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DarkGrunt

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Everything posted by DarkGrunt

  1. I've played an Operative since early access and I always find threads like these hilarious. You die by a class and cry NERF. Our first nerf with hidden strike i agree with it did alot of damage. After that, I've never agreed with any nerf we have. We have by far the crappiest defensive cool downs, since were melee 90% of our abilities are 10m or less, stealth is broken, and we have the crappiest fighting system "Energy". When we run out of energy and our Adrenaline Probe is on CD, we can't do nothing but run around using Rifle Shot for that uber damage of about 600-900 damage. Oh and if you don't know how energy works, the higher the energy the faster it recharges. So it charges faster at 90% than 10%. Stim Boost helps minutely but its nice to have the health regen from it. We are a burst damage class, we hit hard the first 5 seconds of a fight. The only time I crit for 5k on any body is with trinkets burned and I hit some fresh 50 with light armor. Oh, you say you get stun locked? The Sages/Sorcs I fight when the Hidden Strike (the 1.5 sec stun) wears off. THEY KNOCK ME BACK! OMG! And then they bubble and do their speed burst and run for help. I've never seen a Sorc/Sage without their shield up. Before you start crying nerf l2p your class.
  2. Here are some ideas I think would be help PvP besides the obvious server merge and cross server queues. 1) Ofcourse adding new types of maps would be awesome like King of the Hill, Capture the Flag, Kill Confirm (like in MW3, but collect sabers/guns). 2.) I think all in all get rid of Huttball. It was fun and great blah blah blah except its the only map that if you have certain classes you insta-win and takes the fun out of playing it. It sucks queuing up, even with a pre-made, but yet the other team has 6 or 7 Inquisitors and 3 of them are Sorcs the rest are Tank Assassins. You can't win against that and instead of painstakingly changing skills and whatnot just get rid of Huttball. It served its purpose as a filler and now that 2 maps can be played with same faction. There's no need for it. 3.) Please fix it where after you queue up and finish the Warzone it puts you back into the group you queue up with. It does get annoying having to send out invites after every game to group up and queue. I can wait for 8-man queue whenever rateds are here, but since we can queue up with 4 allow us to remain in that group after the Warzone. All I can think of at the moment and I'll try to add more whenever I can think of more ideas. Tell me what you think and keep all the hate to yourself.
  3. I find it funny how there's always Operative nerf QQ on the forums. We don't need any nerfs. I've played an Op since early release. Yes, I agree the Hidden Strike opener was OP, it got fixed along with Armor Pen and the Stun duration. And every patch after that, anything effecting class changed Operatives were always affected by it. As of now, I think the class is fine and shouldn't be nerfed. Operative/Scoundrel is A BURST DAMAGE CLASS. We hit hard and fast and have little survivability after stealth. Classes like Snipers/Marauders,etc. are PURE DPS, they hit hard ALL THE TIME. Not as hard as an Op in the first 3-5 seconds but they keep sustained damage throughout the fight. Operatives are a rogue class, we rely on stuns and stealth to kill our targets. We also have very little/ no utilities like other classes to help in WZ. We are the worst players to carry the ball in huttball since we have no immunity shield, a decent damage reduction shield, pull, charge, or push. All we have is a 4 second stun and an 8 sec mez. Quit crying and learn how to counter
  4. If anything Stealth needs a buff. Having Level 3 stealth is almost useless except for movement speed. It's crap that I can get spotted 15-20m away by other people. I understand their are talents that increase stealth detection by thats only by 2 levels. But 3 is higher than 2 so i shouldn't been seen unless I'm near you or right on you. Stealth is fine, if there is a group of stealthies use AoE it breaks stealth everytime.
  5. Honestly I think resolve would be fine with just a few tweaks and peaks. First off, resolve depletes in combat and without being full. This is BAD, if a Sorc pushes you off a ramp in Huttball your resolve fills up 25% or so and by the time you run back to the fight its depleted. Resolve SHOULD NEVER deplete unless your out of combat or its completely full. I also think that roots and movement impairment should effect resolve as well. And for abilities such as Grapple that with a talent sinked into it roots the target should increase resolve more. As for stuff like Force Shroud, IMHO it should drop the ball. The way I look at it any ability that makes you practically immune to damage or CC, should drop the ball. Otherwise since, rated WZ are around the corner. People will simply have PT, Sorcs, and Assassins for their teams and will be unstoppable.
  6. Really like what the devs are doing, but like most people here I want to see a few changes to PvP as well. Resolve is one of the biggest things, I agree that immobilization/ movement-impairing should effect resolve. Also I think resolve shouldn't decrease unless 2 things happen; It's fully filled and you can't be CC'd or when your out of combat. It's stupid that I can get pushed off a ramp and by the time I get back to the fight my resolve went from 25% filled to 0%. I'd also be happy if your CC break resets when you die. It's annoying to spawn go out to do the objective and you get stun-locked and die because you can't break CC. Forgot to mention. Please fix the grouping for WZ (I.e when we group with our friends, we don't have to keep sending invitations after every WZ we finish) Just my opinion and I hope the devs look into that.
