Jump to content

JackNader

Members
  • Posts

    2,061
  • Joined

Everything posted by JackNader

  1. Astarica.. it's not that simple as I just pointed out. You are not comparing Thrash to Maul but Thrash to Maul expending the same focre cost and using the same number of global cooldowns. This is like comparing Marauder annihilation talent to Vicious slash. On the surface it seems Vicious does more damage to rage but once you incorporate globals into the equation it's just not the case. Is thrash better than Voltaic? Only with the +50% surge from claws of decay. Is a thrash rotation with claws of decay better than a Voltaic rotation? No idea.. I would have to work it out.
  2. Theres always someone who needs yet another schooling after being schooled once already. First off your claim that i'm under geared.. I have over 38% crit and 78% surge with a base of 1122. I am geared. I am not even going to bother explaining Power stacking vs crit stacking vs balancing power and crit for optimal diminishing returns because clearly i'd just lose you in the math. 2nd of all.. Voltaic is used to proc 30% damage and halve the force cost of shock. If you look closely, which apparently you didn't, You will notice the initial quote of 1566 max damage for shock. Scroll down towards the end and note that i used 2035.8 as the listed shock damage. This is standard shock + 30%. Now you also claim that I didn't take into account the double hit on voltaic. Look again at the 50 * 871 * 2. The * 2 is for the double strike. I'll explain a little further because this is where you've messed up.. 50 Voltaics is the total number of voltaics cast. 871 is the base damage and *2 is for it hitting twice. You've included the damage of 100 voltaics.. well done! jack 2 : Skolops : 0
  3. Well I can see the old saying "the majority is always wrong" is alive and kicking. To the guy who said to use Maul even without Duplicity... Kudos! To all the rest of you "majority" :-- These stats are ripped straight off my fully geared Sin.. Shock 1566 max damage - force cost 45 Maul 2577 max damage - 50 force cost Saber strike max 1122 damage - free Voltaic Slash max 871*2 damage - force cost 25 I am eliminating any force regen talent from the equation and using the stock 8 Force regen per second for simplicity. Doing so has no effect on the math as it is common to all variables. Casting voltaic slash twice = 871 * 2 * 2 = 3484 Damage with a force cost of 50 Casting Maul + Saber strike = 2577 damage + 1122 damage = 3699 damage. Keep in mind that this is with NO duplicity proccing or taking into account the added +30% surge on crit to maul. Let's look a little deeper now... The stock standard deception rotation casts Voltaic twice to proc the + 30% damage to shock and to halve shocks cost. This rotation expends a total of 72.5 force which must be offset through passive force regen. You will always be casting saber strike as your fill in while you regen this force regardless of rotation. Voltaic Rotation Globals 0)---------- Voltaic ( - 25 force) + 8 regen 1)------------------------------------- + 8 regen 1.5)-------- Voltaic ( - 25 force) 2 )------------------------------------- + 8 regen 3)---------- Shock ( -22.5 force) + 8 regen 4)----------------------------------- + 8 regen 4.5)-------- Saber 5)------------------------------------- + 8 regen 6)---------- Saber + 8 regen 7)------------------------------------- + 8 regen 7.5) -------- Saber 8)------------------------------------- + 8 regen * we have to cast saber strike 3 times to offset the force cost of 2 voltaic's and an induction procced shock. Maul costs 50 force. 50 force / 8 force regen = 6.25 seconds. Maul Rotation 0) --------- Maul (-50) + 8 regen 1)------------------------ + 8 regen 1.5)-------- Saber 2)------------------------ + 8 regen 3) ----------- Saber +8 regen 4)------------------------ + 8 regen 4.5) ---------- Saber 5)------------------------ + 8 regen 6) ---------- Saber +8 regen Now what we need to do is find a balance in rotation so that we can compare the two in damage output 1 maul = 6.25 seconds to regain force 2 maul = 12.5 seconds 4 maul = 25 seconds 12 maul = 75 seconds *75 seconds = 50 global cooldowns. We cast maul 12 times therefore to balance our force pool we need to cast saber strike 38 times. * Deception rotation = 50 globals / 6 abilities cast = 8.333 therefore we need to boost 50 globals to 150 globals to find a merge in rotation. Deception damage over 150 global cooldowns = 50 * Voltaic + 25 * shock + 75 * saber strike =(50 * 871 * 2) + (25 * 2035.8) + (75 * 1122) = 87100 + 50895 + 84150 = 222145 total damage maul damage over 150 global cooldowns = 36 mauls + 114 saber strikes = (2577 * 36) + (114 * 1122) = 92772 + 127908 = 220680 damage. Now keep in mind that I didn't include shocks + 50% surge on crit or Mauls + 30% surge on crit or Mauls Duplicity talent. I can tell you flat that if included, Mauls trumps the standard Voltaic Rotation. Maul > Voltaic PERIOD! And this is why Deception sins are broken. It's top tier talent is complete garbage. It has the worst survivability of all trees. It has the worst force management of all trees and the least utility of all trees. What spec do I play? Deception/Darkness hybrid
  4. Slorac Seriously??? Camo Jugs don't have camo because they have stupid defensive cooldowns and ontop of that can easily stance dance between DPS and Tank forms to shrug off attacks. What?? you never thought to do thatt?? awwwwwwwwwww Obfuscate/Pacify You don't get obfuscate/pacify because of the above and also because you have force push! All jugs get the 10K heal. If you don't know how to do it.. too bad so sad. Vengence jug gets 85% DR on leap + enraged defense for 4 seconds while in Soresu. Summary, All you just proved is that you don't know how to play your own class.
