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Do something about the stuns

STAR WARS: The Old Republic > English > PvP
Do something about the stuns

CheesyEZ's Avatar


CheesyEZ
10.21.2021 , 08:58 AM | #11
Quote: Originally Posted by Zipacnaa View Post
Well put, and how very accurate. Stuns are not a good part of PvP, borderline making it downright stupid how one (good) Assassin / Op can hold of half a squad
it's not at all possible for one op to prevent 4 players from capping a node with CC. ~90% of the time, that is caused by bad play on the part of the 4 opponents. for example, it's pure ignorance to go hunting for the stealthed op while your teammate channels the node. the more players who channel a node, the sooner the op will have to break stealth and fight to prevent you from capping.

the real problem with individual ops in particular is lolroll immunity and self healing. unless you have classes who can STUN and burst the op during that STUN window, he's going to lolroll resist and los your dps combos. sleep dart isn't why an op can delay 4 players at a node. it's poor team play, lolroll, self heals - in that order.

if a sin is delaying 4 players at a node, it's purely bad play by the 4 players. sins cannot self heal, and they cannot regularly resist attacks the way ops can. sins do have more simultaneous CC than ops, but that just means they fill up the opponents' white bars quicker.

a pair or more of ops is another story and should be able to hold a CW or AHG node almost indefinitely.

on the flip side of things (this is in response to the thread as a whole not the argument I'm quoting), without stuns and mezzes (soft stuns), healers would never die (both because the healer could heal/escape and because his tank could easily guard swap/peel for him) and ops would never die, b/c the way you kill an op is to hold them in place.

I do agree wholeheartedly that the trinket/breaker should be adjusted to reward good use of it but also punish frivolous use (like breaking because you want to press an attack not b/c you're going to take life-threatening damage)

NogueiraA's Avatar


NogueiraA
11.15.2021 , 02:07 PM | #12
Quote: Originally Posted by CheesyEZ View Post
i
I would like to see how the game plays with a mechanic that resets or drastically reduces your breaker's cd if you use it while white barred. white bar occurs as soon as you're stunned a 2nd time with most CC (low slash and carb are conspicuous outliers). I do often feel that I'm unduly punished for using my breaker even when I do it appropriately (with full resolve while being attacked) b/c the 2nd time it happens will usually occur before the breaker resets, so you're stuck for the full duration of two stuns...which is pretty much a death sentence.

iunno. it's at least something that should make it to PTS.
That's a very good idea.
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DougTheNoob's Avatar


DougTheNoob
11.16.2021 , 01:02 AM | #13
Quote: Originally Posted by CheesyEZ View Post
it's not at all possible for one op to prevent 4 players from capping a node with CC. ~90% of the time, that is caused by bad play on the part of the 4 opponents. for example, it's pure ignorance to go hunting for the stealthed op while your teammate channels the node. the more players who channel a node, the sooner the op will have to break stealth and fight to prevent you from capping.

the real problem with individual ops in particular is lolroll immunity and self healing. unless you have classes who can STUN and burst the op during that STUN window, he's going to lolroll resist and los your dps combos. sleep dart isn't why an op can delay 4 players at a node. it's poor team play, lolroll, self heals - in that order.

if a sin is delaying 4 players at a node, it's purely bad play by the 4 players. sins cannot self heal, and they cannot regularly resist attacks the way ops can. sins do have more simultaneous CC than ops, but that just means they fill up the opponents' white bars quicker.

a pair or more of ops is another story and should be able to hold a CW or AHG node almost indefinitely.

on the flip side of things (this is in response to the thread as a whole not the argument I'm quoting), without stuns and mezzes (soft stuns), healers would never die (both because the healer could heal/escape and because his tank could easily guard swap/peel for him) and ops would never die, b/c the way you kill an op is to hold them in place.

I do agree wholeheartedly that the trinket/breaker should be adjusted to reward good use of it but also punish frivolous use (like breaking because you want to press an attack not b/c you're going to take life-threatening damage)
Agree completly. And against a bad team,any class can prevent ppl from caping a node. I did that many times,even with my sniper lol.

Nickodemous's Avatar


Nickodemous
11.17.2021 , 09:08 PM | #14
Get over it? Wear diapers? Get a passie to prevent unwaranted feelings towards a stun?
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ralphieceaser's Avatar


ralphieceaser
11.19.2021 , 03:30 AM | #15
They are technically gonna be doing something, for many classes their stuns are a talent option which often competes with other crucial abilities, often far more crucial like a godmode merc dcd so it is likely there will be less stuns in 7.0