  7. I don't have any problems with my Operative. Its a fun class to DPS and heal. The only problem I have is with Merc/Commando Heals I can't solo (and not suppose to) but I can keep them busy. Just have to learn what to use when other people use their abilities. Simple as that
  8. Here are some ideas I hope the devs can look into at least. 1. Has I've been pvping for awhile (VR70) I don't honestly see the problem people have with Sorcs/Sages or dps Troopers/BHs. I'm typically able to close the gap (Operative, but this is when I'm not in stealth) and kill them or wound them enough a buddy comes in a kills them. The one thing I think needs to be tweaked is immune shield BH/Troopers have especially for healing. Not only do they have Heavy Armor, a defensive shield (I think that is their ability as well I also see them with it on), healing, and occasionally a guard on. Their almost impossible to kill. Or they'll run into battle with immune shield on and just basically heal 6 people and you can't kill him and/or stop his healing. The immunity shield needs to be brought down to 3-8 seconds. Immune to interruption for 60 seconds is OP IMO, either that or they need to reduce the healing in PvP in general or for that class. 2. I also believe the push/pull with immobilization should fill up resolve more realizing in WZ's this can make or break a winning game. (Huttball being pulled and immobilized into a fire for instance). If I'm not mistaking I believe you have to sink talent points into that, I understand. But when Jarring Strike was 3 seconds it completely filled up resolve, now that its 1.5 its only 20-30%. But pull/push stun IMO is like a double stun its knocks you away from objective and immobilizes you and fills up 20-30% resolve(If movement impairment skills needs to be effected by resolve I'm fine with that as well). 3. And as for resolve itself, I believe that has its filling up it should not deplete while in combat. Example, you get pushed off a ramp your resolve fills up like 10-20% by the time you run back around to fight its depleted and basically he got a free CC on you. That's retarded, while in combat your resolve should only deplete when its full or until your OOC. 4. I also think your CC break should reset in WZ after death. I mean I know everyone is thinking the same thing when it happens to them. What's more annoying than using your CC break when you need to then you die. After your respawn you get chain stunned and then die and can't do a damn thing about because your CC break is on CD. Honestly, if I'm not mistaken in world PvP it resets when you die. So why wouldn't it do that in WZs? These are some ideas I had. Please let me know what you think and don't have to be d-bags I'm not trolling just had some ideas I thought would balance the game alittle. And if I'm wrong on any ability and whatnot please correct me.
  9. For the most part yea your dead, but I usually tend to put up a fight and without having to use Cloaking Screen. If their not heavy armor I atleast get them down to 50% then I get murked. It's all about keeping Shield Probe up, using Evasion when your DoT'd to hell and back (Avoidance Training allow Evasion to remove all hostiles effects), Debilitate, and then your basic attacks (Shiv, Acid Blade w/ Backstab, Laceration, Overload Shot, Corrosive Dart). If your caught unstealthed (shame on you for that), but ALWAYS use Corrosive Dart first. Higher level you have a talent when 3/3 it allows you to do 3% more damage to poison targets. It's a small amount but it helps and also gives Laceration and chance to give you back your Tactical Advantage, plus its practically our only DoT. Most people fail to realize that playing an Operative isn't "facerolling the keyboard" and requires "no skill to play". I've killed 2 Snipers back to back and had possibly 150 health left. It's our job to find that little b***h and make him cry or that guy trying to hide to heal up, that healer in the back thinking he's safe. If has an Operative in PvP you depended on HS to crit and do your dirty work for you, you need to re-think your tactics. yes we have 30-40% chance to crit, but thats 60% that it won't and if you depend on first 3 hits to crit and kill pre-patch and now complain that you can't rofl-stomp people. You need to learn to play the class. I have no problem killing people, but I have to adjust things accordingly.
  10. IMO, I think 1v1 yes Op vs healer should be a stalemate due to the fact that we focus on DPS and ofcourse healers focus on heals. Pre and Post patch I have kept a healer busy to focus most of his heals on himself while my buddies kill his friends. BUT the only problem I have is with Commando/Merc healers. They have heavy armor, heals, and uninterruptable shield for 1 min. I have seen 1 Commando/Merc healer in Huttball run with the ball and still live while 4 people were bashing his face including me. That should never happen that one healer can withstand 4 guys bashing on him. I say that heals need to be tweaked alittle in pvp to prevent dumb **** like that and/or have their shield reduce from 1 min to 3-5 seconds like everyone else's oh **** button.
  11. As far as I know it doesn't remove snares/roots. But more of DoTs And to answer your question. Yes it does
  12. The nerf does suck no doubt, but a few things to cheer you guys up. I have a 50 Operative with full champion gear and anyone I fight with equal or less gear no problem. Especially using trinkets, stims, etc. But in PvP and PvE your DPS does make a difference. I never spec'd healing so I couldn't tell you how that is. I can usually get 250k every game I play. The only time it sucks it when you attack someone who out gears you or fighting Commando/Merc healers. Your not totally worthless, just don't depend on HS to take out 1/3 of their health anymore.
