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t_rall

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Everything posted by t_rall

  1. It's most definitely, as others have mentioned, not 8 seconds. It's not even close to 8 seconds. I've run around a corner and stood still for well over 20s before dropping out of combat.
  2. I'd have CC duration scale with the target's current amount of resolve. ex. Resolve is at 90% -> stun lasts 10% of its duration This wouldn't change the resolve gained for using an ability. It would only affect the duration of the ability.
  3. I don't think the basic scrapper build will change much in the new patch. The required talents for PvE will be just as obvious as they were before the patch. We never leaned on a hybrid build for PvE (or PvP, honestly). I don't think our play style will be any different in 1.2. We'll maybe get a few more Sucker Punches in before Back Blasting, but that's about it. The overall impact of the nerfs won't be Earth shattering. The sky is still intact and life will go on. The overall consequence of 1.2 won't be known for some time, especially as we have no real numbers to compare 1.2 logs with. If you like the scrapper play style, then stick with it. These things have a way of balancing out in the long run.
  4. Don't forget the flechette round's dot provides this increase as well. That dot should be up about 66% of the time.
  5. Scrappers are fine in PvE raiding. We actually have plenty of sustained damage, unless you're doing it wrong. A clean rotation leaves you ample energy. We also have a combat rez, which works nicely in a pinch (sometimes it's easier for you to pull someone up than to get a healer to do it). Finally, we can throw out a heal or two if really needed, which it shouldn't be, but on the really off occasion that a healer is stunned/incapacitate/dead, it can mean the difference between wiping or not. There are plenty of people that would be quick to say scoundrels are trash. I can honestly say that this hasn't been my experience. My raid members think I'm an asset. I contribute just as much as the other dps in the raid. I've never been ostracized or lectured about being a scoundrel. I've always been praised for my performance and ability to come through in clutch situations.
  6. I'd like to see defense screen prevent 100% of damage and/or provide a 25-50% run speed increase. I'd like to see upper hand's duration increased or have the duration refresh when charges are used (instead of just when they're gained). I'd like flechette round's duration increased (thus increasing it's damage). I'd like the positional requirement for back blast removed high in the scrapper tree. Positional damage is not an interesting mechanic. It limits our ability to deal with adds and fight certain bosses. That's about it. Mobility and sustained damage are my biggest concerns in both PvE and PvP. While a more significant gap closer would be nice, I don't think it's 100% necessary. I'd also rather improve our DoTs than DD skills, as I don't find burst damage reliable or interesting (and surely, in PvP, it makes things less fun for everyone).
  7. I don't recall the name of the armor off the top of my head, but you'll get plenty of pieces similar to that as you progress. There are plenty of moddable pieces too. You'll start running into the chest pieces in your late 20s, as you hit Tatooine and Alderaan. The hat won't be available until your late 30s or early 40s.
  8. They are tech attacks that deal kinetic damage. As for the barrel rating of your gun, it increases your power. That means it will affect the damage of these abilities.
  9. Diminishing returns would go a long way to help. We have resolve. It's already the perfect tool for scaling stun duration. ex. 4s stun on someone with 1/2 a bar of resolve would result in a 2s stun. Someone with 3/4ths a resolve bar would get stunned for 1s. Voila! But for now, we'll have to make due with full duration stuns. To the OP, I don't buy that you or anyone can down someone in equal gear with 2 globals. That's what it would take to kill someone before KO wore off.
  10. This isn't true. I just finished playing several games. KO definitely DOES NOT fill the resolve bar to full. I can't speak to how much it does fill it, as I can't recall the actual amount. You can definitely follow it up with another CC. If anything, this patch is almost a buff. We can open with KO, if they use their escape ability- you win. You can easily throw in a dirty kick or a flash bang at this point. Also, when paired with another scoundrel, we can do two KOs back to back. That happened a few times in my last WZ. It effectively shut a healer down REALLY nicely.
  11. We have plenty of sustained damage in scrapper spec. I'm not sure why people think otherwise. We're also perfectly capable of killing silver mobs solo, without even getting hit. On top of that, we provide stuns/knockdowns that can be used to make gold mobs (and some champions) a cakewalk. We also have an AE disorient, an AE damage stun, and battle rez. If you're not feeling like you contribute to a group, it's you, not us. I run with guild mates nightly. I consistently help out, pull us out of clutch situations, and do amazing dps. We bring a lot to a group.
