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Swanea

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Posts posted by Swanea

  1. This is just blatantly false. The reason scrapper feels like a lone wolf is very obvious to anyone who has actually played the class. Any team with competent DPS can remove you from a fight with damage alone, no cc required on the tank or the healer, THROUGH GUARD WHILE GETTING HEALED, in 5s or less. in regular warzones every day I am literally killed by people before getting a third attack off. We are a lone wolf entirely because this class has to be very picky about who, when, and where we attack. The sole cause of this? It's not our mediocre burst damage, or because we're melee, and it has nothing to do with stealth at all. It's because our survivability is *********** awful. Do you remember people complaining about how squishy marauders were in beta? Then you guys gave them cheat death (actually, two cheat deaths, because back then force camo had 100% DR too if I remember correctly) and cloak of pain, so they wouldn't just pop immediately. Assassin, pre 1.6? 1.7? had exactly this same problem, and you solved it correctly, giving them 30% AOE DR and an on demand 25% DR, as well as a stacking DR talent, and DR upon exiting stealth. You also gave them increased energy regen during stealth and while their 25% on demand was active on top of already having superior energy mechanics (no brackets, set regen rate across the board). We need EXACTLY THESE THINGS. We have dodge, lasts 1/3 as long (with our set bonus) as deflection but has half the cool down and 100% avoidance instead of just increased avoidance. Fair trade, balanced. We have shield probe, absorbs pretty close to the same amount overcharge saber heals for (again, with the set bonus), shorter cool down, not quite as good, and no offensive benefit to using it. Fair trade, balanced. They have force shroud, we have nothing to compare to this. -1. They have 30% AOE DR, we do not, -1. They have 25% dr in stealth and an on demand 25% DR out of stealth, we do not, -2. We are clearly at a significant survivability deficit to our fellow stealth burst spec. They can hang in the main fight, we cannot. Moving on.

     

     

     

    At launch maybe, now this is certainly no longer true. If SF/HS does not crit, it hits for only slightly more than many cc's in this game. I will continue my comparison to the only other stealth burst spec in the game, deception assassins. Spike has a 30s cd, requires stealth and does 1-1.5k dmg on non crits and 1.5-2.5k dmg on crits. It also knocks the target down for 1.5s. It also procs duplicity, which grants a free maul that does increased damage. In min/maxed partisan on my Assassin, the maul typically hits for 6-9k. On my operative in min/maxed conqueror, SF/HS hits normally for 2.5k-3.5k, and crits between 6-7.5k. Fair? Nope. Balanced? Nope. Out of control burst? Absolutely not. Assuming a maximum burst opener, with a perfect string of crits on a sorc or sage in recruit gear, I can drop a 7.5K SF/HS, 6K EP/SC, 7K BB/BS, while FR/AB ticks for 1k/s on top of that, amounting to a grand total of 23.5k damage in 3 globals. Seems pretty good right? Now consider a deception sin. 2K Spike, 10k Maul, 9K Discharge. 21k damage in three globals. Slightly worse (and for all I know, this may only be a gear difference, full 65s vs full 63s), but both have now decimated poor sorcy sorc. Scrapper/Concealment pulls ahead, but wait! Sins can do this same burst over again almost immediately without vanishing, while taking less damage, with absolutely no stealth requirement involved, on people OTHER than poor Mr. Sorcy Sorc in rags. I could see this statement being accurate if SF/HS was the one critting for 8k+ all the time, but seeing as it is not not only not doing that, but the other stealth burst class actually is, and does not have a stealth requirement or cool down on their closest equivalent, this is totally laughable. Assuming we aren't using our vanish offensively is also laughable, considering none of our abilities have a significant crit boost, and many times we are forced to vanish and reopen on random targets simply to actually damage them and not tickle.

     

    The opener listed above was assuming a perfect string of crits from the Scoundrel/Operative, which is incredibly rare. Now let's play the same scenario back, assuming a no crit scenario (which is far, FAR more common). 3k SF/HS, 4K EP/SC, 3K BB/BS, in addition to 500/s from FR/AB. We have now blown all of our burst upon Mr. Sorcy Sorc, and have done a measly 10.5k. Our assassin friend comes by, hits a 1k Spike, 8k maul, 9k discharge. 18k damage in three globals. Maul train 1, Scrapper 0. However, it is worth pointing out that no one complains about deception's burst. So, in summary, what the actual **** were you thinking when you wrote this, and how could this be even remotely overpowered, considering you have another spec doing exactly what scrapper/concealment is designed to do (and would very obviously like to return to doing), and no one is throwing a tantrum over it?

     

     

     

     

    The current mechanic of returning 10 energy every time Flying Fists/Collateral Strike damages a target is acceptable and needs to remain untouched. Quick shot is literally only useful for damaging a Sin who has activated force shroud, and you are better off using flurry of bolts/rifle shot during this time to regen energy. Seeing as it costs nearly 1/5th of our energy bar and hits for somewhere in the neighborhood of 2k ( I am admittedly unsure of this, as this ability is so poor that I very, very rarely use it) you could delete it entirely and no one would complain. It would need to do double the damage it currently does for half the cost to even be worth considering over flurry of bolts/rifle shot IMO.

