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Nerfhammer

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  1. Force slow is not even close to the same as leg shot...Leg shot is a root ie you dont move at all. Force slow slows move speed. You said it yourself leg shot is great to be used as cc. what does EVERY other CC do? ADDS TO RESOLVE. you just made my point for me. leg shot(a root) is a cc on a melee character and yet it is not treated as a cc in regards to resolve.
  2. first of all i dont know what melee has root abilities. also if i get rooted and you get rooted we both stay still...only difference is you can still hit me(as melee) What is with people wanting this game to be perfect the way it is...? is that the way people think of SW:ToR? perfect? if not why are there so many flamers that come into every thread with "L2P noob" and "its fine" I love this game so far, but it is FAR from balanced or bug free. I didnt make a QQ thread so stop treating it like one. I want there to be improvements made to this game so I am going to bring up things I think need work. I dont know how many times ive been attacking somebody when they jump down into the pit, I chase after them and a couple of seconds later they teleport back up out of the pit. My internet connection and PC are fine so should i still "L2P" that too?
  3. oh my god the number of ignorant responses are killing me. yes they can be stunned and knockback'd....those add to resolve , but what does that have to do with roots...? You know...what this tread is about....
  4. i dont understand why this has turned into "ahmahgawd melee sucks helps me no fair" all I really want is for ROOTS to add to the resolve meter so you cant be rooted then stunned effectively taking you out of the fight long after a ranged would be back under the same situation
  5. One thing I want to clarify is that my original point is in regards to abilities that stop you from moving. I may have confused people by calling it a snare which it sounds like most ppl use that term for a slow. I call them slows and snares(roots). A ROOT does not affect resolve. This has the same effect on melee as a stun has on ranged. Sorry if I confused the thread with semantics.
  6. force speed does not break snare unless you are tank spec'd
  7. any comment that says "get a healer" can get out. that has no effect on melee or ranged having an advantage since either one would benefit from having the healer. i never said anything about not letting ranged have stuns or knockbacks... AGAIN. the root of this post comes from the fact that snares do not grant resolve. so to everyone posting a theoretical "this could happen" then how about this 2v2 situation. with just 2 people you could completely take a melee character out of the fight for quite a long time. take 2 snipers/gunslingers for example. 2 leg shots(10 seconds total snare) into a flash bang(8 seconds) followed by 2 leg shots(10 more seconds) which will have reset your resolve a set you up for another flash bang(8 seconds). so you have been completely taken out of the fight for 36 seconds, the enemy still had 2 knockbacks and 2 melee stuns for your teammate in a 2v1 and you were able to do nothing. but you have a cc breaker right? so that gets you out of 1 cc and doesnt protect you against any other cc. so if you break one snare they can flash bang and you sit out for at least 31 seconds or you could break the flash bang and get 2 seconds closer to them before getting hit with another leg shot.
  8. what is with all the LoS talk... People are STILL not getting the point. If melee breaks LoS then they arent doing anything either. That has no effect on this discussion. the point is most classes have roughly the same number of cc abilities, BUT melee have the disadvantage of being affected by snares, which have no effect on resolve. I am not saying melee is bad, or good. Im not saying ranged is bad or good. Im talking about resolve and snare and the fact that melee being affected by snare is effectively the same as stunning them(unless there happens to be a target that decides to hang out on top of you). It seems to me like ToR decided to err on the side of giving everyone the same abilities(stuns, knockdowns, knockbacks, snares, slows, ect). however since ranged have the obvious advantage of dealing dmg at ranged melee should have something to make up for this. Sometimes it is increased survivability or more ways to break out of cc or close the gap than a ranged has abilities to keep us away.
  9. im sorry, but all these "nuh uh" posts are useless. not a single post that disagreed with me had any explanation as to why...yes melee classes CAN do just fine and yes if you have a healer healing you thru the snares you can still do dps...this still does not address the issue of ranged classes having an advantage over melee classes... all of the "advice" given to me assuming im terrible at this game could be used by ranged classes the same as melee. yes a mob of melee characters will kill a group of characters that are spread out...but so will a mob of ranged characters. The fact it is a "disadvantage" is not to say they are terrible, but rather that a ranged character of equal gear and skill has an inherent advantage.
  10. First off let me start by saying I really dont like the resolve system. But if that is what we have to use then fine, but at least try to make it fair. I havent played every class yet, but as far as i know every class has a stun. Add to that all the classes have other abilities in the form of knockbacks, snares, and knockdowns. Ok lets look at the difference between melee and ranged classes. Personally I play a sith assassin so that is the base of where I am coming from. The melee classes have to get into melee range. In a one on one situation stealth helps with this(or leap if u are a warrior). but that only helps starting out. So ranged has abilities to keep us away. knockbacks, stuns, knockdowns, snares. to a melee character ALL of these serve the same purpose. They all completely stop the damage output of the melee class. However, where it gets irritating is that snares are not affected by resolve. So melee classes are at a disadvantage because there is an effective CC that is completely ignored by resolve. A melee could be effectively taken out of a fight just by snaring him before stunning. a full snare or 2(which the melee shouldn't cc break) followed by a couple of stuns and you are as good as dead. Not to mention most snares are on relatively low CDs. Normally MMOs make up for this by having melee be quite a bit more beefy than ranged classes. this is not the case in ToR. The only relatively squishy ranged class is the sniper/gunslinger. So does this sound about right or am I missing something that makes up for this disadvantage? EDIT. I do understand that operatives/smugglers have a ton of burst from opener, but that is a different problem.
  11. Expertise is broken just by the fact that it increases the effectiveness of healing. If pvp gradually gets more expertise as gear gets better its going to get to the point of classes with healing capabilities will wipe the floor with non-healing classes. Inquisitor shields are already getting to a ridiculous point. they triple dip from expertise and gain an advantage over those that cant.
  12. I cant believe the "excuse" that resolve is balanced was to get a pocket healer and have a tank guard you. wow. and i just want to point out that the ONLY decent reason to keep resolve like it is is huttball. that doesnt seem right at all.
  13. so the only people who should be able to win huttball is premades? yet that is the only warzone that it puts pugs in...how does this make sense?
  14. huttball is the ONLY warzone that you can win even doing 0 damage and just having group organization. an organized group is about as close to a sure thing as you can get in pvp. and what are you talking about pattern recognition...with the ability to pass the ball there is no way an organized team couldnt coordinate around an unorganized team with little effort. you dont even need a whole team just 2-3 ppl is enough and about the unorganized team winning comment...so if its so obvious that the organized team could win how is it fair to ppl who dont que as group? that is exactly my point. the only warzone that pops is practically impossible to win as a pug against a premade so what is the point? let us que for something else or make huttball premade vs premade.
  15. LOL at comparing sniper shield probe to inquisitor shield...NOT even close. also having to be in cover to use cover pulse also makes it no where near as good. also sever tendon is not a sniper ability next time make sure you know what you are talking about
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