  5. That's actually incorrect. My Assassin is an off the wall hybrid. I can tell you flat that if you don't save your "stunbreak." You are going to eat a 12K damage attack. Also you will want to save your stun for a weaker version of the same attack as it will still hit for 7K+ damage.
  6. These kinds of posts make me sad. Have you ever thought that the issue is not with Marauders themselves but with either the class your playing or with game mechanics? For a game to be balanced, be enjoyable and to express variety, it must use the "rock paper scissors" philosophy. Every class is given a version of Rock, Paper and scissors. What that means is if a class is given range, all melee classes must be given a gap closer. The gap closer can be slightly increased passive speed, temporary speed boost., leap, pull, temporary stealth, doesn't matter.. Just as long as the gap closer exists. If there is NO gap closer then the ranged class will always beat the melee class. In essence the ranged class is bringing a Nuke instead of a rock and the fight is not balanced. To balance a game correctly you look at every single class ability and you compare that to any opposing class and you ensure that the respective class has the means to counter. Look at the Marauder Camo Have you ever tried playing lowbie PVP without camo? It's a freaking joke. All a sniper, Sorc has to do is knock you back and root you and your screwed. You can't leap, you can't move. Without Camo you are screwed. This is why Marauders have Camo and why it has such a short cooldown. Cloak of Pain Refreshes when attacked but drops off if not attacked after 6 seconds. Most classes can counter this so easily 1v1 it's not funny. Jug can force push and then wait 6 seconds to attack. Sniper can knockback, root or flashbang. Sorcs can knockback, root or speed run away. Assassins can stealth, Operatives flashbang or stealth. Ever tried killing a marauder without their cloak of pain? They drop like a sack of ****. The only spec worth a damn without it's cloak of pain is annihilation because its bleed heals slightly offset the damage. Obfuscation This talent exists for 2 reasons. RAVAGE and Ambush! It's countered by snipers/other melee classes with the billion knockbacks and stuns or by using any force or tech attack instead of a ranged or melee attack. Undying Rage This is the only talent I'll agree on that is not necessary. It has no purpose but to extend a fight that you're about to lose. Saying that, it is no less unfair than Snipers hunker down ability or Vengeance Jugs 10K heal or Vengeance Jugs 85% DR in Soresu on Leap and immunity to stun. That's basically it... That's all the Marauder has. Annihilation is the best tree for damage and survivability. The damage is because the spec is internal. Doing ridiculous amounts of damage is not the fault of the spec but a failure on Biowares part to "scale internal / elemental damage resistance with gear. I've explain that last statement in a heap of posts already so I won't be doing it again. Needless to say all Bioware has to do is add internal / elemental DR to armoring and you'll see the damage output of Annihilation marauders, Pyro Powertechs and Dot sorcs fall back into line with Kinetic based classes. I've said it 1000 times already. Marauder is the ONLY class that Bioware got right. It has been given the tools to deal with every situation. Bioware needs to take a leaf out of their Marauder book and elevate the other classes so that they match the same philosophy.
