op marauders over the edge so i can get away. a 4 second root broken in 2 secs with dmg won't create distance.

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You don't need to run away from them all the way, you just need to walk away more than 4 m. For melee, root is as good as stun. You did not know this?

 

right so now that im 4m away they can use their crippling throw or whatever its called on the imp side and root us. or just run the opposite direction and then jump to u rooting u throw out a ravage that they might be specced into 100% root you. the kb was key and now a 2 sec. root is a joke.

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a root won't send an op marauders over the edge so i can get away. a 4 second root broken in 2 secs with dmg won't create distance.

 

If you can't figure out how to get more than 4 meters in 4 seconds you have issues. Will it create as much distance as before? Probably not, but you will still be able to get away if that is your goal. You may have to slightly modify your playstyle. Overall, it is not that big of a deal. and not even on topic for this thread.

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If you can't figure out how to get more than 4 meters in 4 seconds you have issues. Will it create as much distance as before? Probably not, but you will still be able to get away if that is your goal. You may have to slightly modify your playstyle. Overall, it is not that big of a deal. and not even on topic for this thread.

 

we won't even be able to use the simple attack hammer shot because the root will break after 2 seconds. TWO SECONDS. its a joke it really is. we cant do any type of kiting because melee have all kinds of roots/slows/jump to keep you in range and you think a 2 second root is going to balance things at all? its a joke it really is. i would rather keep my kb than have a root that will do absolutely nothing.

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I'm reserving judgement until after we know how, exactly, they are going to implement these changes. (the wording so far is very vague, not enough to go on) As long as they make it so overlapping stuns do not, in fact, overlap (i.e. the second stun doesn't override the previous stun), we won't be getting stunned any longer than we are now. Resolve will still fill up the same, it just won't get instantly filled accidentally.

 

If the stuns are allowed to overlap, on the other hand, then it all depends on the formula they use for determining how much resolve is added. Ex: 2 stuns used at the same time will add very little extra resolve, while a second stun used right near the end of the first will add almost as much resolve as a single stun. Done right, hitting someone with a second stun while they still have 1 second left on the previous stun should still fill your resolve completely instead of stunning you for 7 seconds without filling your resolve.

 

Basically: 800 resolve from one stun. Maybe only 100 extra from a second stun cast at the same time as the first, i.e. resolve is still 100 shy from full. 800 resolve from stun 1, stun 2 cast towards the end of the first stun's duration. As long as it adds at least 200 resolve, resolve is filled. If this is the case, better players will still be rewarded for timing their stuns correctly. Hitting the second stun before the first is broken will have the target stunned for 7 seconds while filling resolve; wait for the first stun to end and you can stun them for the full 8 seconds. (assuming CC breaker isn't used)

 

As long as they take a nuanced approach to the resolve changes, the only end effect will be that less experienced players aren't penalized as much, while more experienced players will still perform better. We won't suddenly have to sit through 2 stuns before we can break the third. If this does end up being the case, I'll be sure to eat my hat for you fellas, but I'm not worried yet.

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Let me hit this before anyone else: L2P

Rocket punch does not slow anyone. It used to knockback 4 meters (with 2 skill points). Single target. You can still interrupt node caps with rocket punch. It does not knockback, but why are you moving in melee range when you can interrupt a node cap from range? And why do you need a 4 m knockback to stop a cap anyway?

 

I read this as concussive charge and believed that the KB was being completely removed and replaced with a root. I'll disregard the L2P and replace with a L2R so my bad. But if you don't see the usefullness of a knockback when you've got 3+ people spamming a node, then I'll say to you....L2P

 

yeah yeah yeah

 

Nice, did you have a think-tank of comeback specialists work on that one for you?

 

5 tracer lock (at the peak of your damage potential) also provide you an instant heal that you can cast. You don't see the advantage of this on 1v1?

 

You're totally right, a healing commando could use this to dominate all those 1v1 matchups that he should be getting in to away from the action. :rolleyes:

 

No they are not.

