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QuiveringPotato

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Everything posted by QuiveringPotato

  1. Maybe. I remember 3.0 is when they took a bunch of **** away from operative and gave us volatile substance. I personally liked the somewhat janky explosive probe backstab opener, lol.
  2. For real lol. Tank damage shouldn't be any more than the ambient dot spread damage of a dot spec, if that. Give tanks a big HP bar and improved crowd control. That's their entire purpose. They should not be hardswapping anyone.
  3. That era was good too, but I miss old concealment operative and carnage marauder gameplay. Is 3.0 when they made ravage instant? I can't remember.
  4. Man, I miss 2.8 PVP. Tone down madness sorceror and madness assassin, and balance was golden.
  5. I wish it would also save keybinds to your loadouts. Not everyone uses the same keybind set for every class... which is why they added the keybind import/export feature a long time ago. Hell, some of my classes have completely different ability bar setups for healing or whatever, this whole loadout/combat styles thing just feels very sloppy and poorly thought out. Was kind of expecting something like just swapping weapons in ESO and instantly everything swaps over, but then I remembered that this is SWTOR and the game barely runs as is, lmao.
  6. I cannot remember the last time a DPS operative even made me feel threatened in a warzone. The only thing operative needs to lose is the Blow for Blow reflect utility, having a massive damage reflect that SOME people take on a very low CD ability (evasion with evasive imperative) is just bad design. You shouldn't have to worry about killing yourself when you're fighting an operative until you see that they're not running the utility. Plus, it's a cheese utility for duels. Still don't use it, can still beat 99.9% of dps ops in 1v1s.
  7. AHAHAHAHAHAHAHAHAHAHHAHAHA My man, the devs of this game are no doubt 90% sorc and merc mains.
  8. sadly won't do a whole lot unless they decrease the damage as well, currently skanktank juggs are still hitting 40k+ AOE which is absurd
  9. this is a strange perspective. on star forge, in my experience, I have not seen a premade that's actually been focused on playing objectives or winning in a super long time. most of the guilds running premades these days are washed-up ranked players, or fairly new players who only know how to deathmatch, and it's really not that difficult to beat most of these guys in 8v8. hell, most of them will make fun of you for playing objectives and not tunneling damage or heal stats, lmao
  10. imagine thinking that concealment has "god burst". fury marauder would like to talk to you AP powertech would like to talk to you arsenal merc would like to talk to you marksman sniper would like to talk to you hell, freaking lightning sorc would like to talk to you concealment's burst is considerably lower than all of these lmao. On the topic of the thread, my only real complaint, as someone who does not think too much about stats or theorycrafting and all that, is that Catalyzed Toxins for Lethality is a very weird tactical that messes up the entire rotation of the spec. Yeah, I get that tacticals are meant to be "spec defining" items, but this does not do that in a good way. It's extremely clunky and completely ruins the flow. I like what they were trying to do, but tbh, if you want to give Lethality more burst... make Corrosive Assault work like how old Cull used to, for that tactical. Does x amount of damage per dot, instead of making both dots tick during your CA.
  11. It's gonna be so aids. I really wish we'd get something more unique for operatives.. snipers really don't need ANOTHER defensive.
  12. QuiveringPotato

