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Zellata

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Everything posted by Zellata

  1. Why would a PvE raid group or PvP pre-made want a player that performs "not optimally but at least passably"? Or is it OK in your book to screw 7 other people over just because you don't feel like getting appropriate gear for the task?
  2. Not good - people will just afk in the corner instead of leaving. What's the intended purpose of this idea? If people don't want to vote for anybody, but have to do so, they will just vote for whoever has the lowest score (most likely the afk guy from #1). That would just mask the problem. The real solution is to never start a WZ when one of the teams is missing people. Can be easily done by keeping the timer going after you click on WZ pop-up - if at the end less than 16 people clicked in, nobody goes into WZ and everybody is placed back into the queue. It's not easier than trying to balance actual skills. The way they should do it is balance classes for PvP only, then balance PvE mobs for the classes they end up with. No stun immunity - maybe, if it's balanced by giving something else for those classes Stun while moving - don't really understand what you are saying here There are no unbreakable stuns as far as I know - cc breaker works on all stuns and mezzes. Classes on imp and rep side are mirrors of each other.
  3. Sure, a pure dps class should do more damage than tank or healer, no questions about it. Why do you think that marauders are entitled to doing more damage than other dps classes? Melee/ranged makes very little difference here, given how many gap closers, stuns, and snares a marauder has. Not to mention that they can simply walk up to the target in stealth if they desire to do so. A class should either have the highest dps, or the best defensive CDs, or the best utility skills, not everything at once. Marauders pretty much get all of it in one package - best defense, best dps, stealth, a bit of self-heal, speed buff, gap closers, and fairly strong CC abilities.
  4. A dps class doing considerably more dps than other dps classes = wrong.
  5. A trauma debuff that can't be dispelled is not a big deal? Not sure if serious... Regardless, the point is not whether or not those buffs are supposed to be there, make sense, etc. The point is that marauders got quality of life buffs and no dps nerfs, while other dps classes got their dps nerfed considerably, which created the current imbalance.
  6. Just healers? So, for example sorcs losing chain lightning was just an illusion? Just a modest nerf for anni? Let's see: Deadly Throw's "Trauma" effect can no longer be cleansed. Obfuscate no longer has a Rage cost and is no longer limited by the global cooldown. Predation now affects all Operation Group members. Seeping Wound now applies a 50% movement speed reduction (up from 30%). Looks like there were some interesting changes in addition to that modest nerf, shall we say "buffs"?
  7. You said it yourself - "Dps of all class is buffed due to expertise increase.", it applies equally to all dps classes. On top of that classes other than marauders received some serious nerfs to their dps. Marauders got other small buffs aside from stealth duration, but the main issue is that their dps remained the same. Which is what makes them so OP now. I mean operative that was fixed after the first nerf they got, yet they kept getting subsequent nerfs until their dps spec became useless. God, I wonder why.
  8. Operatives that had some useful skills got nerfed into the ground, sorcs that had some useful skills got nerfed into the ground, etc. Either marauders need to be brought down to everybody else's level, or everybody else needs to be buffed to marauders' level. As it is now, mara's "some useful skills" are way better than "some useful skills" of any other dps class.
  9. Last time I checked, everybody got nerfed while mara remained virtually the same and even got some quality of life buffs. Expertise has nothing to do with class balance - it's pretty much broken for everybody.
  10. Marauders have the same slow as sorcs (50% slow) and similar arsenal of cc with 2 gap closers countering gap-creating abilities of a ranged class. Snipers tend to be stationary and don't normally kite anybody. Actually, marauders are the least susceptible to kiting of all melee classes. It's a nightmare for any class to attack a group of any other classes, as it should be. Mara is the best of all classes to do that (if they want to for some reason) due to defensive CDs they have. There is a dps class that has high survivability without defensive CDs? Amy class (ranged or melee) can easily end up in the middle of enemy team - you can be grappled/pushed into their midst or they can simply run up to you. Name a dps class that won't die to 2 burst dps classes? Let's see: you have a mez that is a good utility in all WZs. In huttball you can choke people over fire pits and leap to enemies when you carry the ball (not to mention that you make a good ball carrier when your defensive CDs are up). In other WZs you can leap to people trying to cap a node, thus stopping a cap or use your cone mez to help with the cap. And of course as a dps class you get to kill people. Sounds pretty useful to me. As in sniper + healer vs. marauder + healer? Mara will win if their healer can keep them up through initial sniper's burst. At some point sniper will start runing out of energy and it will be gg for them. Are you saying that some other dps class can roflstomp an operative healer? Which one? Everybody has trouble killing tanks, that the whole point of being a tank - they are difficult to kill. Maras actually have it a bit easier than the rest due to their high dps. 5+ marauders can't shutdown 2 healers? For real? Conclusion: Marauder/sentinel is ridiculously OP at the moment. The fact that they are a bit short of being literally god-like doesn't mean that they shouldn't be nerfed.
  11. Tank off-hand is not a weapon - you can't replace mods in it.
  12. Agreed. It was either OP's mistake of not passing the ball, or more likely a failure of his teammates to be available for pass / dispel the root / pull him across the goal line / etc.
  13. Zellata