 

So you feel that a commando/merc healer is better than either a scoundrel or sage for PvP?? wow....just.....wow

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we won't even be able to use the simple attack hammer shot because the root will break after 2 seconds. TWO SECONDS. its a joke it really is. we cant do any type of kiting because melee have all kinds of roots/slows/jump to keep you in range and you think a 2 second root is going to balance things at all? its a joke it really is. i would rather keep my kb than have a root that will do absolutely nothing.

 

Then start your own thread crying about it. This thread is about the resolve changes.

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But if you don't see the usefullness of a knockback when you've got 3+ people spamming a node, then I'll say to you....L2P

 

rocket punch's knock back? Nope. The only good option would be jet boost (or its equivalent). There is no usefulness from that one when there are 3+ people spamming a node. Auto attack does a better job than rocket punch. But if I were you, I would be thinking "sweeping blasters" or death from above (or their mirror)

You're totally right, a healing commando could use this to dominate all those 1v1 matchups that he should be getting in to away from the action. :rolleyes:

well if you are not using the off heals, then I guess you are missing out. Now you get to have an off heal every so often that you can use even on the run and you don't see the advantage of this as a dps spec? Well.. Ok then.

 

So you feel that a commando/merc healer is better than either a scoundrel or sage for PvP?? wow....just.....wow

 

I would take an ops/scoundrel healer anyday, because of their extra survivability. Between merc and sorc healer? I would not call which one is better, they are more apples and oranges. Not comparable.

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Just curious if anyone has had time to consider my last post. I hate to interrupt the tete a tete you guys have got going on, but I do believe my thoughts on the matter might just help alleviate many of your concerns. :p (as far as resolve goes. I can't really weigh in on the merc/mando side of things, although my first impression is that you got some very helpful looking buffs)
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In effect your wonderful change now makes it so I will be stunned longer, easier, and with less change to use my single, 2 minute cooldown, to escape. I will expect to be stunned more, with less ways out, and it will make huttball drag on much longer. I will be stuck taking damage without a way to respond. Unless you are going to make it so damage actually breaks stuns this change will simply make PvP less enjoyable.

 

Yep. Longer stuns is the upshot.

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rocket punch's knock back? Nope. The only good option would be jet boost (or its equivalent). There is no usefulness from that one when there are 3+ people spamming a node. Auto attack does a better job than rocket punch. But if I were you, I would be thinking "sweeping blasters" or death from above (or their mirror)

 

Concussive charge is a 360 degree knockback that I assure works nicely for getting people off a node/bridge. If jet boost is the mirror, then I would agree with that. AOE attacks are fine for interrupting caps, but these attacks are interruptable and do not get people away from the node....thus, they just start clicking the node again after the guardian/jugg leaps to you and then throws you in to the next zip code. Like I said, this is a final effort to buy a few seconds for your team if you're the last man standing and reinforcements are on the way. As long as I still have a KB, then whatever, play however you want.

 

well if you are not using the off heals, then I guess you are missing out. Now you get to have an off heal every so often that you can use even on the run and you don't see the advantage of this as a dps spec? Well.. Ok then.

 

If someone will let me stand still and cast 5 rounds of charged bolts then I'll totally use it. I use my insta-cast heal if I really need it, but I'd rather keep it for my stun. I just don't see it as a big game changer but if I can get 5 stacked (or at least 3) I'll use it.

 

I would take an ops/scoundrel healer anyday, because of their extra survivability. Between merc and sorc healer? I would not call which one is better, they are more apples and oranges. Not comparable.

 

Fair enough.....my point was that these "buffs" are the equivalent of treating a bullet wound with a band aid. Maybe the combat medic changes will create enough utility to make for better balance. The DPS commando/merc, however, is still lagging pretty far behind the other AC's.

 

Also, since I've totally gone off course, I will say that I believe the changes to resolve do not sound positive. It sounds like more/longer chain stuns are heading our way. I don't check the boards every day, but in all the times that I have read here, I don't recall anyone asking for resolve bars to grow (take longer to fill). This feels like a step backwards and this game is already dangerously close to the edge of the cliff.

