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Thoronwen

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  1. Slow, stun, slow, slow, stun...you said kiting? How?
  2. - Cover - You cant jump him. Without this I don't have a 10% win chance against a warrior, but 1%. - Entrench - immune of ALL control abilities, lasts 20 seconds... 20 seconds IMMUNE of all CC's, knockbacks, whatever... Force Shroud lasts 5 secs.. 45 secs cooldown. This goes at the cost of all the mobility you can think of. People can just nuke you to death in 3/4 secs cause you can't move or this ability is useless. If you move, your cd is wasted. - Debilitate - stun the target for 4 seconds, NOT breaks on damage. 45 secs coodown. Are we the only class with a stun??? - Flashbang - stun the target for 8 seconds, breaks on damage. 1 min cooldown. Breakes on damage, decent cooldown, no need to say more - Leg Shot - instant root, lasts 5 seconds, breaks if damage after 2 seconds... He can use leg shot, shoot you before 2 seconds, you can do nothing and you will wait more 3 seconds until the root finish. 16 secs cooldown. If the sniper/gunslinger actually does damage the debuff is removed very quickly. If he doesn't, yes, you stand there for a few seconds, but you take no damage. Combine that with some classes that have mobility immunities....I've seen several warriors and powertechs walking right through my leg shot. - Shield Probe - Absorb damage for 15 seconds. 45 secs cooldown. Do I need to mention Smash and the other huge burst abilities? They literally destroy this shield in 1 blow.... - Evasion - dodge melee and ranged atacks by 100% chance, lasts 3 seconds. 1 min cooldown. 3 seconds....you have any clue how short this is? I've never seen a 1 vs 1 being decided because I used this one. 3 seconds is nothing when you get a 4k and 5k immediately afterwards. - Ballistic Shield - deploys a giant shield reducing the damge taken for you and all allies by 20%, lasts 15 secs. 3 min cooldown. This one is only useful in combination with Entrench at the moment. If you get cc't out of your cover it's worthless. Also it has a decent cd and combined with the low basic survivability of a sniper/gunslinger you should be able to nuke him down rather quick - Cover Pulse - knocks your target to the moon, AND root 5 seconds. Breaks if damage after 2 seconds, he can shoot you before 2 seconds, you can do nothing and you will wait more 3 seconds until the root finish. 30 secs cooldown. Yes, can we have a knockback too? - Shatter Shot - Reduce the target armor by 20% for 45 secs. Inflicts Trauma for 9 secs and reduce all healing the target receives by 20%. 5 secs cooldown. This increases my chance of beating a warrior from 10% to 15%. Great point! So OP! - Ambush knockback - Marksmanship has a 1 point talent: When Ambush strikes a target within 10 meters, the target is knocked back several meters. Works on only 1 ability and it has a limited range..... - So 11 defensive tools, a LOT OF damage, you guys know how much hurts each shoot from a sniper. He can kill you in 3 GCD. Why leave a sniper/gunslinger on range and let him nuke? Focus him and see him die in 3 secs is a better idea? Turn off your tunnelvision and learn to pick targets - Seriously Bioware, this class NEEDS a huge nerf. No comment... - "just LOS him"... No, melee class has no gap closer against snipers. Yes, I've seen some people that made an art of this and it's very usefull against a sniper/gunslinger. This fighting style requires some more patience however - L2P? Ok, roll a melee and try to kill a sniper. Learn to pick targets and focus. English i'ts not my first language, sorry for mistakes. Thanks.
  3. Love it when people compare features of SW:TOR with features of WoW that were added like 2 or 3 years after the initial release of the game. How can you possibly compare that? Let's wait for this game to develop for 2 or 3 years and see what they added.
  4. Tries to cast heal....stun....tries to cast heal....knockback.....tries to cast heal...Operative knocks you down for 3 seconds...6 k crit....3 k crit...2,5 k crit...30% life left...tries to cast heal...interrupted....tries to cast heal...omg dead...we need nerfs? L2p please.
  5. Think this is because the sniper is kinda static. It's great for pve, but in pvp you have to fire and manoeuvre alot. Since snipers depend alot on cover I think this is why most people focus on pve with their sniper and roll another char for pvp purposes.
  6. Are all the cryers hiding in their holes or so? This is great news. Hope to read some feedback from beta players on this forum asap. This is one of the most annoying issues atm.
