Jump to content

LawfulNeutral

Members
  • Posts

    24
  • Joined

Reputation

10 Good
  1. -Sever Tendon is a 2 second root (when talented) and a snare - Debilitate is a standard 4 sec stun which - Flashbang breaks on damage - Sleep Dart breaks on damage - Jarring Strike, 1.5 sec stun/kd These abilities are equivalent to what assassins have: - Force Slow is similar to Sever Tendon - Electrocute is equivalent to Debilitate - Low Slash is similar to Flashbang. single target, lasts 4 secs but much lower cd and deals damage - Mind Trap is equivalent to Sleep Dart - Jarring Strike is very similar to Spike So why is it that only Ops are capable of stun locking ppl to death according to these thread creators? Assassins are still better than ops, and neither is OP imo. Ops are still extremely squishy and can be focused down in a few seconds if your team is paying any attention at all. Give it a few weeks and you won't see as many in warzones as today as people realize the class isn't massively overpowered.
  2. Does anyone know if the tool tip is bugged or the actual ability? Hadn't played my Sage in months and just ran into this bug.
  3. /sign I rolled an Immortal Juggernaut back at launch hoping to get this armor. Would be great if the devs finally make it available.
  4. I play Vengeance as well and this bug is really hurting the enjoyment and viability of playing this spec. Being unable to reliably close gaps and losing the ability to utilize Unstoppable is making this spec awful to play at the moment. I've been playing Vengeance as my main since before 1.2, so here's hoping for a staff post soon.
  5. Ran into this bug multiple times tonight in all warzones. When trying to charge or intercede to a target I would either miss the target completely or rubberband back to my initial position. Even ran into this against stationary targets. This is definitely a bug, my opponents weren't using any movement altering abilities such as HO, Unstoppable, etc. Hopefully this gets fixed soon as it makes my Juggernaut very frustrating to play in pve and almost unplayable in pvp.
  6. I'm honestly impressed by the sheer amount of assumptions you've jammed into one post. So how long have you been working for Bioware again?
  7. I don't think Mercs are as bad off as the forums would make you believe either but I can't really agree here. The mechanics of a Sniper and Merc are completely different. The closest comparison I can make it to think of how fast a Sniper goes down when out of cover.... Mercs are like that all the time. We have no CC/Interrupt immunity or ability to effectively get out of melee range once snared/rooted. As for the Arsenal spec, it has been nerfed multiple times including reduction of Tracer Missile damage and the damage mitigation on Power Barrier. Granted these changes were also accompanied by a couple of small buffs. The class was never terribly overpowered to begin with imo.
  8. Any word on a fix for these sound bugs? Still dealing with no sound on my merc's missile abilities. Been broken for almost two months now and its getting really frustrating.
  9. I know this is a bit off topic but can anyone confirm if the broken sound effects (Tracer Missile/Heatseeker Missiles) have been fixed or if they're still broken on the PTS?
  10. Was wondering if anyone is still running into the sound issues created by 1.4 such as no/muffled sound for Tracer Missle, Heatseeker Missiles and DFA? Sent in multiple bug reports about this issue but haven't ever seen an acknowledgement of these bugs from BW. My sound card drivers are also up to date, and I haven't had any sound issues before these.
  11. Sounds like you have answered your own question.
  12. Don't bring sense into this discussion, pretty sure no one wants any part of it
  13. This is something that we can agree on. However someone wants to look at it the skill is useful no matter when you use it. The way I see it, is there are benefits/risks to using it at different stages in a fight. using it at max health is nice for percentage based medpacs, but good players can see the visual signs of EP and stun you until it wears off. Obviously, the same thing can happen when at low health, though it seems like ppl are less likely to notice EP when in the middle of a fight. However, using the skill at low health runs the risk of getting hit big a big crit before the increased hp kicks in (which has definitely happened to me several times). I'm honestly hoping for an improvement in juggernaut's ability to survive in pvp whether it be an improvement in our defensive cds or something else. The class is surprisingly squishy even if immortal specd.
  14. I don't feel like its even worth responding to this post since you clearly didn't read my argument carefully. At no point did I claim it subtracts from current health, nor did I claim that your health ever dropped to 70% in the video. If you're going to present a counterargument please at least read my post thoroughly before responding Let me make this s clear as possible: We are NOT stating that EP subtracts 30% of your current health, rather that you gain and lose the same percentage of your starting max health no matter when you use it. The math woodfrog and I posted clearly supports this, please take the time to carefully read it and figure it out for yourself Please note that the figures you quoted were for a hypothetical situation, I clearly went over the exact numbers presented in your video earlier in the post. Please take the time to actually read what I wrote.
×
×
  • Create New...