  7. Marauders/Sentinels are fine. In fact they are the ONLY class that Bioware got right. It has a little something to deal with every single situation. It's just a shame Bioware didn't model all the classes using the same philosophy.
  8. I've gone entire lvl 50 Warzones using ONLY the legacy unarmed combat skills. All his video proved was that the level of competition in this game is really really bad.
  9. Still yet to come across a single merc who isn't roflstomped by every single class i've played.
  10. Observe Biowares track record. On Launch Operatives destroyed everyone. You could argue that they were the counter to all classes! Bioware responded by Nerfing the hell out of them. Assassin Tanks Pre 1.3 Destroyed all classes because they were basically unkillable. You could argue that they were the new hard counter. Bioware responded by Nerfing the hell out of them. Snipers "were" an absolutely pathetic class on launch that nobody played. Bioware responded by buffing the hell out of them. Bioware has a pretty common theme here. They are "balancing classes" NOT creating hard counters! Why create a hard counter? Is it fun to go up against your classes hard counter?? erm NO. Is it fair? erm NO. Does it cause people to rage quit and thus SWTOR loses even more subscriptions.. ermm YES.
  11. woooooooh hold on a minute buddy.. who says snipers are "supposed" to counter anyone?? Is that an official Bioware statement?
  12. The issue with snipers is that they have a few talents which can't be countered by some of the classes they are versing. For the game to "Balance" every class has to have an ability that counters the actions of the opposing class. Here is a simple example. eg. *Sentinel A leaps to Sentinel B *Sentinel A initiates Ravage *Sentinel B counters with obfuscation *Sentinel B initiates Ravage *Sentinel A initiates Camo This is a balanced situation where each player has the opportunity to counter the abilities of the opposing player. Snipers / Slingers have several talents which cannot be countered by certain opposing classes. Cover -> Has no effect on ranged classes or stealth classes, however it completely counters the Guardian/Jugs ability to gap close. Hunkered down -> Allows the sniper or slinger to chain cast everything they have while rooting them to the spot. They are Invulnerable to ALL CC for 20 seconds. This talent is a huge problem for EVERY class because the only thing you can do to "counter it" is LOS. If you are Melee your even more screwed! The chances are you will be rooted/ stunned or destroyed by all the other people around you while trying to break LOS. Meanwhile the objectives are all being capped because your trying to hide behind some pole rather than get your face blown off. Immune to interrupt -> Anytime a sniper or slinger is covered, their talents cannot be interrupted through normal means. They have to be physically pushed out of cover or you have to use "combat stealth" to break their target. If you are not within 10m for most classes you can kiss that option goodbye. Moral of the story is that if you want to FIX Snipers / singers then you have to allow the other classes to counter them. *I don't think every ability that a sniper or slinger has should be immune to interrupt. Only their long cooldown/Long cast time talents should be immune. ie. Aimed shot *Hunkered down is a bit too extreme. 6 - 10 seconds is way more fair than 20 seconds of cc immunity. *Increase the range of abilities like Choke and force push to 15 - 20m so that when a guardian or sentinel is pushed back they have the option to knock the sniper out of cover and then leap back when the 2 second root is up.
  13. 1) Recruit gear NEEDS to be competitive!!!! How many times have we all joined a warzone only to see 3 - 4 guys with 13k HP on your team. My first though is always.. *facepalm* Look at it also from the perspective of people actually playing in recruit gear. Who likes getting 3 shot killed? Who likes hitting everyone like a wet rag? Easy fix - There should be absolutely NO difference in expertise between recruit gear and the top tier gear. The stat difference should be about 10% between top tier gear and recruit. 2) Elemental and Internal resistances Both of these babies need to be added to armoring. Internal and elemental resistances were balanced at launch but we have now experienced several gear generations. Ever wonder why Powertechs were balanced at launch but are now face rolling servers? Look no further as this is the reason. Every generation of gear boosts all damage across the board. Kinetic and Energy damage is offset by the armoring upgrades however internal and elemental is not. Each gear succession sees a greater damage gain from internal and elemental damage types because they are not being reduced by armor. Plain and simple, this has to be addressed!! Fix - Add elemental and internal resistances to armoring 3)Healing Healing suffers from the exact same problem as internal and elemental resistances. Heals are not reduced by armor and as such gain strength at a greater rate than all DPS classes excluding mara and pyro PT. I've played since beta and in that time I've watched as PvP went from Healers of the old republic (pre 1.2.) to Healers being balanced (1.2) to the game beginning to regress into "healers of the old republic again in 1.3. By 1.4 I fully expect to see Healers at full power again and 500000 QQ threads about them in these forums. Fix - Add healing reduction to armor. The more armor you have the less you are healed... simple! 4)Guarded by the force/Undying rage I'm an avid mara/sent player and I can tell you straight up that this talent is BS! Short of getting rid of it I don't see any way of "fixing it" I've heard suggestions of not being able to heal while using it. This would make the talent completely pointless turning it into a "please stun me i'm now invul talent" Point of fact is that sents/maras don't need this talent. Once they get obfuscation and camo they have all the tools necessary to counter every situation. Fix - Short of scrapping this.. No idea! 5) Jug Endure pain + wz healing stim exploit This is one talent I definitely exploited as a jug. Versing someone exploiting this from the perspective of other classes however is not fun. Jugs already have the best defensive cooldowns in the game. They don't need a 10k heal on top of the endure pain health buffer, sorry Bioware! Thank god most people are noob and don't use it! Fix - Change the expertise stim to 35% of standard pre buff HP.