    Huttball

    Original Huttball is a masterpiece. Quesh Huttball is ok sometimes, but not as fun. The newer Vandin(?) one is complete garbage. It is the most obnoxious "obstacle course" you guys have designed so far. Very poopy.
  13. For those talking about a rebalance for DPS op: I think 2.8 was about the best balanced the class ever was. We hit extremely hard (even in lethality), were squishier than we are now, and we still had our nifty mechanics that let us be unique, but we actually had the guns to get in there and do the job if you were good enough. Concealment now is like.. "HA! Take my mediocre, obvious set-up burst that will take like maybe a third of your HP down! Oh- oh, I just looked at my HP bar and I'm at 70% HP too? Oh-.. Was that a 40k heatseeker? Well, time to play operative tank *commence healing, rolling, and kiting/LoSing shenanigans*" I remember being able to literally 3-shot an unprepared player in subpar gear in that patch. Then again, TTK across the board was immensely lower (remember carnage 100-0'ing people in less than 4 seconds?), but tbh I preferred it that way. Also, while I'm not a *huge* fan of not being able to be an actual threat to anybody in a group fight a lot of the time due to how our survivability works and just our burst in general, I don't think that MOST operative players actually play the class to "top the board" in damage and all that. I know, it's not good for ranked for us to be balanced like this, but imo we aren't meant to be that sort of class. Assassin fills that role.
  14. It should be easy for any decent player to survive against a single operative for long enough for help to come. It's a stealth class. It's their job. A sin is much more menacing and will kill you a lot faster if the skill is equal between the sin and the operative. On the flipside. If you are trying to cap a node and an operative is defending... CC THE OPERATIVE. You know they're tanky. Why engage? Stun out of LoS and cap. It's not hard. Yes, most randoms don't have the mental capacity to understand this, but, if you see Derpy the Jugg going for the node cap in the middle of the fight.. be a good boy and use your big stun button on the operative. Uh oh! He broke it!? Use your mezz. There you go! You got the node! It's not hard.
  15. "Nerf ops" is a meme because in basically every single class balance patch from 1.2 until like, probably 4.0, DPS operatives were nerfed substantially in some way. It's a meme because mediocre players that don't bother trying to understand the class call for nerfs without having the experience of playing one. It became a meme to say "nerf ops" to every problem in PVP because that's what Bioware did. There's a yellow post from early on in the game that says something like, "We've nerfed operatives because groups of stunlocking operatives were ruining the experience for other players".
  16. Yeah, lol. I can understand the annoyance of a mediocre op running around rifle shotting people to stop caps, but really, education is the best defense against them. Do not bother trying to kill the freaking op, just stun them so you can cap and then you don't have to worry about it. Seriously, 99% of ops don't even know what our abilities are called and will not be able to 1v1 you, much less 1v2 two decent players.
  17. Net is an iconic part of a merc's toolkit nowadays, but with all the other stuff they've gotten in 5.0.. it's completely unnecessary for defense, which is what I think it was originally designed for. A "bastion" buff that lasts 30-45 seconds would be a good way to tone it down a bit since there's so many mercs in the queue, and the main issue is that 1 net can pretty much ruin some classes in group fights if used at a bad time for the guy, which is kinda dumb. Now amplify that by there being 4-5 dps mercs in every match, and big yikes.
  18. I don't duel very often, although if an operative opens on me, I don't panic. In fact, unless I recognize the name as someone who's actually a half decent player, I literally ignore 99% of the dps operatives I see in warzones. Even if they're delaying a node cap, it's very easy for 1 player to neutralize the threat by sapping or stunning them. The main issue comes when other players come along and break your stuns.
  19. The class is easy to pick up, but incredibly difficult to master. I can achieve far greater results on the scoreboard and general usefulness to my team by hopping on something like a merc, while having comparable survivability if done right. Operative is not overpowered. There's a reason you only see like 2-3 in the queue at prime time. If you fight against actual skilled players, you'll quickly learn that in 8v8, operative cannot stand toe to toe with the majority of other DPS classes in a group fight unless you have a lot of support on your team with a really good healer and tank. Hell, on my Marauder I can 1v1 like 90% of the ops that normally play on star forge, lmao.
  20. That's just the animation. The duration is exactly the same. 18 seconds. Refreshes back to 18 seconds if you apply another one.
  21. rifle shot and frag nade do poopy damage and are really the equivalent of shooting spitballs at the teacher to annoy them.. only useful for stopping caps. corrosive dart does ok dmg, but the main point of it is for TA regrants on longer fights. sin also has: -better burst -better control -better dcds -better passive survivability -survivability that doesn't require preventing yourself from doing damage in general -no positional requirements -much better peeling potential although I will agree on the ranged classes thing, even though you can spec force speed for a rootbreak and it has a pretty low CD, the amount of control and damage an ars merc has at 30m is just retarded, and yeah I'd say it's harder for sins against classes like that because deflection can only do so much. you guys can at least shroud net and /lol, though
  22. I find it pretty hilarious that someone who mains a skanktank is complaining about the survivability of a DPS spec that is one of the most squishy classes without DCDs up, as well as one of the highest skill requirements to play well out of any class in the game. Yes, operative can be pretty tanky when played properly and smartly (IE, like 1% of DPS ops), even when exceedingly outnumbered. If you stack up all your DCDs with a warzone adrenal and take the right utilities, you can have around 70% damage reduction (although that's with the adrenal and I'm not entirely positive it stacks with everything else in this case because it doesn't show 70% on the character sheet, like someone else said though, you can definitely get up to at least 56%). Even still, I've been bursted down in a stun through that. I hate to break it to you man, but I think the DPS you were with on that node were dummies.
  23. Lethality damage FEELS bad now because of the changes to corrosive assault (making it like sniper) even though I'm sure the dps output is fine. Since I doubt you guys would rework it to how it used to be, I think focusing on quality of life would be very good for leth. It's a strong class with strong utilities but dps operative suffers this problem more than any other class in the game imo. Sometimes we spend more gcds on survivability than dmg Here's a few suggestions for set bonuses, which pc # they are would be up to the devs. - Exfiltrate applies Kolto Probe on yourself for free. 12s ICD. (Frees up precious gcds for things like culling and reapplying dots) - Lethal Strike hinders the target for 1s. (Leth has very little in the way of control or anti healer utility and this could help out a little bit) - Exfiltrate breaks rooting effects. (Since leth has no immunity and roll is really only for getting a free KI and movement, this shouldn't be broken)
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