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K_osss

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Everything posted by K_osss

  1. nope, not dissappointed. For the folks in austin 4am is early enough.
  2. Seems pretty suspect. I've got an old i7-950 @ 4 Ghz and a discrete GTX 980 and I'm getting about 70-115 FPS depending on location. What are your graphics settings set to? You running 4k or anything crazy?
  3. Per the stream " Gore down to 3 seconds"... Not a fan. "Aware of concerns around Deadly Throw/Crippling Throw, but we're not going to re-evaluate what we said in the blog before 3.0 launch. We're watching it." Not a great overall message.
  4. Disagree. But see you around. Also according to your post history you seem to be a PvE'er. True or not true?
  5. Because it's going to be significantly harder to apply amoung other things. Also there are situations where someone needs rooted immediately and time is of the escense. Now I will have to be in 4m range AND either use the ability 2x or use another ability. Not prefered. Can it be worked around? Sure. Is it as good as it used to be? No. Solo node guarding exisits. Plenty of 1 on 1 scenarios happen even in team play. I don't want to be at a disadvantage because I'm a non-stealthing class and "don't let them see you coming" or I get kited to death. I have a 55 merc, 55 guardian, 55 gunslinger, 55 shadow, 55 powertech. It's not the end of the world for me. I'll play another class. Problem is they aren't my main. I know their strengths and weaknesses. I'm not epeening. I don't like the suggested 3.0 changes because I think they make my favorite class more difficult to succeed with. I don't think Carnage is over the top now. I'd suggest Bioware look at their leaderboard metrics amongst others if they think they're soo amazing. I agree. But I will take the opportunity to say my piece about why I think the changes are a step in the WRONG direction before they're implemented. Maybe someone's reading and will see the logic.
  6. Yeah seriously - not much time to "plan accordingly" now. Wait much longer and it "is what it is"...
  7. Yep, and my damage will drop. All the stuff you mentioned either means less time on target or spending more time doing less damage. I don't think it's the end of the world. Is it a change I'm welcoming and looking forward to? No. Is it a change I think the class needs to be balanced? No. Also if I can't use force charge to close distance why don't they just run away from me and I'll never get close? Pretty easy for them. Let me ask you, why are other classes getting mobility and surviability improvements with 3.0 while carnage marauders are not?
  8. If dot'd i'll have unstoppable up 4 seconds of every 9..... That's a lot of stun immunity.
  9. Do you play a carnage marauder or combat sentinel in pvp? What is your valor rank?
  10. Current changes for Marauders are losing a root, not gaining any CC immunity and only having a slow off of crippling slash unless you choose a Heroic Utility to make it root on the second use. You'll be fine against marauders. you should worry about shadows and guardians....
  11. Yeah and that's critical for Carnage Marauders in PvP. PvE it hardly matters. The healing debuff is almost the secondary affect of it for Carnage marauders. The main point of it in PvP is to give the Marauder a chance to root a ranged class after a knockback. What would we do once we only have melee roots and ranged classes are getting more mobile? Use predation? Now we can't use Berserk so damage goes down, and with Gore on the GCD I'm not liking how things are shaping up. PvE I have no major complaints about the changes - but I prefer to PvP and I'd rather not be gimp on my main.
  12. You've got to be kidding me... You totally missed the predominate use of Crippling Throw as a carnage marauder in PvP.
  13. Pretty sure it says when crippling slash is used on a target affected by crippling slash it's a root. Not on a target that's slowed by other abilities. And it'll be 3 seconds at launch - no one has alacrity. And I don't want to be forced to stack alacrity so i can use the same ability 2x in order to root a target. That's stupid.
  14. In regards to PvP staying on target or "anti-kiting" abilities Guardians/Juggs will have (the following is not 100% confirmed): Ability: Force Charge - Root Ability: Chilling Scream - Slow Utility: getting attacked reduces the cooldown of force charge Utility: force charge reduces the activation of chilling scream Utility: chilling scream increases the movespeed of allies Utility: Root on ravage Utility: Endure Pain (50% movespeed bonus and immunity to movement controlling effects) Utility: Root on Saberthrow Utility: ED can cleanse Passive: 15% speed bonus in Shien Passive: Unstoppable (4 seconds of CC immunity, all kinds) That utility that reduces the cooldown of force charge and Unstoppable combo super together, plus the passive to shien movespeed, chilling scream, and the speed boost to Endure Pain and the root on Saber Throw.... That's quality. Now lets look at Sentinels/Marauders: Ability: Force Charge - Root Ability: Crippling Slash - Slow Ability: Twin Saber Throw - Slow Ability Removed: Crippling Throw - Root Ability: Predation Utility: Root on ravage Utility: Movespeed on Ataru (passive for Guardians/juggs) Utility: Slow on Force Charge and other abilities Utility: Increased duration and speed on force camo Utility: Improved predation and movement-imparing effects purge Utility: Force camo cleanse Utility: Crippling Slash double tap = root I don't like the look of marauders near as much as the jugg's. If you want to check the veracity of the above go elsewhere. But it looks to be fairly accurate.
  15. Cool, my Guardian will be impossible to kite with that Enure change! Sweet. Like the addition of the dot spreading too.
  16. When the Jig turned into a full-on poledance Eric got hired.
  17. Bioware, it's pretty apparent that the player feedback on the outline changes should be considered. Compared to the other threads on other classes I'd say this is significantly more negative because the proposed class changes are not good. Does Bioware feel that Sentinels/Marauders have too much uptime on the target in PvP?
  18. Not a fan of the removal of Crippling Throw. Not a fan of PS/Gore being on the GCD. Meh about Bladestorm/Force Scream replacement ability. That means no real change to Combat/Carnage's rotation. Overall Combat/Carnage rating IMO: 3/10. Crippling Throw removal is a nerf to PvP; traded an immobilize for a slow. PS/Gore on the GCD is kinda sucky. Not very imaginative "new" ability.
  19. The removal of Crippling Throw is going to hurt Combat/Carnage a lot in the PvP setting. I never use Leg Slash because it's melee range - does crap damage, just slows them, uses Focus, and takes a GCD. There are other ways to slow (such as cauterize, or the slow of Zealous Leap and Force Leap and Exhaustion if Focus spec'd. Not that many ways to immobilize. Not a fan of this change. Plus who's going to use it 2x I'd like to know. That sounds dumb. I don't want to use it 2x in a row.
  20. Not sure what I think about Precision Slash/Gore being on the GCD now. Seems like it will slow down the pace of combat/carnage. Probably slow down the APM a touch. Also Combat/Carnage doesn't really get any abilities to add to the rotation. Just replacement abilities, Clashing Blast instead of Bladestorm. Concentration and Watchman seem pretty interesting though!
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