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Valant

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  1. Dude.....Just imagine, if you will, the neon lightning spam we put up with on a nightly basis when you reverse the faction sides of those two OP classes you're talking about. You're right about the classes- but don't ***** about your end of it. I mean it's minute pebble spam vs. PURPLE LIGHTNING and MISSLES/FIERY EXPLOSIONS on our end non stop, every match. Give me pebbles any day, lord.
  2. Saw this as well in a Voidstar this week. Had two people guarding a door, and a bomb is magically planted behind both of us watching the door. Once its planted, the guy comes out of stealth and starts beating on us. Yeah.....Its happening.
  3. And Vanguards have better damage and survivability in PvP than Guardians, AND they are ranged...How do you think Guardians feel? ; )
  4. I remember clearly when the Devs stated before 1.2, and I quote: "We are concerned about Guardian survivability". Then 1.2 comes out, and we proceed to melt like butter- even faster than before. Our defensive cooldowns are vastly inferior to even Sentinel defensive buffs/cooldowns, and they are entirely too long in their current state. Its become quite clear that Sentinels/Marauders, smartly played, can be much harder -and often times are just 100% harder- to kill than any Guardian unless you're specced for HP, Defensive Stats, and have limited offensive punch. The Sentinels/Marauders have superior survivability while still being able to put out twice- and in some cases, 3x- our damage numbers. Clearly, something is wrong with this. Even Resolve's timer is entirely too long when compared with the amount of CC we endure as melee class. But unlike Sentinels/Marauders, we lack the immunities, stealth, and cooldown/buff tools to constantly counteract this. Of all the classes in the game, one would think that Guardian, above all others, would certainly have some sort of built in immunity timer, maybe even when resolve is used, for a certain amount of time after its use. Something definitely needs to be done now that TTK's are at a bare minimum.
  5. Whereas before I suspected Cap to be a Guardian forum troll trying to do everything he can to dismiss and downplay the important issues of class imbalance regarding this class- I now KNOW he is after this thread. You guys would be better off placing him on ignore and passing over his threads and responses. Force Leap is the greatest tool we have on a sub-par, imbalanced class compared with the rest of the classes in this game. To even suggest nerfing our best tool on an imbalanced melee class clearly says something about your personal agenda. Thanks for confirming our suspicions Cap, and don't feed the resident trolls guys-they only get bigger.
  6. What happens when the other side has two Shadows/Assassins guarding a node that YOU need? Ignoring targets is a convenient forum argument that makes little sense in real practical gameplay. You won't be ignoring any player who's guarding a node, door, or point that you need to take.
  7. Stasis does not last the entire duration of their cooldown, so you might want to wait to use Dispatch until after stasis is finished, you pop off another attack, then use it.
  8. Go Shadow, its not even close. Don;t even bother asking questions about a Guardian. No. Go Shadow, right now, before you ultimately regret the entire leveling and time wasting experience of rolling a sub-par class that has a higher skill cap and MANY more abilities you have to learn to use just to 'stay near' easier Face>Roll>Keyboard classes. Go Shadow, don't look back.
  9. We really have no clue do we? Why does an offensive melee DPS have better defensive cooldowns than a TANK ? Better yet- why do Assassins/Shadows, in light armor, always, 100% of the time, have more survivability and are harder to kill than Guardians? Did I mention they have stealth/escape ability as well? Did I mention one Shadow Tank can keep two players off a node by using his stealth stun exclusively? No one will likely ever know......Bioware sure hasn't justified it to us after this whole "We are concerned about Guardian survivability" crap.... Really Bioware? Because we go down even faster now in 1.2 than we did pre-patch. Good job guys !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! And they wonder why they are absolutely hemorrhaging subscriptions right now.