  14. JackNader

    PVP Fixes

    1) Recruit gear NEEDS to be competitive!!!! How many times have we all joined a warzone only to see 3 - 4 guys with 13k HP on your team. My first though is always.. *facepalm* Look at it also from the perspective of people actually playing in recruit gear. Who likes getting 3 shot killed? Who likes hitting everyone like a wet rag? Easy fix - There should be absolutely NO difference in expertise between recruit gear and the top tier gear. The stat difference should be about 10% between top tier gear and recruit. 2) Elemental and Internal resistances Both of these babies need to be added to armoring. Internal and elemental resistances were balanced at launch but we have now experienced several gear generations. Ever wonder why Powertechs were balanced at launch but are now face rolling servers? Look no further as this is the reason. Every generation of gear boosts all damage across the board. Kinetic and Energy damage is offset by the armoring upgrades however internal and elemental is not. Each gear succession sees a greater damage gain from internal and elemental damage types because they are not being reduced by armor. Plain and simple, this has to be addressed!! Fix - Add elemental and internal resistances to armoring 3)Healing Healing suffers from the exact same problem as internal and elemental resistances. Heals are not reduced by armor and as such gain strength at a greater rate than all DPS classes excluding mara and pyro PT. I've played since beta and in that time I've watched as PvP went from Healers of the old republic (pre 1.2.) to Healers being balanced (1.2) to the game beginning to regress into "healers of the old republic again in 1.3. By 1.4 I fully expect to see Healers at full power again and 500000 QQ threads about them in these forums. Fix - Add healing reduction to armor. The more armor you have the less you are healed... simple! 4)Guarded by the force/Undying rage I'm an avid mara/sent player and I can tell you straight up that this talent is BS! Short of getting rid of it I don't see any way of "fixing it" I've heard suggestions of not being able to heal while using it. This would make the talent completely pointless turning it into a "please stun me i'm now invul talent" Point of fact is that sents/maras don't need this talent. Once they get obfuscation and camo they have all the tools necessary to counter every situation. Fix - Short of scrapping this.. No idea! 5) Jug Endure pain + wz healing stim exploit This is one talent I definitely exploited as a jug. Versing someone exploiting this from the perspective of other classes however is not fun. Jugs already have the best defensive cooldowns in the game. They don't need a 10k heal on top of the endure pain health buffer, sorry Bioware! Thank god most people are noob and don't use it! Fix - Change the expertise stim to 35% of standard pre buff HP.
  15. For roots respecting resolve but not filling the resolve. Personally tho I would rather see the CC break give 4 seconds of immunity to all stuns/roots/slows and be on a 1 minute cooldown!
  16. Look There is ABSOLUTELY nothing wrong with Pyro/assault spec Powertech'/Vanguards. Yes they are currently ****** warzones. Is this the fault of the class?? NO!!!! Bioware has now released several generations of gear upgrades. The latest being War hero + full augmentation. Each armor upgrade, upgrades the "kinetic and Energy" resistances. You will notice that Elemental and Internal resistances are the same as they were on day 1. Every time bioware releases new gear, Elemental and internal damaged base attacks are gaining a bigger damage buff than all kinetic or energy attacks because they aren't being reduced!!!!! It just so happens that the bulk of pyro/assault spec Powertech'/Vanguard damage is "elemental" or ignores armor. The fix is to add an elemental and internal resistance component to the armoring slot. Healing suffers from the exact same problem! All heals ignore the targets armor. Bioware kicked the can down the road when they nerfed the hell out of healers in 1.2. It's funny because I am already seeing a glimpse of "healers of the old republic" returning. In a few more gear releases it will absolutely be healers of the old republic again.
