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Thundartwothree

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  1. I do not know if it would be possible to code within this engine, but what I would like to see is Roots being affected by resolve. I do not wish them to be adding to a targets resolve bar in any way, but instead for said target to be unaffected by them only if their resolve bar is full. For example: Random cool guy Sorc stuns Target A. Target A's resolve bar increases to 600 Random cool guy Sniper Roots Target A. Target A's resolve bar is unaffected and target A is rooted Random cool guy Jugg choaks Target A Target A's resolve bar fills Random cool guy Sniper uses Root on target A Target A is unaffected by Root. Snares should never be affected by Resolve, as they do not even partially cause loss of control of their affected targets charecter, whereas Roots at least partially cause loss of control(the ability to move).
  2. No its not, it has not worked that way in almost any MMO ever. If TOR has put that in place, its probably one of if not the worst mistakes they could have made, when your hemoraging subs at the rate this game is (And make no mistake, losing 25% of your players 4 months after launch is bad, not just bad, but really really bad hell they even gave most players a free month) you do everything you can to keep people happy until you can really fix the game.
  3. There never really was a fad, in regards of Mara/Sents. The current fad (at least on the server I play on, and several others) is Hybrid Tank specs. We've seen a few posts about them, but the community at large will catch on soon enough I assume and the QQ will be loud, Sling/Snipers are on the rise aswell.
  4. I agree with some of what you're saying here, but I would like to point out that bubble is indeed castable on others, and while it may not equal the total damage reduction of Rebuke and Sabre Ward over the corse of a fight for the Sorc/Sage alone, the ability to use it on others should not be ignored in the least.
  5. This is an MMO. PvP will change alot. It will either change too fast and players will complain its changed, or it will change to slow and people will complain its too slow. Every major patch will contain buffs/nerfs/changes to ACs, about 13 seconds after the patch goes live and the servers are up, there will be at least 17 threads complaining about nerfs and 46 threads complaining about the new OP FOTM AC. 1.7 to 2.6 months later the entire cycle will start again.
  6. There numbered and you know it. I one shot. Wiggle wiggle wiggle yeah.... Wiggle wiggle wiggle yeah..... There numbered and you know it. I one shotttttt....
  7. People dont want to learn. Hell 90% of QQ posts about any AC after 1.2 fail to take into account the change to Expertise and how its screwed up the entire DPS/Healing meta game. Most people just want to tunnel vision one or 2 ACs as OP, put on blinders to the real source of the problem and QQ away.
  8. So who's next I wonder? What will the forum mob move onto, I think Snipers should be next on the list. Havent seen a NERF SNIPEZ NAOW thead.
  9. Thundartwothree

    Mar/Sents

    The reason you got hit that hard, is because you only have 600 expertise, thats not enough, the blue starter gear has more than that. Battlemaster gear has 1200 give or take 20 Expertise. On a Battlemaster geared player Ravage/Master Strike crits a total of 7k max with stims and so on, with a 3 second channeled ability. Is that alot? Yes, is it too much? Maybe. Would a tweak to Expertise values change that? you bet.
  10. Thundartwothree

    Mar/Sents

    I have already addressed this for you, but will again. Master Strike will continue to cast if the target moves out of range, this is true. But however if the target is out of range, the damage from Master Strike will not register, the ability will still channel, pretty much causing it to be a self root to the Sent or Mara. Now. I've read quite a few of these posts, and there is some missinformation flying about. Force Leap cancels a cast on the target that is casting, it is not a complete interupt as it were, more akin to half an interupt as the caster can cast the same ability right after, instead of a full interupt which locks out that spell for 4? seconds. Master Strike can only root someone if the Sent is Combat spec, the root is not available to all Sent/Mara's. Sents/mara's do have a counter class, there is not a ton of them it seems, but Snipers do counter Sent/Mara fairly well(If played well). As to 1v1 balance. It will never happen in an MMO, ever. Please get it out of your heads, its not going to happen as long as classes want to remain unique in anyway shape or form. There are far to many variables to achieve 1v1 balance. Could TOR PvP be closer? Yes it could, not a question. Is it as far off as some would make it out to be? No, no its not. I've pointed out the many differences between pre-1.2 and our current state of affairs earlier in the thread, and while some ACs different buffs and nerfs have added to the problems we are now seeing, they are far from the forefront of the real issues regarding the damage going out in PvP.
  11. Thundartwothree

    Mar/Sents

    I belive its far more the crux of the problems than any of the ACs getting nerfs or buffs, honestly it seems the Expertise stat just needs a slight rework to slow down combat on the whole. Lets hope it would provide healers more incentive to heal and DPS ACs less insentive to mindlessly go through their largest burst moves with all available temp. buffs out to gib someone. It just doesnt make sense that BHs are getting 7k shots, or that Master Strike/Ravage are hitting anywhere in the range of 7-9k(Follow that with an overloaded saber Merc Slash and you can kill someone) total depending on the targets Expertise. What I would like to see is, the Healing Bonus from maxed out Expertise raised an additional 5%(so around 17% with say 1150 Expertise, instead of what it is now, around 11.5%) Also the Damage Reduction increased an additional 3%(17ish% with 1150 Expertise to 22ish%). Aside from what I belive will be some healer tweaks in the comming weeks(Either the healing value increased on the Sorc/Sage big heal or a .5 second cast time reduction on the 2.5 sec heal, I forget the name of the ability, more Ammo/Heat changes to the Tropper/BH healing trees for better longevity) I dont think you can straight nerf any AC at this point due to PvE and its adjusted difficulty re:more difficult(PvE is part of the game aswell, and as much as we like to complain they did choose the system of non-seperated ability functions in PvE/PvP, so we have to offer suggestions that deal with both aspects.) We do really need to take a step back and look atht he flawed picture as a whole, instead of pointing to one or 2 ACs and shouting OP OP OP while carrying pitchforks and torches. TLDR: ACs are not OP, Expertise needs adjustments, healing and certin healing ACs need tweaks. Slower combat in PvP, less mindless crap.
  12. Thundartwothree

    Mar/Sents

    In response to your side note. It still does the cast alot of the time, but the damage will not register if the player moves out of range. Its basically a self root for Mara/Sent at that point. On topic. Yes Mara/Sent's are doing some crazy damage right now. While I do belive the buff may be just a little over the top, I will point out the changes to Expertise and the healing nerfs as a much larger factor than the straight Mara/Sent buff. And while it seems everyone with Battlemaster gear and above is doing far more damage than pre-1.2, Mara/Sent's do have some great survivability tools that help to offset that, causing what people have called "too much" or "unkillable" when in reality it just seems that way because they are lasting longer than most ACs due to the changes and nerfs to systems and healers. It may be balanced or tuned for people in full WH gear, but I doubt it, I'm guessing we will see an adjustment again to Expertise and its related values and DR to offset what is to much damage on the whole and not enough healing(Its also a major reason I'm betting we didnt see Rateds, and the subsequent free month). I'm betting we will see a few tweaks in how resolve works in relation to Reduction in Damage and Bonus Healing on the Expertise stat, and that may go a long way to fixing the mindless burstfests we find ourselves in.
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