  12. My biggest gripe about the smuggler story is all of the plot points and quests that involved "We'll be rich beyond our dreams". At the end of such quests, you'd get 5k credits. Maybe I'm not clear on how far a credit goes, but I don't think I'll be retiring on 5k. The main story was pretty fun. It felt disjointed and random compared to some of the other stories. Still, I always kinda felt in the mix and fumbling through. Maybe that's what they were going for? I never had any desire to "smuggle", as I think the smuggler is our base class. Our true class would be our advanced class, so we're more the smuggler that grew into something else (and thus, no longer smuggles). In that way it's fitting that the game starts off with a smuggle, and kind of ends with a -- I totally don't even remember how it ended. That's how impacted I was. Oops.
  13. In the past week, I've had 3 games come down to the last 5 points, and several more came down to the last 20 points. It actually happens a lot on my server.
  14. After doing countless PvP matches since I posted about the same topic over a week ago, I still think we need a gap closer of some kind. The "scariness" of our class is the burst we have when stim/adrenal/relic stacking. In even PvP gear, that burst isn't a big deal. Most people will use their PvP cool down to get out of our knockdown, pop a med pack if needed, and retaliate. Our out of stealth damage isn't burst-driven, and it's on par with other classes that have gap closers. The main problem, and issue needing addressing, is a gap closer for PvE. With stealth not working in a lot of higher level instances (hello bosses that detect you from ridiculously far away), we end up having to just trot into battle after it has started. It's very annoying. I don't see us getting a gap closer of any kind for a long time. It'll take acknowledgement that our damage comes from broken mechanics, not a balanced class. Again, our out of stealth damage is on par with other classes. Holding us to a 3s window because of buff stacking (which was fixed in 1.1) hurts us overall.
  15. Actually, we are sustained DPS. The only thing that gives us burst damage is Shoot First followed by Back Blast. Outside of that we don't have burst. We do really good sustained damage, actually. Limiting our burst would be awesome. I'm all for it, if it means we get greater mobility and survivability. After that first hit, we're just another melee fighter. At that point there's no reason we should be scaled back compared to other melee classes. Having our mobility and survivability lessened because of 6s of fame is a tad ridiculous.
  16. After sitting around for over an hour last night, trying to find a flashpoint group, I'm pretty convinced some sort of queuing mechanism needs to be in place. I literally asked every friend I have if they were interested. I asked in my guild. I asked in General. I asked people who were flagged LFG. No dice. Maybe it's because I'm a dps? Maybe my character smells bad? Maybe it's the wookie's fault? What ever the reason, it left a bad taste in my mouth. I log into the game to play and have a good time, not to sit around, hoping to find a group. Enjoying this game shouldn't feel like effort. It's a game, not a social networking site. It's actually sad. I was excited when I hit 50. I really enjoyed the leveling process. Now, it feels like I hit a giant wall.
  17. My personal opinion is yes, you've more or less seen how things are going to be. You're lacking a lot of tools, but your play style isn't going to dramatically alter once you get more tools. As a scoundrel, you'll sneak around, find a target, and shoot. Later on, you'll have the ability to knock down your opponent on the first shot. You'll also get the ability to vanish out of combat. Those abilities add to a toolbox, but the box itself doesn't change. As a commando you'll still be standing at range, laying down fire from a distance. You'll still panic when jumped by a melee character. Things won't change too terribly much. It's the overall feel you should think about. "Am I having more fun picking my fights in stealth, or do I enjoy standing back and picking my targets without bringing too much attention to myself?" I have a 50 scoundrel and a 30 commando. They're both really fun, but for different reasons. The scoundrel can pick his fights and he can choose to leave his fights. The commando gets to stay at a distance, switching targets and pressuring players with a complete view of the battlefield. It's apples and oranges. I'll say that on my commando, I'm left alone a lot more than on my scoundrel. Scoundrels seem to have an aggro magnet attached to them.
  18. Personally, I find these fights easier with a DPS pet. Risha seems to work better in all situations for me. For one, you can let her start the fight, allowing her to tank for you to start. Second, since you're putting out a lot more damage, things die faster. And finally, if you need to do some kiting, your companion can still put out enough damage to kill things quickly. Maybe have Gus start the fight. Once he has aggro, hop in. Make sure you focus any adds down first.
