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kif_kif

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Posts posted by kif_kif

  1. 1. How do you think your Operative spec is perceived by other classes?

    Healing.

    Best healer in the game - very mobile and very difficult to kill both in PVE and PVP.

    Concealment

    Mostly useless in PVE due to low DPS. Mediocre or even bad in PVP, although in good hands can play a viable role in the game.

    Lethality

    Can do some DPS in PVE and PVP, but mostly useless: in PVE there're classes with better DPS, and in PVP it lacks burst and thus utility - great numbers do not always mean great contribution to victory.

     

    2. How do you perceive your own spec?

    Healing.

    Very good and interesting tree to explore, but I ve been playing DPS since the launch and now I don't wanna repeat the gear grind circle.

    Concealment.

    Although my damage is a piece of **** in PVE, it's in PVP where I'm truly enjoying my class.:cool: Although I'm struggling to top 3 DPS board, I usually do it (unless there's some good PT or mara) and I m not gonna drop my class no matter what nerf you are preparing to me, dear Bioware.

    Lethality.

    Again, I usually use it in raids (on those rare occasions I'm taken in ops), in PVP I tried it but wasn't lucky so far.

  2. Cons Ops here. )

     

    I enjoy rooting Sins/Sorcs when they re trying to cross the Firepit with their Force speed. And then I STUN them!

     

    And then I enjoy my favorite Fried Chicken smell. :D

  3. I don't think TA 2x gives more advantage than 1x.

     

    Also if you have two stacks of TA and the TA wears off, it does revert to one stack of TA. Instead it goes to zero. That should be considered a bug.

     

    Checked it out - yeah, yu re right, my bad.) TA gives us only +2% damage no matter how many times it stacks. Although I think it's more like "working as intended issue", not a bug. Dunno

     

    As a Heal/Lightning hybrid Sorc I have to say, Operatives (non-heal) are a joke unless they can double-open with all their cooldowns, stims, relics etc. Even then, they only come close to the damage other classes (Pyro Rofltech) can do.

     

    Their survivability is...wait, they have no survivability, they eat as much damage as a Sorc.

    Sustained damage is...wait, they have no sustained damage.

     

    The next patch with the changes to stims and relics will completely crush them, they will be worthless.

    This class needs a rework. The burst is fine as it is now, but they need more survivability and sustained damage.

     

    It''s so nice that the community starts to agree that Ops are overnerfed/need some changes or rebuff.

    My only hope is that our dearest BioWare will pay attention to what we say sooner or later...:(

  4. I don't get why ops don't have a combo point system like all the other rogue arch types in MMO's. It could work for the melee stabby ops and help bring you up in damage, plus different and more openers would be a good thing so there's some variation on whats needed and when.

     

    Well, we got some kind of it - Tactical Advantage - which when stacked up to 2 gives us +4% damage.

    But that's all of it...

     

    Good idea anyway! We can only hope that dev's will finally pay attention to this class and our ideas about it.

  5. Dear BioWare,

     

    Great Job on the game, i really have fun with the game! And the PVP! its such fun! but there is just one problem with the PVP, i think the stun is bugged, i can't chain stun people... whats wrong with it? i think i should be able to chain stun them to death, even the empire people can't chain stun me to death. You should get it checked out, since i think the PVP in SWTOR is just about the stuns, so this may be a really serious problem, check your stuns BioWare. make sure when a sentinel leaps in he is stunned till death, cause now i can leap in and get stunned only for 3/4 of my health, something is wrong, i should be leap in, dont move and DIE.

     

    Best Regards

     

    To be even more exicited, you should play against TEAM OF STUNLOCKING OPERATIVES!

    They won't be able to kill you (garbage DPS), but yu ll get 15 mins of stunlock FOR FREE! :D

  6. Yu know, sometimes I get the feeling that they want to eliminate this adv. class from game completely by slowely nerfing it and thus making people to reroll. Caz it just causes too much trouble for 'em by our chain stun, or, I don't know, they re all playing Sorcs.)

     

    HAHAHA, NO WAY! I ll keep stunlocking ppl to death.:D

  7. Will the adrenal nerf hit scrapper/operative? IT WILL RENDER THEM TOTALLY USELESS, they are taking away the little output that your class have.

