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Ryotknife

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Everything posted by Ryotknife

  1. most of my damage is elemental and internal (or just bypasses armor in the case of railshot). do people have attacks that are affected by armor? yes, but it is a minority of their damage for the most part. i too have attacks that are affected by armor, but their CDs prevent them from being a significant portion of my damage (mostly use them because of their procs) and no, it doesnt increase my survivability at all. Jet charge (basic charge) increases my survivability a hell of a lot more than my increased armor and shields do. the only difference between my dps pt and my hybrid tank/dps pt in terms of survivability is that my tank pt has an escape tool to survive being focused. i switched because tank/dps pts are much more useful in huttball than dps pts (downside is they are less useful in void and ald).
  2. Ryotknife

    Nerf CC already

    pyro pts only have one gap closer on a 35-45 sec CD depending on talents, although they can still pelt you from range. getting outside of their 4-10 m range does significantly reduce their damage though.
  3. most pvp damage goes right through armor. switching from dps stance to tank stance does not yield a significant change in my survivability.
  4. so what you are saying is that you are absolutely clueless about everything in stwor? fair enough.
  5. too bad armor is useles against just about every class other than a sniper.
  6. 1. the main draw of a tank in pvp is taunt/guard, not his ability to actually tank (which they cant). 2. most defensive stats (armor, shield, absorb, and defense) are USELESS in pvp, making tanks almost as squishy (and sometimes SQUISHIER if they have guard up) as their dps counterparts. 3. at least as a pt, if i play a tank/dps hybrid spec my dps plummets to the point where most of my attacks are in the 1-1.7k range and it takes me 30 seconds to a minute to kill something. assassins seems to be the only tank class that sorta breaks the rules in regards to those 3 points.
  7. depends on the WZ. overall? probably assassin, very powerful class in all WZs due to either their utility (huttball) or stealth (ald/void)
  8. there was already info released about each server population. most servers are in the 1:1 to 2:1 imp:repuib range (i think the average was 1.7:1). 3 servers were above this ratio, and there were even a few servers in which the repub outnumbered the imps.
  9. jugg/guardian dont kill me in under 10 seconds. if my CC breaker is down, an op (doesnt have to be BM, even half cent half champ ops) will regularly stunlock my character to death before i have a chance to get a single shot off. and this is as a champ geared player. the only way i can even have an OPPORTUNITY to fight an op is if i use my CC breaker, all my def CDs, medpac, and exp adrenal. thats not to WIN against an op, just for the opportunity to fight one. btw, there is not a single other class in this game where i have to pop everything just to be able to fight back against them, let alone win. hell there are a few other classes that my class struggles with 1v1, but at least i get the opportunity to actually fight back against them. so fine, you want a gap closer and higher sustained? burst gets toned all the way down, and your ability to stunlock gets nerfed. that way ops are better in huttball, but less powerful in ald and void. balanced. maybe even add a root to replace the lost CC.
  10. except they are not. highest burst damage in the game, still the only class that can reliably stunlock geared players to death who do not have every CD up. and they have stealth, which is a major gamechanger in ald and void. downside is that they are pretty much worthless in huttball, at least compared to the top 4 classes in that WZ. but that is because gaurd/taunt, mobility, and knockbacks are king in huttball.
  11. there is no server in which the imps outnumber repub 4 to 1. the worst server is 3 to 1. close to 85% of the servers have an imp:repub ration LESS than 2:1 and on my server, the smaller team happens nearly as often to imp as it does repub.
  12. happens on the "zerg" faction as well, dont kid yourself into thinking this is anything remotely republic only related.
  13. medals do not determine if something is OP or not. otherwise, the pure dps classes could never be op, even if they had an ability on a 5 sec CD that killed the entire enemy team.
  14. so....spend hundreds of hours leveling/playing a class before you can comment, leaving balance in the hands of people are are clearly biased in their opinion. great idea! /sarcasm
  15. pounce? i think you meant feral charge cat, which was buggy as hell and useless as a gap closer, nor was it an ability that druids even wanted. i mean, feral charge cat wasnt on the druids top 100 list of things they want. also, shadowstep wasnt introduced till the first expansion, down a tree that had the least amount of damage (at the time, much later subtelty became a burst tree)
  16. gunslingers/snipers do need some love, but ops overall are fine. weak in huttball, but very powerful in ald and void.
  17. actually you were trolling i would like to see macros, especially since targeting in this game is so abysmal
  18. i suppose i could see removing the proc heavy gameplay style for the sake of pvp but....uh im not sure how that would work out without the procs.
  19. sounds worse than having the vents punting you into the firepit or acid pool....
  20. yea, the movies that usually end with the ship self-destructing or something? man its been awhile.... actually the smuggler outfit doesnt look too bad, makes you look like....who is that bounty hunter from star wars clone wars cartoon? something bane? bane-whoever is the reason i choose a bountry hunter in the first place as his appearance, demeanor, and combat style appealed to me more so than force users. i never saw the appeal of boba fett, the guy was a total pushover. even jengo fett was a pushover.
  21. because a scoundrel could do that anywhere, environmental instagibs only occur at certain places, and scoundrels can still instagib people on environmental hazards....
  22. okay, so 15 seconds added to grapple, i could live with that. but a 10m grapple is literally useless, especially since that is the only baseline gap closer for pts/van. a better fix would be that grapple/throw/knockbacks grant full resolve.
  23. in reality, they are above average. they are an amazing healer, good (balanced) sustained damage (no real burst), truckloads of utility and escape tools. huttball alone is basically determined by how many sorcs/assassins your team has.
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