  19. Not to derail this thread, but the moaning about scoundrels/ops is due to gear/level differences and stacking stims/adrenals/relic buffs. Both issues affect every class. The reason scoundrels/ops get the brunt of the moaning is because we can pop out of stealth for a quick burst, surprising a target in 1v1. When equally geared, leveled, and not buff stacking, scoundrels/ops aren't killing anyone in the 3 globals people claim. In fact, we're very easily kited by ranged classes, as we lack a gap closer and > 10m stun/snare. If you pop your trinket on our initial knockdown, you'll find we're easy to counter in 1v1 (assuming you're of equal level/gear). Our opener gives you 100% resolve, so there's no stun locking or vanish->reopening going on (at least not for 20s). The stories are complete exaggerations. Since most WZ aren't fought in 1v1 anyway, any real or exaggerated power a scoundrel/op might have is moot. In group play, we're squishy and position dependent. Throw in the issues with leaving combat, which would enable us to restealth, and you've got a class that's a 10s hero. If the target isn't dead in 10s, that scoundrel/ops better get the hell outta Dodge because they're gonna explode otherwise.
  20. That's a bold statement to make. Have you played everything else at 50 to compare? If you read the other class boards, you'll find a similar sentiment from all of them. Hell, on my scoundrel, I feel useless against a good slinger/sniper. Given the title of this thread, I'd say the OP is better of learning his character than lamenting the AC he didn't choose. That AC has just as many concerns as the slinger, and it also relies on gimmick mechanics to compete (stealth and opening burst, in the scoundrel's case).
  21. What are your expectations in PVP? I guarantee that a lot of people feel the same as you about their class. Do you think scoundrels have it easier? Sages? Sorcerers? Group PVP adds a dynamic that a lot of people don't do well in. If you're doing arranged teams, are your partners peeling off of you? Are your tanks shielding you? Are your healers healing you? Why do you reference 1v1 situations when you're talking about group play? Unless an entire team is LOSing you, switch targets. Playing the objectives of a map is more beneficial than getting kills. All of these guys in their champion gear didn't get it by being on the fail train. They had to actually do decently along the way, or they'd never have earned their gear. Maybe the teams your playing against are more organized? It can definitely be a L2P scenario, as there are tons of slingers/snipers that are happy with their role in PVP.
  22. In PVP, a scoundrel vs. multiple foes dies quickly, even at 50. Basically, take your low level experience, and that'll be how it is at 50. This will be especially true once 50-only brackets are live. You'll have more tools to do damage when you get to 50, but your survivability isn't going up. You'll have a sweet-opening move, but don't forget it completely fills the resolve bar and can only be used from stealth. In group play, you can't rely on burst damage, as healers, CC, tanks using guard, etc. all come into play. In non-steamrolling scenarios, I still find my scoundrel effective. We aren't the gods that the PVP forums would lead you to believe. Also, don't forget that PVP videos are highly edited to show highlights. I've found most of the classes to be fairly balanced in PVP. If there's anything to really consider it's this: ranged vs. melee. Which of these do you prefer? That's really the only deciding factor that is required.
  23. The grass is greener for everyone. Class envy is part of life for MMO players. Scoundrel life in PVP isn't all roses and mayhem. If you're against anyone that is worth their salt (equal level player who knows how to break a stun), you've got your work cut out for you. If there is more than one person around, you're dead. Yes, scoundrels have good burst coming out of stealth. One quick stun to a scoundrel, and they're shut down. Get any amount of distance from us, and we're rendered useless (we have zero gap closers). Then, there's stealth, which is near impossible to re-enter due to the way you stay in combat during PVP. Being a scoundrel can be very, very frustrating. Sure, you get the occasional lucky crit streak that blows someone up, but those streaks, which are what PVP videos and forum rants focus on, are more the exception than the rule. Now, if I start in on PVE, you'll really know how brown the grass can be on the scoundrel side of things. The amount of melee cleaves on bosses is huge, not to mention other AE attacks. If you get blown back in a fight (which happens a lot), you've got to slowly run back into melee. All that burst from PVP? It's gone in PVE. Sure, scoundrels do decent damage, but we're not blowing everyone away with our awesomeness. Let's not forget our complete dependency on positioning, especially if there are adds to take down. If there are adds and you have to kill them, say goodbye to back blast, as you'll be going toe to toe with mobs. In a nutshell: stick with what you've got. It's easy to only see your shortcomings, especially when only the highlights of other classes are shown to you. If you're really miffed, play a scoundrel or switch to Empire, like I did (I want to check out the sniper), to get a new story and a new play through.
  24. These abilities don't work in pvp. They are pve only.
  25. Hopefully, the game will evolve to allow characters to run a raid as much as they want in any given week, with the once-a-week loot limitation in place to throttle content absorption. The DCUO method works really well, and with a little innovation on Bioware's part, I'm sure it could be fined tuned to work even better. This thread might get more attention if the title was a little more clear. Right now, it's a little hard to read.
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