  10. Tank specced Assassins have always been OP- nothing new here to see, folks. Place one to guard a door or node, or use one as a guard bot (that can also do 300-400k in a Civil War-have seen it ALOT) and you easily, at least 95% of the time, have a win. I'm a DPS specced Vigilance Guardian with over 1750 STR when buffed-always in the top 3-4 DPS on my server in WZ matches. My numbers are up with the Sentinels post 1.2, but I cannot kill a Tank-specced Assassin solo that knows how to play- and most of the time, even when we have two people attacking a node that one Sin is on- help can easily arrive before the guy goes down. Let's say we do somehow manage to 2v1 or successfully 2v2 a Sin and another player guarding a node- all the Sin has to do is fly back to the node and you basically have the node automatically guarded for another 4-6+ minutes. The imbalance is clearly there to see for those not playing a Sin. Its also quite obvious for those who play high skill cap classes that don't play Face>Keyboard classes. It has nothing to do with my skill, and everything to do with too many defensive cooldowns, too much mitigation, and far too much damage for an Assasin in tank spec. If I specced defensively as a Guardian, I seriously would have trouble getting 175k-250k DMG in ANY warzone- let alone 400-600k in some cases that I've seen good Tank Assassins achieve. Now that DPS Scoundrels and Focus Guardians have been nerfed, its almost impossible to kill an Op/Merc healer with a good Tank Assassin guard unless you have at least 4 dedicated DPS focus targeting both of them- and even then it takes far longer than it should to take down the combo. Something clearly needs to be done about this if they are going to nerf other classes like they have.
  11. I think the only thing thats changed is Healers no longer have an 'I win' button (although Scoundrel/Ops healers have become quite ridiculous to kill now in proper spec), but Marauders/Sentinels playing correctly do. Not only that, but he's right- the balance changes needed for some of these other classes were not even given a second thought. Sith Assassins, Sorcs, Merc Healers, and Powertechs still rule the day on our server, and its even worse now that all you have to do is pick the 'right' PvP class, and skill goes right out the window. There was a HUGE distance that closed in PvP once 1.2 went live in favor of those less skilled and less coordinated that play on OP classes. Bioware (likely as planned) has made it easier for the 14 year old rage nerds to roll their faces across the keyboard and kill players who are actually good on more complex classes like Guardians, etc. with the push of a few buttons. It doesn't take someone like Taugrim to see this- the entire community who knows what they're doing have seen this as a negative change for the game, and we've lost subs over it already. We're all wondering when GW2 Beta invites are coming now, as we've pretty much lost patience with a development team that has severely alienated their PvP playerbase from the beginning with Illum, and continued it with crap gear itemization that makes no sense whatsoever, idiotic RNG grind fests for tiered gear that BARELY improves from one set to the next, etc. Unless they come with some real game changing fixes soon to actually FIX PvP, I see many more un-subbing really quickly. At this point Ranked Warzones would be a sham- its almost GOOD they didn't implement them amidst this mess of class imbalance.
  12. Trying to see whats up with this..Rage Armoring mods arent going into some of the War Hero gear I have bought on the market. Anyone know whats up with this? Is this a bug or intended? If its intended, whats the point to having this purchasable War Hero gear if you cant put the best armoring mods into it???
  13. You and Cap out to make a guild called Circle Jerk. Tell you what..go play another Tank class this game. Go play any of them, at a high level, at level 50, and you'll begin to understand why we point certain things out. It's not that they're game breaking, its not that I'm NOT good at killing people- give me any class and I would do well because I'm a good player that, despite our gimpyness, excels at the worst and most uselessly complex class in SWTOR right now. But you guys have trouble seeing the real core issues, here, so I'll stop responding to you since its obviously too hard of a concept to get.
  14. Kind of the biggest wall of text stating things we already all know, but just to point something out to you- even when you use the AOE snare, a Sorc can still Force Sprint out of it. Just saying....the same could be said of your competition- if the Sorcs, Mercs, Ops, etc. on your server are standing in your AOE snare while letting you DPS them, maybe its them that need to L2P. I don't think Jeff is saying you can't get your attacks off on a moving target- I think he's pointing out that our DPS lowers on targets that are highly mobile. Its pretty obviously some of you haven't tried to 1v1 a good Merc or Sorc, so I'll leave it at that.
  15. Cap....where are your screenshots at? Let's see just how good you are. Or do you take pride in calling everyone that has negative feedback on this class 'bad' without backing it up?
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