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Ajjantis

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  1. I can guarantee that the amount of leaving would go significantly down if queuing solo didn't put you against a premade to get stomped repeatedly. When I am with my premade, we win 9/10 games. Why? Because it NEVER pits us against other premades. When I queue solo, I am almost exclusively put against premades. The only times that I am not are when the premade is put on my team and we crush the soloers. When I solo queue and my team gets crushed horribly at the start of the game by a premade, the leaving begins and there is nothing to do to stop it. Should there be a deserter debuff? Maybe Should there be separate queues? Definitely
  2. I do enjoy the back and forth with somebody who is logically looking at this stuff. Once again i fully agree with all points. I just cannot take BW's word that they are balancing things based purely metrics. If operatives were so massively overpowered that they needed such a large damage cut, how in the world did their "metrics" not pick it up before release. Why did it take 6 weeks for them to roll out the nerf? How did their metrics not notice the huge imbalance with consumable stacking? Why would the operative nerf be announced barely a day after the 50 bracket was introduced with no more consumable stacking? These are just some of the many wonders I have whenever someone brings up the "metrics" statement. Maybe this is why there are no combat logs. Damage meters would actually show us where classes stand in relation to one another and they wouldn't be able to sweep everything under the "metrics" rug.
  3. Once again putting complete faith in Bioware when they have already shown how they handle class balance. Take operative for example. If they would have properly looked at numbers and released a well thought out nerf, they wouldn't have nerfed the out of stealth damage of the already lowest DPS class in PVE. That alone shows that they did not thoroughly test out their numbers before releasing the nerf, they simply wanted to shut up the people crying. I fully agree with your thought process of the proper way of doing things. I simply don't agree that Bioware on the same page as you.
  4. If they are above the numbers within guidance ranges... I know what you're trying to get at, but I don't believe I have ever seen a post complaining about assassins/shadows being too strong or surviving too long. I know in game I feel kind of bad for how fast they die considering their output generally isn't anything above what other classes are putting out. They are actually one of the few classes I am not worried about dealing with in pvp.
  5. A rational person would look at the situation from the viewpoint of, "What can we do to make not playing a hybrid better", instead of "Lets just kill the hybrid spec to force people away from doing it". As we have seen when it comes to BW's patches, they do without thinking. Some big examples: -Slicing (yes it was OP) : Nerfed into being absolute trash. -Ilum : Dont need to explain, fairly obvious. -The massive knee-jerk nerf to operatives due to forum whining. How you can try to rationalize their decisions honestly offends me.
  6. I like how everyone automatically assumes that people against nerfing pvp gear are wanting it to stay strong simply because they want to continue to crush noobs. I personally have no desire to ever set foot in a raid, or do much pve at all, this means that I will never get columni/rakata gear. A common trend that I am noticing is that top PVE gear(raid gear) is actually quite amazing for pvp. Due to the soft cap on expertise, mixing in raid gear with your pvp gear yields better results. So what happens if they decide to cut expertise usefulness in half (Exaggeration? Keep in mind this is BW). Suddenly raid gear will trump battlemaster gear soundly. Please understand that not everyone wants top end pvp gear to be awesome because they like stomping noobs, but because without it, they would be forced to raid to stay competitive in PVP.
  7. Yes indeed, I was initially okay with this nerf. It didnt sound all that bad to me. After trying it, obviously my mind has changed. Popping relic and opening on a geared sorc (used to be my easiest class to kill) for 3.5k is pretty crappy. The hit to the damage alone would have been more than sufficient to quiet the operative haters, but the armor pen coupled with it is overkill. All of my attacks have had a noticable hit to the amount of damage they put out. Being able to chain our 4 second stun after our knockdown simply puts us at the same level of other classes. Sorcs for instance can chain their long stun with the 2 second backend stun from their whirlwind. In regards to our other trees, lethality is completely countered with cleanse. And our healing tree is subpar to merc and sorc.
  8. Yep, pretty much no different than any other class, minus having gap closers. Dunno why so many operatives are so excited.
  9. Ajjantis

    Leavers Penalty

    Shouldn't be a deserter buff unless they place premades in their own queue, IMO. Yeah, relighting the match lol.
  10. Obviously dude... I didnt say it was unplayable, only worse than sorc and merc. I play a healing operative too and I regularly am leaps and bounds above other players. But put me in the shoes of a merc or sorc healer with equal gear and suddenly the huge disadvantages of an op are now gone. We have by far the worst defensive cooldowns. You talk about mobility, we dont have a knockback or force speed. When a melee is on us we have to take it lol. Not to mention we have 1 heal that effectively generates TA to use our other heals. Guess what happens when it gets interrupted (permanently by a smart melee), you have to rely on a hot tick. It is obvious to anyone who plays an operative that our healing and lethality trees are subpar to other classes.
  11. That is because our healing tree is very sub par to the other 2 healers in pvp, and the lethality tree is completely negated by 1 ability, cleanse. So it should come as no surprise why operatives/scoundrels, for the most part, went conceal.
  12. It is safe to say that those worrying about an overnerf were indeed correct. With 677 expertise, before the patch my opener without buffs would hit for around 2200-2400 on light armored wearers. Log on to test it out this morning, with the red buff and relic, I see my opener just hit mr. sorc for 1800. But dont worry, with buffs running it will atleast crit for just about 4k. Other ops/scoundrels may be seeing different results, but I am talking about targets with equal gear. But even if we talk about ganking fresh 50's, I think its safe to say the days for hitting for over 5k are over. And before any "you shouldn't be able to hit for 5k anyways" nonsense gets posted, keep in mind that they placed in a 5k hit medal for a reason, and op/scoundrel are(were) the niched burst class. I was initially for this nerf, as I did not find it fun, or skillful, to be able to kill equal geared players within 5 seconds. Unfortunately with this overnerf, I fear that this spec will now join our other 2 in being underwhelming and undesirable.
  13. In my opinion, there is little to nothing BW can do to even out populations besides allowing faction transfers. Myself and many friends that I play with fully regret not rolling republic at this point in the game, seeing as though faction imbalance will ultimately cause the game to die in the future. The one thing that is stopping us though is the long amount of time we have put into our imperial characters. I am sure this is why so few of the vast imperial swarm are reluctant to reroll aswell. Sure they could add incentives such as +20% xp/valor gain if you move to republic. But this is not going to be enough to coax people into weeks upon weeks up leveling/grinding to get back to where they were, im sure they would rather just quit the game. If faction transfers were added, even if you had to pay something like 10-15$ for it, I am positive you would see an enormous difference in the population balance on most servers. Thoughts?
  14. Ajjantis

    best PvP healer?

    Best pvp healer would be between the sorc and the merc. The merc has a lot of survivability, the sorc has a wider variety of heals and better utility. I would steer clear of operative healing till it gets a buff. The hots are "decent", but you only have 1 long casting heal and it is extremely easy to continuously interrupt, leaving you without the tactical advantage available to use the rest of your healing skills. You also have no knockback and very poor defensive cooldowns.
  15. Just wanted to get some opinions on this. All healers are given a long cast (3 second untalented) and a fast cast (1.5) that heals for less. What I cant fathom is why Operative/Scoundrel quick heals must be tied to tactical advantage. It would be extremely helpful in pvp to be able to cast a quick heal whenever my big heal is interrupted (like the other healers are able to). As it stands now a player with a brain is able to permanently lock me out of casting my heal spells (except the mediocre hots), by simply interrupting 1 skill. Would be awesome if they removed the TA requirement on this skill, seeing as though Operative/Scoundrel is already at a disadvantage versus the two other healers when it comes to utility and cooldowns.
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