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Bleedus

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  1. Agreed. Please re-look at how TAB targeting works in this game compared to others.
  2. They would have to also have to be AFK (probably something like not be combat flagged for X minutes or such) to be kicked by votes.
  3. This is completely false. https://docs.google.com/spreadsheet/pub?key=0Ajq2cQXn3ZWAdFJ4YXQtbzRFdmVLYUVnd21Ga2FRWmc&output=html You either went from 81% to 73%, or from 69% to 66%. Don't try to make it more dramatic.
  4. Open world PVP is also not meant to prevent balance in numbers. The problem is if 90 empire and 10 republic are in the zone, no one can enter, preventing any balance from even happening. The cap should be per faction. The likely reason this isn't done, is so that the Ilum 2 empire isn't completely void of republic. Still, there should be some allocation of new republic players to the Ilum 1 instance while restricting the empire until some said ratio is achieved (say, 1:.75) or such.
  5. I have a valor 54 scoundrel (Essay on The Fatman) with ~450 expertise, and champion weapons. I also have a valor 41 commando (Ezzay on The Fatman) with ~450 expertise, and champion mainhand. Scoundrel: While popping biochem stim, surge/crit relic (to get ~450 surge rating, ~88% crit damage), I can open with a 6k crit vs an equally geared opponent, follow up with a 3.5k back blast, followed by a 2k pistol whip, and a 2k sucker punch if you stand still. I cannot follow up with another stun as your resolve bar is maxed. This is about 14k damage in 4.5 seconds if we include the moderate dot, and everything crits. I also have 16.5k health myself. Commando: While popping biochem stim, surge/crit relic (to get ~430 surge rating, ~86% crit damage), I can open from range with grav round crit for 3.5k, 4 second stun you while its in the air, grav round crit for 3.5k, grav round crit for 3.5k, and demolition round crit for 4.5k as you exit the stun. This is about 15k damage in the 4.5 seconds that you actually see any damage on you. This is a very plausible scenario with 15% grav crit chance from 2pc pve gear, and crit relic popped. However, you must be near a pillar (mind you, I carefully select who I'm going to target when opening) within 3 seconds or so before you eat another grav round followed by an equally strong HIB (4k crit). After playing quite a bit on both characters, I can easily conclude the commando is more deadly than the scoundrel. Competent players are actively going to dot, stun, cc, or KB a scoundrel/op that opens on their team mate in a warzone. Once out of stealth, even if scoring a kill when they open, becomes a very vulnerable target easily shut down from doing any significant damage afterwards. As a commando with respectable gear, scoundrel's really have a hard time killing me since I know how they need to play. I trinket the stun, freeze or KB depending on positioning, throw a sticky for vanish. If they blow the global to remove sticky, I pop a stealth scan or plasma rounds on the area. At this point I have a huge advantage (especially in a team environment) over the scoundrel. 95% of these cases will result in the scoundrel dying within 7-8 seconds, or sooner if focused by other team mates. My point: While I can admire the goal to reduce burst damage to prevent 'faster than intended' kills in pvp, the issue is more with cooldowns and gear discrepancy than anything else. The scoundrel class itself will need quite a few increases to sustained DPS and mobility if these changes go live. Otherwise, they will become free kills since the burst is really all they are. Other classes are doing just as much damage over a 6 second period. I would strongly suggest revoking some of these changes if you aren't planning quite a few other tweaks to the scoundrel DPS tree. side note: If the scoundrels aren't going after all those squishy sorcs who don't put their shield up, everyone will just start whining more when those now-still-alive sorcs are still alive blasting you with lightning
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