    [/b]

     

    I think it's too early to say things like that. We do rely on our relic/adrenal burst dps, yes. But according to the posts I've seen, the new relics won't be, IMO, less powerful than the previous ones. Each 1.3 WH power relic gives + 113 power permanently, so it is + 226 in all. Now the WH relic gives +405 for 20 secs. So, if we compare them, I think things aren't that bad. :)

     

    All I say is that things aren't that obvious (personally I would choose +226 perma power than +405 for 20 secs on 1 min CD, but maybe yu will disagree) and that we have too see those relics in action and we should do some parsing before making such conclusions.

     

    You don't know the half of it. Many times I've respawned in the lobby "in combat". Seriously.

    I've also fought a guy retreated healed myself and then sit wondering when I am going to end combat so I can stealth.

     

    Oh, believe me, I do know about 'em after 7 months of playing Ops. ) Although I see this bug at least 1 time per WZ (haven't reported it, good job if you did!), I think it's a minor issue comparing to our other problems...

     

    a) With the changes to Back Stab/Back Blast, the next big hit is 12s away.

     

    b) After stealth, we have a Dodge talent (lasts 3s) which only works against melee and ranged attacks. The other defensive cool down is a Shield that is 1/2 as strong as that of a Trooper/BH but on half the cool down which means we shrug off half the damage but twice as often.

     

    Stealth, while powerful, is extremely fragile and broken by actions made against people around you. Once broken, you can't re-enter stealth without the use of a long cool down (over 2x the cool down of Force Camo when talented) and even that is broken on damage done afterwards.

     

    a) Just what I m saying - reduce the CDs of several abilities... Although, actually, we have an Explosive Probe. And after using it Shiv is again not that far.)

     

    b) Completely agree, those are serious issues. Dodge/Evasion is garbage. I think it should give some serious protection - be it an ability to evade from all incoming attacks for 3 - 5 secs or, maybe, + 60-70% resistance to all damage types (more realistic, I think). Same with Shield - Melee class with lowest survaivabilty has the worst shield ability. Really logical, huh?:confused:

     

    They need to fix the re-stealth....

     

    OPs initial burst comes from being in stealth. It shouldnt take me 30 seconds of standing around just to get out of combat and back into stealth.

     

    Well, it usually takes 8 secs of not making ANY hostile action to restealth, man. :)

     

    My biggest issue right now is non-burst burst: That is, 1900-2100 non crit openers which seem to happen 50% of the time. Giving Hidden Strike a 75-90% crit chance would go a long way to help the concealment woes right now.

     

    Good idea, btw! /bump

    Although it would certainly arise some "OP NERF EM NAAAAW QQing"... :D

  8.  

    People see that initial burst and freak out and pop a cc breaker just to get locked and killed... because they need to L2P.

     

    Although I'm not completely agree with you. I ve been playing my Ops since the very start and I m truly convinced that before January 31st Ops was OP due to those stacking adrenals etc.

     

    But then it was overnerfed due to QQ issues, yes.

  9. Low sustained DPS is only the tip of the iceberg...

    There re much more, IMO, problems which I won't talk about.

     

    In our case, there re 2 possible solutions (my personal opinion, hope yu won't judge it too hard):

     

    a) Increasing sustained dps by giving more Armor Penetration (up to 50% from 30%) and reducing the CD of several abilities (Explosive probe, Backstab maybe)

     

    OR

     

    b) allowing us to restalth more often thus giving us the ability to increase our DPS from time to time. In this case, our DPS would look like more a cardiogram. This is just an idea (maybe a bad one), nothing more. It could be done by reducing the CD of Cloaking Screen to 30 secs or smth like that.

  10. Oh, God, thank you, thank you for these words!

    Will you marry me?:D

     

    Seriously speaking, DPS Ops need some serious buff.

    (I guess I'm gonna be tortured for saying that)

  11. Other classes have "useless" (just because something is situational does not make it useless) abilities as well, it is not something unique to operatives

     

    We have no gap closer, and we are built with that in mind. Gap closer = something to close the distance between you and target that is FASTER than normal speed walking. Stealth is NOT a gap closer.

     

    If you think cover is useless, you lost the right to comment matters that concern operatives.