     

     

     

     

    Of all answers so far, this is by a large margin the single most idiotic thing I have read. Our ability to heal, especially as scrapper, is totally laughable. Our only usable heal in combat is Underworld Medicine, which costs a 1/4 of our energy bar (guaranteed to put us in a bad spot energy wise, even if we don't have to scamper 1-3 times to get range to avoid getting interrupted/ LOS, thus being totally 100% out of energy after a single heal. This single heal (which is a 2.5 second cast, of course) heals normally in the 3k range, and crits for around 6k accounting for the trauma (general pvp heal debuff, not the marauder/sniper heal debuff) on a crit. Every single class in this game can hit for that much or more in one GCD. How on Earth could this be a survivability benefit? We generally cannot flash bang a target to throw 2 heals down (playing this spec correctly for DPS requires keeping a poison on the target for TA regrants) and even if we could, and they both crit, that is still only 12k hp once a minute (flash bang's cd). Both Mercenaries and Sorcs can drop instant heals on themselves (though the mechanics are different for the two) for the same amount in the same time frame (mercenary may be able to do it more often, not 100%). Both of these classes also primarily deal damage from 30m, while we are a MELEE class. Which brings me to point #2, how is not wanting to be smashed for 8-24k in a single GCD by a person/people NOT EVEN TARGETING YOU a play style? This is totally ridiculous. I am fine with Rage, honestly I am. The auto snares, the second root, the massive snare from force crush, the AOE pressure it offers, all fine. i disagree with the survivability boosts given to Marauders in the tree (IE lower CD on Undying Rage as well as knocking the health requirement down to a measly 1/4), but only if every melee DPS class can access 30% AOE DR. It should exist entirely to prevent ranged players from stacking on each other and to pressure tank/healer parings, not totally eliminate all other melee dps from competitive PVP. Without this talent, ignoring any other changes to survivability entirely, we will never be accepted in a competitive setting. Period.

     

     

     

     

    This change will do absolutely nothing to make Scoundrel/Operative healers not clearly the best choice for arena healers, and will do absolutely nothing to boost DPS Scoundrel's survivability in PVP. This will do absolutely nothing to alleviate our survivability issues, and will do absolutely nothing to aid us in achieving success in regs, let alone competitive PVP.

     

     

     

     

    Finally a small flicker of hope from this nonsense. The dodge/evasion talent must go, and the damage reduction talent needs to either be moved to tier one or removed entirely. Still wont knock them off the top, but is definitely one step closer.

     

     

     

     

    What further investigation is required? The math has been explained in both class forums many times. The set bonuses are total garbage. Point black fact. This is not even just about the PVE bonuses, the PVP set bonuses are also total crap. If our survivability wasn't complete and total ****, there would be no benefit at all to using set bonus gear as a DPS scoundrel of either spec.

     

     

     

    Yes, nerfing our moderate damage AOE ability that already costs 1/4 of our energy bar, has a ONE MINUTE cool down, and has an ENORMOUS delay while a HUGE target mark sits on the ground is clearly the correct answer to our mediocre DPS (Scrapper) and hilariously bad set bonuses (all specs). Good job.

     

    What a joke. Could have just typed Reroll Deception/infiltration if you want to DPS in PVP. and saved yourselves the time and embarrassment of posting this nonsense.

     

    Honestly, this post wins.

  2. While I do think that 20 bucks seems a bit high, there are some points in this thread for it.

     

    With the dye module, you get two randoms. You could buy 10 of them (2,000 CC) and get neither black/black or white/white. Or you can pay upfront for one with no worries.

     

    One thing to consider though, is most people have a "favorite" chest armor graphic that they use all the time. They just change the mods to it. This lessens the chance that you replace the chest soon.

  3. This is because the bolster system is designed to bring a players stats just below partisan level gear. This has been stated a couple times by the devs.Basically if you are wearing full partisan you really won't get bolstered.

     

    The purpose is so that someone wearing partisan doesn't have a large advantage.

     

    Also it is hard to tell how good something is when you don't also mention the tertiary stats. It would also help more if you could do a full comparison, full EWH or WH vs Full partisan and full naked. Part of the reason your stats are probably so close is that the Partisan chest piece is probably not getting any bolster because it is higher ilevel then the level they want to bolster players to. This is why you need full set comparisons and not just a single piece. If you could actually look up the specific changes in that one piece alone then this test would be good.

     

    Part of the problem is the end game gear of the basic game is essentially equal in item level to starter gear in RotHC.

     

    And I bet your crit/surge/alacrity will rise too as you finish the set, thus giving a small but noticeable change.