  13. I did some checking around on the forum and I didn't see a forum on this, but if their is point me in the right direction. But anyways, does anyone know if BW plans on putting a penalty for leaving WZ's early? I mean honestly the **** is annoying when in Huttball its 2-0 and then half your team leaves because they think their just so uber elite in playing and its everyone else's fault for losing. I could name other examples but, back to the point. I think honestly that if someone leaves early their should be a 15 minute lockout from joining AND a 75% decrease in Valor and Warzone Commendations for an hour. I know some will say that it's to much of a penalty, but nothing is more annoying when your team as a chance at winning and then d-bags leave. (This also includes afk'ers) Thoughts?
  14. Correction, not all Operatives are useless out of stealth. Some people just don't know have to keep them alive out of stealth and use CS like its cool. I can easily kill out of stealth if I had to, but I know my limits and don't just charge into battle or let people catch me out of stealth. And I'll be for the nerf whenever Elemental/Internal damage can be better resisted. And when certain PvP action is taken for balance. 1 minute "immune to interrupts" is BS, not in PvP most OH **** buttons last 5 seconds if that. And when Jedi/Sith resist all attack abilites is tuned towards Evasion such as resisting certain types of attack.
  15. What's funny to me is that Operatives honestly can't do anything but DPS if that's what were spec'd. Like in huttball if your an Operative running with the ball, your dumb. We don't have the skills nor the armor to carry it and do crazy moves to score. We simply hide, kill, and hide again that's how we work. We attack on our terms. Yet were OP for doing that. If that Sorc forgets to bubble and you die in 4 hits, shame on you. I'm not rerolling simply because, I'm going to piss off more people by still doing 5k crits because I tinker with mods for gear, trinkets, relics, etc.
  16. Don't use Evasion to dodge attacks since like everyone said it doesn't work because of tech/force abilities. But you get a Passive ability (I know Operatives do). I can't remember the name of the ability but you get it I think high 30ish. But when using Evasion it removes all removable effects that are on your character. So save it when people DoT you up and whatnot and then use Evasion to remove the effects to keep you alive. But it would be nice if we had the Jedi/Sith resist all ability or the Trooper/BH 1 minute shield that keeps them Uninterruptable. ( Don't get me started on the nerf). Sorry for the big *** paragraph but that's the best way to use Evasion
  17. I disagree, Operatives don't need the nerf bat. And in my honest opinion here's why. Yes we do massive burst damage everyone knows that, but after the initial 3-4 hits, we're not doing nearly has much damage and the depending on how well a player knows his class keeps him alive. Operatives don't have very many stuns only 3 Hidden Strike (only if we sink talent points into it), Debilitate, and flash bang. And in PvP all of those stuns fill up resolve in 1 second easy. We can't stun lock unlike most classes and we only have 2 DoT's Corrosive Dart and Acid Blade. And the only "knock back" we have is Hidden Strike which is like 3 meters in front. Unlike all the other classes which knock you back 30m. Our only strong point is damage. Rather than complain about dying from Operatives and saying we need the nerf bat. Learn what your class can do and tactics that help in different scenarios. My only complaint is Commando/Merc healers with their uninterruptable shield. Heavy Armor+Heals+No Interruptions=God. That last 1 full minute while most everyone special ability (evasion for operatives) lasts 3 seconds.
  18. Thar be trolls on this post!
  19. I disagree, Operatives don't need the nerf bat. And in my honest opinion here's why. Yes we do massive burst damage everyone knows that, but after the initial 3-4 hits, we're not doing nearly has much damage and the depending on how well a player knows his class keeps him alive. Operatives don't have very many stuns only 3 Hidden Strike (only if we sink talent points into it), Debilitate, and flash bang. And in PvP all of those stuns fill up resolve in 1 second easy. We can't stun lock unlike most classes and we only have 2 DoT's Corrosive Dart and Acid Blade. And the only "knock back" we have is Hidden Strike which is like 3 meters in front. Unlike all the other classes which knock you back 30m. Our only strong point is damage. Rather than complain about dying from Operatives and saying we need the nerf bat. Learn what your class can do and tactics that help in different scenarios. My only complaint is Commando/Merc healers with their uninterruptable shield. Heavy Armor+Heals+No Interruptions=God. That last 1 full minute while most everyone special ability (evasion for operatives) lasts 3 seconds.
  20. Good read and it seems to have everything I could think of covered.
  21. Ah okay, that explains it. All I entered was the pre order code. Okay I'll just wait til the box gets here then. Thanks for the information
  22. Anyone else having problems not getting into the VIP lounge. I preordered a CE (I know silly me) and I didn't get the bracelet that allows me to go see the CE Vendor and get my other stuff?
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