Jump to content

Zenirvana

Members
  • Posts

    25
  • Joined

Reputation

10 Good
  1. I feel that stealth needs a slight boost imo. For healers, a 3 minute cooldown combat stealth that reduces all healing done or recieved to zero is horrible. It is rarely able to save a healer. I would like for the group stealth ability to be a combat stealth aswell. 3 minute cooldown is worth the wait to be able to give your team a few seconds of stealth if they were under heavy fire.
  2. During beta and at the beginning of the game I could use smuggle to cloak an ally while they capped a node. This skill was highly valued by my team and made for interesting battles. This skill was nerfed to no longer allow cloaking another player while trying to cap. Infact the nerf went so far as to actually stop a fellow team player from capping a node. I have never found any use for the skill since then. 15 seconds of group stealth in a warzone is too situational and a 3 minuite cooldown turns it into a skill I do not have room for on my toolbar. I have read other people post ideas and the one I really like the most is turning it into a 3 second combat stealth for one team mate on a 3 minute cooldown timer. Not usable for self but for giving someone on your team 3 seconds of stealth to possibly save them. Stealth is suppossed to be this classes utility and I can see this skill providing a huge help on the battlefield.
  3. Problems: 1. Dirty fighting needs a way to proc upperhand other than through blaster whip. 2. All smugglers and operatives have little utility and no gap closer. My suggestion is asking for thermal grenade to knockdown in pvp as it does in pve. Also through talents in the dirty fighting tree have thermal grenade to grant an upperhand when a target is knocked down. I know many will argue that would be far too powerful yet I see every other profession out there running around with abilities just as good. A ranged knockdown would put smugglers and operatives back on the pvp field doing what the profession is suppossedly designed to be doing.
  4. Disappearing Act is a skill that defines the class. Scoundrels lack much utility and require alot of micro managing to be an effective healer. It seems the class was balanced with stealth in mind but then on top of that the no healing debuff was added aswell. It was a stupid decision. The person that made that decision is an idiot.
  5. When I read what this class had going for I signed up. Once again I am playing a stealth class that is horribly imbalanced. I wanted to be a smuggler healer and I am tired of being unable to compete with sage and commando healers. I was even told to reroll a sage. Sorry but I am not paying to play a game I want to pvp in using a class where I can blatantly see my class's skills lacking. I was a loyal paying SWG customer for 6 years straight. I kept holding on to a faith things would get better. I am not going to waste my life waiting for things to get better ever again. I am not saying the class is horribly broken and I am not asking for much improvement but it does suck to see where my class is underperforming. resource management sucks stealth is useless for sawbones dodge is a huge let down the nerf back in beta that made slow release medpack require a 2 stack was just stupid and done by someone obviously ignorant
  6. That is my problem as a healer for this class. Stealth is suppossed to be the premier class skill and utility but for healers it is worthless. It seems like on paper alot of healing and utilities were "balanced" with stealth in mind but in application the class is falling short. The combat stealth ability is absolutely fail for healers. I would trade the combat stealth for force run and the dodge ability for the sage/sorc bubble in a heartbeat.
  7. welcome to a class that has stealth where every skill you get has to be nerfed into being pathetic to make it "balanced"
  8. I starting using the Op's spec and find it hands down outperforms my old full heal spec in pvp. My problem is that there is this belief that hybrid builds are always inferior. Guildmates and others on the forums will make strong claims how healer should only heal and dps should dps. But when I was full healer I found myself either out of energy and useless or my group was at full or near full on health and I was once again useless untill someone needed me. Now I have the ability to stay on top of healing when needed and also throw out tons of AOE, bleeds and snares. My numbers may not be the highest in one department but I am so much more productive.
  9. maybe all this debate on wether or not scoundrel needs a boost comes down to maybe the devs have plans to add more gear, levels, skills down the road. I know many people do not like hybrid builds but this game makes every class choice and spec a hybrid in and of itself. Maybe future pvp gear sets could include much better bonuses that increase skills and abilities that could put scoundrel into a position where hybrid specs are not debatably viable but considerably good. I know that as a full sawbones scoundrel even with top healing in a warzone I put out decent dps on top of that.
  10. I wish I could see these changes on a test server just for giggles.
  11. from my experience to buff sawbones to where it needs to be for me is this: dodge increased to 10 seconds vanish no longer stops healing dealt or recieved diagnostic scan provides insight into target's injuries granting a 20% heal bonus on target for 10 seconds A 3 second dodge is a joke compared to force run, bubble, and knockbacks. Putting a heal debuff on vanish for sawbones was just mean spirited. Diagnostic scan for 4 points is worthless in pvp and having it provide a nice heal buff would justify the long cast time in pvp.
  12. I see alot of posts of ignorant people ignoring my real complaint. Please read and try and keep up. I have an ability to cloak my group. I can now no longer use this ability if I am in range of a groupmate as it will cause them to cloak which will break them trying to capture at node. If cloaking a groupmate that is trying to capture a node is not an allowable function of the ability then I will adapt to this change to accomadate the real whiners. But having a skill that now can screw my team up if I sneak too close to my own team mate and cause them to have to restart the capture process sucks. I now have an ability that can screw my team from winning. Was that the intent of the change of this skill? To make it a liability?
  13. In pvp diagnostic scan is horrible. Having to stand still that long will get you killed. Also most targets will break los before you finish the scan. With all the points spent to upgrade the skill this is what I would like to see done. Using the scan on the target gives you insight into the target's injuries. This grants you a 10% healing bonus to target for 15 seconds. That there along with pvp gear and bonuses could possibly put healing for the op/scoundrel up there with the other healers.
  14. I was using an ability that I was given. I walked into range of another player who was in the middle of capturing a turret. He was put into stealth and broke his timer to cap. I caused the loss of a node by accident not to exploit. I have a legitiment reason to be upset.
  15. It use to be that I could use my group smuggle to cloak someone while they would capture a turret or plant a bomb. Someone cried about this or a dev felt it was too good? Now the ability no longer does that. I saw in the patch notes of the change but what I did not know is that if you have the ability active and approach a group member who is actively trying to capture a turret that it will interrupt them. I got yelled at for screwing up a team mate who almost captured a turret for our side. This ability use to be a great team asset. Now it is a problem. Thanks for nothing.
×
×
  • Create New...