     

    1. Situational? :rolleyes: What do you mean by that? In what situation would you use 3.5 sec activated ability (1 sec taking cover + 2.5 sec channeling) - I mean "Snipe" - that does 2k - 2.5 k dmg at max (usually much less)? Or Overload shot, consuming 17\100 energy BUT dealing 1 k dmg? - I m sure you would use Shiv or our DoT or smth else but not this piece of a ... ) These abilities could be used in some rare situations, but if we look at them from the general perspective they re still useless compared to our other abilities.)

     

    2. Considering the fact that we get +50% speed boost after using Cloaking Screen, I think that devs MEANT it to be a GC. ) I don't know how you use Cloaking screen, but it actually allows to shorten the distance between you and the enemy, which means that it's a GC.)

     

    3. Lost the right to comment?) LOLWHUT?

    Tell me honestly, how, how often and what for do you use cover while playing an Ops? (except the cases when yu want to activate Explosive probe)

  12. Moreover, I think that the stupid "Taking Cover" system should be removed for Ops/Scounds. Caz it's just useless, deprives us of mobility in PVP and prevents us from using another quite good ability - Snipe/Aimed shot. I d rather stay on my feet and be able to move to direction I want to move rather than rolling to a random "cover".:mad:
  13. The only thing that concealment operatives need is to have acid blade armor penetration back at 50%.

     

    That will address both the class burst and dps.. And we are supposed to be kited, because we "are" to dangerous in melee.

     

    I agree with that. But:

    - going back to 50% AP doesn't change the fact that we got several mostly useless abilities

    - Ima ok with being kited, I can live with that.) But we got to be given a better ability to resist to kiting, because we re currently the only class with a HUGE CD on a gap closer while doing the same (or less!) amount of damage.

  14. Dear Devs/Community! )

     

    Many people say Ops/Scounds were overnerfed during latest patches.

    I do strongly agree with this statement. Imo, we got 2 main problems currently: DPS and Gap closer.

     

    Of course, I'm not talking about buffing our DPS directly (God save me from the QQ madness that would become after this! :rolleyes:). Although, imho, a +10% armor penetration to Acid Blade would be really nice of you, BW.) 30% AP while some classes got up to 100%... hmm. And due to the fact that our classes have one of the lowest DPS (1200 in average) in the game this would be №1 step to resolving this issue.

     

    Another thing,imo, that could resolve the DPS problem is the use of Snipe\Aimed Shot and of Explosive Probe/Sabotage Charge. Reducing their CD by half - to 1.5 sec (channeled)/15 sec would be №2 step in approaching our current troubles. Also, we got 1 VERY USELESS ability - Overload shot/Charged shot - which does 1k dmg and Consumes 20% of energy. It should either be removed due to its pointlessness or redone.

     

    Well, the second thing REAL concern is our "gap closer" - Cloaking screen\Disappearing Act. All we know that getting out of combat takes ages. If it's 1vs1 in WZ, it s much easier now to kill an opponent (or to die);) than wait for those damn 8 secs of not doing damage (and if we take into account that everyone uses DOTs...).

     

    So, let s say fights happen in WZ every 20 - 30 secs in average. We got 2 min CD on our "gap closer". So we can use it in only 1 fight out of 5. THIS IS NOT FUNNY!:mad: The class that could be the most easily kited has the longest CD on its gap closer. BW, don't you think there's some contradiction in it?

     

    TL;DR

    So, in general, I propose:

    №1: -50% CD on 2 abilities - Snipe/Explosive probe.

    №2: +10% armor penetration to Acid Blade(probably)

    №3: Reduce the CD on Cloaking Screen to 30-40 secs.

    These changes would improve our LOW dps both in WZ and PVE and make us more valuable for the team and guilds!

     

    I don't think that these slight changes would break the game balance.:rolleyes:

    And you?

    Any thoughts, suggestions, QQing and "The class is fine, leave it as it is because it's just fine" comments are appreciated. :p

  15. 1. Decent gap closer for Ops\Scounds - smth like Shadowstep or reduced to 30 secs CD for Cloaking screen.

    2. Improved Sustained damage for Ops\Scounds - let us use Snipe and Explosive probe without taking cover and reduce their charge time/CD in half (1 sec/15 secs).

    3. More warzones.

    4. Ranked WZ for everyone, not only for premades.

    5. My own gangsta battleship with blackjack and twileks.) :cool:

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