    Sorcerer's burst

    The only class we can beat 1v1 (other than another sorc/sage) is a sniper if they don't use lethality tree and we have something to LOS around. Every other class will win the duel.
  14. If you were to show some medical knowledge, people probably would believe you - why not? That aside, it doesn't really matter what your personal beliefs are. What matters is whether BW is going to listen to a professional advice (a very good advice by the way) or not.
  15. OP in an mmo should be defined as class being able to do what they shouldn't be able to do. I.e. kill opponent within a stunlock, have best defensive CDs along with highest burst, etc. P.S. "loose" and "lose" mean two different things.
  16. 1. That sorc was obviously in a healing spec, so they couldn't have Backlash talented. 2. Backlash only blinds for 3s if target is not taking any damage, any damage breaks the cc. 3. Having a 3s duration, It generates much more than "1 resolve bar". 4. They can't do it "a lot", because they can only reapply bubble once per 17s (best case scenario). 5. Why are you commenting on stuff you have no clue about? @OP: Most likely that sorc had a good tank nearby, who was guarding the healer and taunting you. Also, your team was not on the ball so to say, because you were the only one attacking the healer (and if he was indeed paired with a tank, it was a 1v2 fight).
  17. So, you are saying that TTK is broken now (which is true), and instead of fixing TTK you want resolve system changed?
  18. It's only fair when coupled with an ability to queue the full 8-man team. Being stuck with people you really, really don't want on your team is not fair.
  19. Just to be fair, Aion also featured spammable dispel and no GCDs. If your cleric was at least somewhat competent, they would instantly dispel silence on you and if cleric got silenced, your chanter would have picked up the healing duty. Besides, in Aion 18s cooldown means once-per-fight for all practical purposes (again, no GCDs).
  20. @"but we are in a PvE guild" crowd: Guys, you do realize that you don't have to be all in the same guild in order to form a PvP premade, right? @"but it will kill PvP" crowd: why do you think it will make things worse than they are now? Premades don't magically appear out of thin air, they are created by people talking to each other. Nothing is stopping you from creating one. Heck, you can just advertise in general chat like PvE folks do and queue with an 8-man group you just put together.
  21. You are missing the point. When you let other team plant a bomb behind your back in voidstar, or break cc during cc-cap combo in civil war, or let enemy ballcarrier leap to you in your own endzone in huttball, you are doing it wrong. Even if people who rage at you are indeed terrible and delusional, you are still doing it wrong and need to L2P. Attitudes of other players are pretty much irrelevant here.
  22. Shield - an ability to absorb 1 hit every 17-20s Run speed - easily countered by any root, stun, leap, grapple, or mez. Knockback - has the lowest knockback distance in game - you can simply walk back into the fight most of the time. Heal - good luck with getting that off when somebody is hitting you. I won't even go into how much force it will cost you. Roots - as in multiple roots? Newsflash: you get either one 2s root on 31pt madness skill or you get one root on knockback in hybrid, can't spec into both at the same time. Mezz after bubble burst - lasts 5s if you don't take damage, 2s if you do. If sorc (being a DoT based class) was fighting you back, it's 2s in most cases. Stun - just a regular 4s stun, your class doesn't have one? Whirwind - ok, this one is sort of valid if you count mez as a defensive cooldown.
  23. I'll call you out on this one - sorcs were just as squishy and just as ranged as they were pre-1.2. There was absolutely nothing about pre-1.2 sorc that made them "insanely powerful". Now with chain lightning gone from dps spec, it simply got demoted from average class to the weakest class. Oh, and while we are at it, why don't you look up how much resolve is generated by sorcs' stun/mezz/knockback, check how much damage they can possibly do before filling up the resolve bar, and elaborate on the "good ones can stunlock you to death" part?
  24. If one of your turrets is capped half way by the other team (but is still yours), the only way to see that you have 2 is by checking which percentage is dropping (aside from the announcements that is). For most pugs it will be way too complicated.
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