  4. So you admit to abusing the **** out of the naked bolster bug and it is perfectly fine for you to 2-3 shot people, but it is not fair when they can actually fight back in the 55 bracket?

     

    Everyone could hit stupidly hard with the naked bolster bug.

     

    He is saying at 55, other classes are hitting just as hard but he is not.

  5. No, there was no-one else on the goaline, and I was on the spawn shelf, but beyond the door by this point.

     

    Plus there was no lag. He didn't stuttur, just vanished. Plus that would not explain why he didn't get hit by my root.

     

    Eh, I dunno. I was doing some WZs just now. I was getting leaped to by some maras, I'd see half a second of the start of their animation and then they were totally gone. I'd take some damage from their attacks and a second later, they appear next to me. I also lose target on them during the leap until the damage me.

  6. The only reason it is FFA is because factions are SO imbalanced across most servers that imps only able to attack pubs would basically mean pubs NEVER complete quests.

     

    Which is basically our fault for all picking empire. Which is also biowares fault for making one side just look and feel so much better then the other :\.

  7. It's amazing that I actually believe you are NOT trolling and really think this is some HUGE issue affecting 99% of the games population.

     

    So you COULD potentially sell your ingame cartel bought items for credits, then buy PvE armorings, and be able to do the high end raids a little bit faster. Great! I fail to see the problem. Can you buy a raid/guild that will take someone who has never done any of the raids and is most likely a terrible play for not knowing the game? Nope! You can't buy gear that is above what anyone else can get VERY EASILY. While I think allowing crafters to be able to craft the highest level armoring/mods/etc is both good and bad, it's hard to say this is really causing more then YOU to be upset over.

     

    As I said before, pay to win, is to get gear that puts you above the power of anyone else of your level when they can not obtain the gear themselves without some STUPIDLY long (months+++) grind to catch up. It allows them to dominate other players or push raid content that no one else can do because they are a level above said raid content. Not true here. SO No worries!

  8. They could be given a 6 second interrupt or perhaps a 2 - 3 second stun or physics immunity when coming out of stealth. This would turn them into pretty nasty healer killers and also give them a niche where they can stealth and the goal line in huttball like sins can and ferry pit passes.

     

    I think in stealth and 2-3 seconds after stealth immunity to CC would be great, but again...after about 10 seconds in combat, our dps drops a ton. The longer the fight, the worse we are. Other melee either ramps up or at least stays at a high level.

  9. Our opening burst isn't that bad, but sustained damage with energy issues really brings us down. Any sort of sustained fight, mara/sin/jugg have huge advantages over our dps since theirs never drops as fights get longer. Ours drops after the first what, 30 seconds of a fight in PvP?

     

    Maybe concealment needs a return of energy on an attack or something similar to the energy tick from crits on bleeds. Maybe a medium damage, 30 second cooldown attack that returns energy based on how much we are missing (5 at 4 arrows, 8 at 3, 10 at 2, 20 at 1 or some variation of that). Sometimes I just prefer rifle shot to overload shot when my main attacks are on Cooldown because the energy costs later in fights is troubling.

     

    Oh, our shield scaling with our cunning would be great. As damage has skyrocketed....our probe still absorbs the same number from when we learned the highest level at 50...Shroud, shield, % damage reductions...Always scaling with damage. Maybe it could be for 5 seconds (or so) absorbs 50% (whatever number) of incoming damage.

  10. Meh, they can just add any lvl 49 to their friends list and just see if they hit 50 when they do, remove em from friends.

     

    I ran into a sage, lvl 49, as much pvp mods and purple 49 mods he could get, as well as the 900 pvp expertise weapon. Dudes been 49 since I ran into him on my jugg at 25ish. I've been 50 a good few weeks now.

    And of course, since I could do NO damage to him, he called me and anyone attacking him trash....lol.

     

    I think I should do this on my server. I do have a smuggler at 30 right now.

  11. Groups of Operatives are causing people to QUIT THE GAME.

     

    They won't change this till Makeb for the sole reason that they are not 2 million people playing and tens of thousands leaving daily for random reasons.

     

    2 or 3 people chaining smash is a joke. Only difference is, they can kill 2++ people in the time those GROUPS of Stunlocking operatives could kill ONE..

     

    Rofl.

  12. I have several 50s and just leveled my sage and had to convert all thoes stupid comms back one at a time. I have no clue why there is no bulk option. For all my comm capped I think I was still shy about 5 wh pieces but that's not too bad for a fresh 50 and I had the rest in the next day or so.

     

    You can do 99 at a time..drag to your inventory...lol.

     

    Personally, I would grind full rated (if you care to), full regular, then float weapons (900 comms) if you still need space and not change the rated back to normal. I obtained about 5500 or so comms with full rated for my jugg. So I bought weapon, 3 piece and something else (I think, can't recall) which put me way ahead. Considering how easy normal comes, I think it's better to not change them back.

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