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Just curious if anyone has had time to consider my last post. I hate to interrupt the tete a tete you guys have got going on, but I do believe my thoughts on the matter might just help alleviate many of your concerns. :p (as far as resolve goes. I can't really weigh in on the merc/mando side of things, although my first impression is that you got some very helpful looking buffs)

 

I read your post and I get what you're saying. I think the problem may be is that whether we know it or not, a lot of times our resolve bars are getting filled unintentionally due to bad timing of stuns. This will alleviate the problem on one side, but I do believe the end result is that we will be getting stunned more often. An example would be if you have 3 players with area stuns. Let's say 2 people set them off and fill the resolve bars on the other team. The third guy now can't use his stun with any effect. Under the new system, let's say those same 2 guys set off area stuns but leave the resolve bar 10% empty. The third guy just waits until the stun wears off and locks them all down again. I should note that I'm totally making up numbers and this example may not be entirely representative, but it's just an illustration of what "could" happen. I hope the change is for the better, but I'm skeptical for now.

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If that entire TLDR thing is really "You made resolve fill up slower which is the OPPOSITE of what people wanted" then I agree.

 

disagree. I like the system as is ( including roots not being part of the resolve system).

 

The 1.4 change, as described, is an improvement as it penalizes the lack of coordination of PUGs less. It is natural for PUGs to simultaneously stun an opponent frequently. To have this result in resolve out of proportion to the stun time is stupid. Losing your stun to cooldown is punishment enough.

 

I have no position on the suggestion "full resolve immunity should last longer".

 

All in all I think the 1.4 changes look interesting for PvP. Of course play testing will be required to seriously evaluate the impact of changes.

 

My Guardian is certainly going to miss interrupting sage/sorc knockbacks with force push <sigh>.

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The 1.4 change, as described, is an improvement as it penalizes the lack of coordination of PUGs less. It is natural for PUGs to simultaneously stun an opponent frequently. To have this result in resolve out of proportion to the stun time is stupid. Losing your stun to cooldown is punishment enough.

 

You see, about 90% of the time you face a noncoordinated team and people just throw stuns like it is the next hype. I liked to be on the receiving end as afterwards I enjoyed being immune to CC for a while. After 1.4 though, resolve will fill less because of this and there will be more time spent under CC, which is a big downer. You don't get to see a very good coordinated team often, so, the PUG mentality was the common thing before.

 

ugh. I hope resolve does not bleed before it is filled now. Or reducing the CD on the CC break? That could also work. As it is, it just sounds like more time spent under the effect of CC.

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I suppose that could be a possible scenario, Sten, but maybe the third guy will blow his aoe stun early too. :D Or maybe the third guy won't have an aoe stun, or maybe their is no third guy, etc. etc. Like you said, it's all speculation at this point.

 

For rated play, at least, the change will (hypothetically) not make a difference; stuns will be staggered correctly and CC breaks won't get used too early. You shouldn't have to rely on getting your resolve filled too quickly to survive because you won't always have that luxury. (although it's certainly nice)

 

Pugs, meanwhile, won't be hurt quite as much by their mistakes. There'll probably still be some gang-stun fuster clucks that let the recipient score/ interrupt a cap, but they'll at least be less common.

 

We'll see how it all plays out, but I'm not too worried about it yet.

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Wouldn't mind a short 2-3 seconds immunity after using our escape ability. Bad enough you get cc'd like mad, but using your breaker only to be instantly stunned (empty resolve) again is quite annoying. I also agree 100% with the OP, resolve has never been a popular system, and the listed changes will likely make it worse.
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The kicker is, they make this change in order to stop occurences of that "unstoppable wrecking ball" of a full-resolve marauder instead of addressing the underlying reason WHY a pure dps class has the best defensive cooldowns in the first place.

 

"Additionally, we don’t like it when a Huttball ball carrier gets “fed” full Resolve by a disorganized pickup group trying to stop him from scoring by simultaneously landing multiple Control effect", and then they go and give another 2 classes complete immunity - MORE OFTEN - to any sort of control effects at all. What. The. Aitch?

Edited by Polebreaker
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