  17. Marauder/Sentinel This class is absolutely my favorite. It is the only class that Bioware has gotten completely right. The class is a very good mix of damage and survivability. It has been given enough tricks to deal with every situation. The one thing I will point out is that it is not an easy class to play. Marauder/Sentinel has a boat load of talents to manage and you are punished greatly if you do not blow your cool downs at optimum times. It’s a rare thing to witness a good marauder/Sentinel in action but if you do, it’s a beautiful thing. Personally I’ll be extremely disappointed if and when bioware hits this class with the nerf stick. Gunslinger/Sniper This class hits like a truck and starts doing so at very early levels. By lvl 18 I would hit regularly in pvp for 4500+. I haven’t had a chance to play this class since 1.3 so I am unsure of the real world effects of the 1.3 patch changes but can only assume from what I’ve read that they do even greater damage now. This class had 2 main drawbacks. The first is that you don’t get a good defensive talent till lvl 32 and the second is that you have to be very careful not to let your energy levels drop below 60%. The key to playing this class well is to keep enemies at range while still nuking the crap out of them with insane burst damage. During pvp battles I spent a phenomenal amount of energy doing this. This class places you entirely at the mercy of your team. If your team is bad you will no doubt spend a lot of time raging at your screen. This is mostly due to the lack of decent close ranged defensive talents and that you can only keep so many people snared/rooted/knocked back before you’re out of tricks and you get zerged. My spec was basically middle/right tree, chosen for damage output, snares, energy management and dual defensive screens. I never got a chance to hit 50 on fatman but did get pretty close before server transfers kicked in. Overall I liked the class and feel that Bioware is doing a good job here. Assassin/Shadow I’ve played a tank sin since January and it is still my main character. This class went downhill in a big way when bioware locked the charges to specific talents. The result, whether or not intended, was to give the class horrid force management issues. The best force regeneration tree just happens to be the tanking tree. The best survivability tree is also the tanking tree. On top of that all 3 trees do approximately the same DPS with Deception and madness doing “slightly” higher damage than darkness. Even with the dark charge/HD nerf, darkness tree is still the only viable pvp tree. I would really like to see a complete overhaul of the 3 trees. Madness and deception both need a survivability upgrade. I would like to see “saber strike” given a chance to proc both energize and induction and voltaic slash given a surge boost so that it is at least on par with claws of decay. Madness spec I would like to see given a bit more range over the other trees. For PVE 1.3 basically killed sin tanks. They just don’t have the defensive cool downs that jugs do or the armor of Powertechs. These cool downs and armor reduction are absolutely necessary to survive raid boss burst damage. Now that sin tanks have had their health regeneration cut in half and their armor reduced (I am not sure why Bioware had to nerf both) they will be dropped from raids. In terms of DPS, Deception/madness assassins do less DPS than most of the other DPS classes. My guild dropped DPS sins completely for raids in 1.2 because almost all classes do what they do better. To sum up, Bioware needs to really rethink this class. Juggernaut/Guardian Overall I like the class. I found all 3 trees to be viable. My favorite tree was vengeance for its substantially greater single target DPS over the other 2 trees. The one thing I would like to see Bioware correct is the healing exploit granted by “Endure pain.” This exploit is when the juggernaut reaches say 50% health he will activate endure pain which grants him +30% to max HP. If the player then uses a pvp healing stim it will heal for considerably more than intended. Basically you can run around as a DPS vengeance jug doing ridiculous amounts of damage, pop your cool downs to survive and then when your low on health, pop your endure pain and healing stim and bam, your back to near full