  7. The nerfs are well deserved imo. This class has way too much burst dps, especially with alot of pvp gear. This is the only AC that can kill my BH within 4 or 5 seconds burst. And of those 4/5 seconds you lie down 3 seconds because of that annoying ability that kicks you on the ground. Glad they nerf that too.
  8. Totally agree on that one. CC combined with alot of burst dps makes healing literally impossible. And don't start talking about full epic healers. Ever tried to heal against damage from a full epic dps? Almost impossible to heal against the dps, especially when you are getting cc't. No, healing is hard enough at the moment and it is not rewarded too (e.g. with medals). Nerf it more and no one will spec healing anymore in pvp. It's fine at it is at the moment.
  9. Hi everyone; I wanted to give you all an update on the ability delay situation. Thanks to constructive feedback from the community, including some great videos, we were able to identify an issue that could cause abilities on global cooldown to appear available to the player, resulting in unresponsive/ignored player input. A fix for the issue is currently scheduled to go to the public test server with our next update. Additionally, we have located an issue that would cause player input for certain instant abilities to fail in frantic combat situations, resulting in unpredictable and frustrating gameplay issues for the affected player. A fix for the issue is currently scheduled to go to the public test server with our next update. Finally, our engineers have identified an issue introducing a significant delay between player input and ability execution in certain game situations, most notably (but not limited to) fast paced PvP. The magnitude of the delay varies with a number of factors, including processor hardware, but can, especially on dual core CPUs, result in a very perceivable reduction in game responsiveness. We are in the later stages of testing a fix for the problem and hope to be able to roll it out to the servers very soon. We're still investigating a number of additional issues, along with some usability and quality of life improvements for responsiveness regarding player input, but the above mentioned developments should provide a very measurable improvement in combat responsiveness. Thanks again for your patience and support and we hope to see you on the public test server to help us validate these improvements before pushing them to the live servers. Georg Zoeller Principal Lead Combat Designer ---- This made my day and my weekend
  10. I so agree on this one. It's so frustrating. But I'm also annoyed by those interrupts that interrupt healing spells, prevents you from using that healing spell again for 4 seconds, don't stack up resolve and are repeatable so if you get attacked by 2 people they can interrupt both my healing spells. In that case (and this happens quite often) both healing spells are grayed out and I can do nothing except using insta cast heals which have cooldowns and don't have enough healing power to keep me alive.
  11. You've hit it This is exactly what crowd control should be used for.
  12. Yep, it'll also be nice to reduce the cooldown of that ability.
  13. I'd really love to hear your opinions on this matter
  14. This is my opinion on crowd control in general in SW:TOR: 1. They should really cap the duration of any stun or decapacitate ability to 2 seconds. 4 Seconds is way too long imo. I'll explain why later on. 2. Set stun and knockback cooldowns to 2 minutes: If you set all the stun and knockback ability cooldowns to 2 minutes (with 8 players in a team you will still have enough crowd control) you force people to rethink their decision to use a stun or knockback. Nowadays a stun is getting used as a mean to prevent people from doing damage (or doing anything at all) and knockbacks as a mean to simply annoy people, while it's supposed to be used as a mean to prevent people from making a decisive move that can decide a duel or even a warzone match. Crowd control really should be used for a purpose imo. 3. Implement Resolve for slowing effects and knockbacks: Imo you should be immune for slowing effects (snares) and knockbacks after one of these abilities is used against you by using the same Resolve system that is used for stuns. Iirc (correct me if I'm wrong) Resolve does not apply for slowing effects and knockbacks. For example, a stun should be used to prevent someone from scoring a goal in Hutball when the ball carrier is really close to scoring. And a knockback should be used to throw a ball carrier in the pit when he's close to scoring a goal. Right now, stuns are used randomly, cause the cooldowns are too short and the durations are too long. The knockbacks are used randomly to kick people in the acid pools and fire pits in Hutball while the player that is getting knockbacked is not having the ball or is not posing an immediate threat to the opposing team. You can simply afford this, cause there are so many abilities to annoy people and those abilities have relative short cooldowns and long durations. Conclusion: Imo stuns and knockbacks (or any form crowd control) are supposed to be used as a mean to stop someone from making a decisive move and not to be 'spammable' and annoy people. Because there are so many classes with so many forms of crowd control (especially stuns and knockbacks) these abilities are used for the wrong purposes imo, which causes people to get annoyed, cause they're getting knockbacked from one place to another twice or 3 times after each other for example.
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