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Jammer

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  1. I would like for hydraulic overrides to have a jet pack animation instead. And it allows you to back peddle as fast as you run.
  2. I forgot to add that the main dot ability lasts 25 seconds. So you pretty much eliminate the possibility of mezzing someone you have started attacking.
  3. I prefer arsenal over pyro because its pretty much just as mobile. Pyro still relies on unload and power shot to refresh rail. Pyro can do more damage while kiting because of Dots and that you only have to activate unload to refresh rail and can break the channel immediately. Arsenal gets a 30 sec reduction to determination. +4 seconds to hydraulic overrides. 4 second root. Unload snares. Jet boost + 4 meters. 5 second reduction to jet boost. Only thing pyro gets is that when comb gas cyl procs it snares for 3 seconds. The Dots are pretty weak. The only thing pyro has going for it over arsenal IMO is that you can dot + kite. But the Dots are just too weak to make it worth it IMO.
  4. Like DPSing, survivability is mostly about a rotation. Here is one scenario. You get into a 1v1 against a melee. This is really common since 5/8 classes are melee. Start out by using rocket punch. Its a four second root. Run away and count to four in your head. Dont attack before four seconds because it breaks the root. After four seconds turn around and tracer x 2 -> heatseaker -> rail. They are gonna be on you again. So you should jet boost them off then immediately do unload. This will slow them. By this time rocket punch should be back up. If they are outplaying me. I will use the ability that makes next cast instant followed by mezz. Then pop a couple heals. This is because if you attack it breaks the mezz. If they CC break your mezz then use your hard stun and skip healing and go straight to attacking. Once the hard stun is up then repeat the rocket punch -> run -> tracer + heatseaker + rail shot -> jet boost -> unload rotation. That seems to work fairly well for me.
  5. How do you suggest they fix resolve? I would like it to decay slower for one.
  6. There has to be a way to reduce stuns while keeping ranked in balance. Pvp in this game appears to be dying. War zones pop much less frequently and when they do its usually the same people. The most common complaint I have and that I hear from others is that its a stun fest. So I think keeping things the way they are out of fear of creating imbalance in ranked war zones is a bad idea for the longevity of the game.
  7. I never said get rid of guard or make it useless. But that if reducing stuns or increasing time to kill broke tank + healer to tweak the mechanics of how they work together.
  8. There would probably have to be some tweaking to the tank + healer mechanics. Because some war zones, void star for example, are timed. If it is too difficult to kill this duo, then a typical void star might not go past the first door. First thing to test would be to remove some or all of the damage reduction gained from guarding another playing. And experiment with the damage redirection. This would not nerf the classes individually.
  9. I believe that reducing dependency on CCs would not take anything away from competitive teams. It would probably make it more challenging and fun at the same time. It would require more team coordination. Right now it seems the most common tactic is stun -> focus fire -> dead -> repeat. So it's essentially stun and unload everything. If stuns were less prominent, it would shift the skill to be more about timing. For example, holding back you big burst till after the target has used their defensive cool downs. And being more coordinated when focusing. So overall it would be equally or more challenging for competitive teams. And be more fun for everyone.
  10. Things I think could be done to alleviate the stun fest are: Add CC immunity buff to stun break. Reduce stuns to 4 seconds from 8 seconds. Each CC type applies an immunity buff. For example, if you are stunned, you gain immunity for a duration to stuns only. Just some ideas. I believe that all classes are balanced in the CC department. But there are far too many in my opinion. It causes frustration because I think being killed while fighting is more fun than being killed while stunned.
  11. Someone said that a merc shouldn't stray from the group into stealther territory. Which prompted my question above.
  12. You are correct. My initial comment was when trying to cap. They can sap you for 16 seconds and wait for backup. 16 seconds is a long time to allow backup to come. They don't have to do damage, just wait.
  13. In a warzone, you can't wait around two minutes for your CC break to be off cool down before trying to cap just because a stealther might be there waiting to sap you for 16 seconds.
  14. As fast as resolve decays. You can get stunned again within seconds. It's a reduced duration, but it's still a stun and an interrupt. You can get your resolve bar capped a dozen times before CC break is off cool down again. CC's are an over used mechanic in this game that just adds frustration. I am not the first to quit after giving it a fair shot. Tor has gone far beyond the point where CCs add strategy. It does the opposite. Because no matter how good you are, it's not going to make your CC break cool down any faster. Or remove the stun any faster. And the whole mercs should be with the group at all times? What about pyrotech? It is the most mobile solo capable spec merc has. Are you saying no matter the spec, a merc should not be able to go toe to toe with a stealther?
  15. Right. With the CC break that has a 2 min cooldown. You're an idiot.
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