again. Operatives/scoundrel This class has had a rough trot. It’s a shame I never got a chance to play it before it got hit hard with the nerf stick, however, I’ve been on the end of its blitzkrieg attack many times. I will say that the nerfs were needed up until 1.2. I think 1.2 took things too far. The class went from being totally overpowered to being equivalent to a mosquito buzzing around your ear. Thankfully bioware did give it back some survivability with the scaling upgrade to defensive screen. The class now commands “just” enough respect that I will at least slow and kite it on the off chance that the scoundrel/operative actually knows what they are doing. Overall I would like to see a few of its teeth put back in. Powertechs/Vanguards OMG where to start! The Pyrotech/Assault spec is currently all the rage in pvp and for good reason. I must say I have thoroughly enjoyed running around face rolling people while my PT laughs her *** off. The issue here is that all of the pyrotechs attacks bypass the targets armor. This is a recipe for disaster. Now pay attention here bioware because I will explain the problem. Pyrotechs have always had the potential to **** in PVP. What they haven’t had up until now is access to high level gear and augments. When you bring out your new armor tiers you are upgrading the energy and kinetic damage reduction aspect only! The internal/elemental damage reductions are still the same as they were at launch. Each time you bring out a tier that increases the damage output of all abilities across the board the internal/elemental will gain the largest boost because they are not being reduced! Nerfing the penetration/elemental damage of Pyrotechs is not a solution. It is equivalent to kicking the can down the road. What it is that needs to be addressed is the internal and elemental damage reductions. They have to scale with the new gear! In fact healing suffers from the exact same problem. I predict very soon we will be going back to “healers of the old republic” because heals are NOT reduced by armor. Already I am seeing a glimpse of what healers were like pre 1.2 returning in 1.3. If you’re not careful your forums are going to fill up again with nerf healer QQ posts! Sages/Sorcerers It's been a long time since I’ve played my DPS sorcerer. I’ve been running around of late as a healing sorcerer and getting thoroughly blown up by Powertechs/Marauders. Not that I’m complaining here! Healers should get blown up without a good tank to protect them. I am seeing more and more madness spec sorcerers. In fact it is probably the most common spec type now. The reason is simple, it has the highest damage rotation and it has a lot of CC potential. The issue I have with this spec is that it does too good a job disabling and ccing while doing an absolutely ridiculous amount of damage. The problem isn’t even really the fault of the spec but more the fault of the resolve system. Spells that root like creeping terror/ pinning shot should fill up the resolve bar. If you’re rooted and you’re a melee player it is equivalent to being stunned. At least when you are slowed you can still move around and attack. I would really like to see the resolve system overhauled. I think it would solve a lot of problems. The resolve system should have the break talent reduced to 1 minute and grant 4 seconds of immunity. Players that continue to stun you while you’re immune will fill your resolve bar granting further immunity when the bar is full. All roots and stuns should fill the resolve. Slows should not. All too common you can be stun locked while your entire health bar drains away granting full resolve only to have that immunity mean absolutely nothing as it drains away in the respawn area. Mercenary/Commando I can’t really comment on this class as I’ve never played it past level 17. I will say they are the “lowest” on my kill priority list until I start hearing that annoying grav or tracer spam sound. That’s probably in response to a memory of their pre nerf days. They certainly don’t hit like they used too but are still capable of doing a decent amount of damage if left unchecked. I think the DPS trees go down way too easy when I attack them though. It could be that most of the mercenary or commando players out there are simply bad at their class. I will never know till I play one I guess.
  18. Any sane person who has actually played PvP in this game knows that the healing/taunt/guard mechanics are broken. In the previous version of this thread people were under the impression that I wanted to buff healers and nerf tanks. This is not the case. I am calling for a rebalancing of "team" core mechanics, concerning multiple healers / guard and taunts. Some background information. - Healers in this game are designed around healing PVE boss fights, etc, not PVP. -Taunt is a flat 30% damage debuff -Guard adds 5% damage reduction and 50% shared damage -In a 1v1 situation with "equal gear" a "Good" DPS will currently take down a Sorc/Sage healer in under a minute due to their squishy nature. Operative/Smugglers are a bit harder to take down. Troopers/Mercs are down right ridiculous to kill in a 1v1 simply because they have a tonne more damage reduction, a bubble talent that gives them an additional 25% damage reduction and can make themselves immune to interrupt. -Guard + taunt reduces incoming damage to less than 35% of normal and that is BEFORE you add natural damage reduction. This means that it will take 3 - 4 people to kill a guarded sorc/sage if taunted and 5 - 6 people to kill a Trooper/Merc. *Notes A DPS should always beat a healer in a 1v1, however it should take the DPS a very long time to kill the healer. If the DPS can kill a healer too fast it renders the healing class pointless. If the healer cannot be killed by a single DPS, it massively shifts the balance of power in favor of healers. 1 - 2 Healers end up breaking pvp warzones as they tie up too many players. Adding to the problem is when you get multiple healers in any one game. Healers tend to clump up so that they can all AOE heal themselves. If their are 2-3 healers clumped together, the most efficient way to kill them is to have a class with "pull" lift a healer away from their group so that they can be taken down by 2 DPS quickly. This tactic fails when the amount of clumped healers is 4 or more. There is absolutely no way to budge them. On my server it seems more and more republic players are figuring out just how OP healers are. Initially when I first hit 50 there was one premade republic side that always had 2 healers. 1 month later, the amount of republic healers in any match has grown to 4 - 6. This many healers is game breaking. It's not fun at all. -Fix suggestions * IMO taunt should add a damage bonus versus healers. Great care would have to be taken to ensure 1v1's are not broken. That is, you can't just taunt a healer and receive the damage bonus yourself. I initially pondered the idea of adding a -30% healing debuff to Taunt but realized it would seriously break things. Adding the damage bonus is the most efficient fix and it would also be rather easy to implement. *Taunt would need to be fixed in that only 1 taunt can be active on any player at any point in time. Taunt should be shown as greyed out if you can't currently cast it due to it already being listed on a players bar. *Guard should add a 20% damage reduction bonus isntead of 5%. There should be no "shared" damage component. Instead apply a vulnerability to the guarding player so that that they take considerably more damage if attacked. Foresight:- *The real world effect from the Taunt casting change results in having the enemy team taunted for longer due to the staggering effect. Tank A taunts, Tank B taunts when the lockout is over, Then tank A again. *Giving taunt bonus damage vs healers would place the tank as a core unit in any team which is where they should be. *The guard mechanic changes would make healers more squishy under a guarded situation than they are now. The tank would also be less squishy or would take comparable damage to what they do now if they are silly enough to leave their guard on permanently. Note that this change would be for PVP ONLY! Either way, these 3 changes would go a very long way in balancing the game.
  19. Heh, finally! My suggestions are in no way a nerf to tanks, infact they increase the effectiveness of tanks. For instance, Taunt would need to be fixed in that only 1 taunt can be active on any player at any point in time. Taunt should be shown as greyed out if you can't currently cast it due to it already being listed on a players bar. The real world effect from the above results in having the enemy team taunted for longer due to the staggering effect. Tank A taunts, Tank B taunts when the lockout is over, Then tank A again. Also giving the tank the ability to deal increased damage via taunt to healers would make them a "core" unit like they should be. The guard mechanic changes would make healers more squishy under a guarded situation than they are now. The tank would also be less squishy or would take comparable damage to what they do now if they are silly enough to leave their guard on permanently. Either way, these 3 changes would go a very long way in balancing the game.
  20. That's because you can't comprehend what you read.
  21. Lmao, do people actually know how to read these days? You have 8 players per side- If you have a sorc/sage, guarded and are under the influence of taunt it takes 3 - 4 people to kill the sorc/sage. This is basic mathematics guys! What do you think the rest of their team is doing? Twaddling their fingers? Use some foresight! 1v1's there is no issue with healers, they are fine (merc/trooper is really pushing it tho!) The issue is in what happens when you start chucking multiple healers into the fray and start spamming taunts/guards.
  22. No MOARPower, that is simply not true. As a heavy DPS assassin I will blow through your shield in 1 hit. My thrash alone will hit you for over 2K, Shock for over 3K, assassinate close to 5K, Harnessed Darkness for 8 - 10K. My shroud makes me immune to all your stuns. You run, I pull you back and slow. If it's hutball, your going in the firepit!
  23. The issue with taunt is when you have 2 tanks attacking 1 target. If they both use taunt then it doesn't matter who the opposing player attacks, they will always be doing 30% less damage.
  24. I can't comment on other classes. I primarily play as a very heavy DPS assassin. I am simply quoting the time it takes for me to take out an equally geared sorc/sage. * A side note. -Make the guard when placed on healers, add damage reduction equal to the "taunt" damage bonus applied to healers. For all other classes simply add the flat 20% damage reduction bonus.
×
×
  • Create New...