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RomichGausser

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  1. Believe me, I love my operative and have no desire seeing the class getting gutted either, but that reflect is causing more trouble than it's worth. I'd be perfectly ok with it gone. Will it solve the issue of operatives being gods of 1v1? No, but it'll certainly help.
  2. As someone who's been maining an operative since 2012 right after the massive nerf operatives have received, I've grown to.. appreciate other classes' concerns when it comes to operatives. The self-healing and the roll makes it essentially impossible for anyone to reliably kill an operative. Even when I was trying to duel another operative as an assassin, the only way I managed to beat them was through vanish-sap healing since most of the damage I did to them was either mitigated by Stim Boost's healing or just the kolto probe spam. And mind you, that operative was still learning and practicing their class. But if that operative was a little more skilled, there's absolutely no way I would have won. With all that said, the one thing I'd be more more MORE than happy to see disappear into the void forever is the Blow for Blow (reflect on Evasion) utility, as it's substantially lowering the skill ceiling for an operative while seriously punishing someone who might have been a little overly aggressive with their burst. If for example an AP powertech jumps on an operative with Thermal Detonator and Energy Burst combo, they might realize too late that while they took off around 30% of the operative's health, they themselves already lost 50% without the operative even landing a finger on them. A class that literally turn invincible and untouchable every few seconds while also being able to self heal indefinitely should not have this kind of power as it's making killing them into an exercise of futility.
  3. Ahahahah! Overperforming? I don't think so. If there's a class that overperforms, it'd be vengeance juggernauts. And they've got buffed recently too as well (for no *********** reason)...
  4. First of all, speak for your ****-ing self. As far as it goes right now, dps operatives are in the best spot they've been at since 1.1. And as others have mentioned, if you think that operatives are struggling right now, I really have to question your ability to fight. So all of those things that you've mentioned regarding "downfall" of operatives are purely on you and you need to, as people say, learn to *********** play. The class has the highest learning skill curve, which people refuse to understand and trying to make us so strong, that we could stand toe to toe with a vengeance juggernaut, which is idiotic at best. Our job is to adapt and exploit, not Hurr Durr Charge. If you want to learn to become good, all you have to do is ask for pointers. I'll be glad to teach myself if people are willing to listen. But if you're still inclined to whine for some inexplicable reason that our class is bad right now, please, for your own sake and sake of other operatives, SHUT THE **** UP.
  5. 1. No. Giving us our stun back will tick off A LOT of people and frankly, make our opener extremely powerful. Just giving us baseline Jarring Strike for backstab will be more than enough. 2. First of all, nor operatives nor snipers were ever required to go into cover to use Orbital Strike. And honestly, I don't see a reason for bringing it back, considering that after its damage nerf it became pathetically weak. The only reason you'd use it, is to either deny bomb caps or disarms at Voidstar or stop Novare coast caps. 3. No. Giving us an ability to reset one of our heaviest hitters when going into stealth would make our burst ridiculously strong. However, if they'd give us an ability to lower backstab cooldown by 4-6 seconds when going in stealth, it would allow operatives to properly re-initiate combat when vanishing, while keeping our damage in check. 4. That's more of a QoL issue. But yes, it would be nice to have that. To be fair though, if we get that issue resolved, bounty hunters and troopers should be able to reset their stickies and bombs in similar fashion. 5. Frankly, our damage is already pretty good. If you want to do stacks like that, they should boost our damage reduction or healing received by, say, 1% per stack. Overall, operatives are doing fine if you consider solo ranked or warzones. Not great, but fine. Of course, some small issues need to be ironed out, like giving stealthers a proper out of combat timeout instead of wondering whether I have to wait for 10 seconds to back to stealth or 2 minutes... As for group ranked, you'll be lucky if you'll see the exact same team over and over again, so I don't really have proper knowledge (nor honestly, interest) as to how well DPS operatives perform there.
  6. Getting 15-25 killing blows is relatively easy, sure. Getting to and over 10 solo kills can be near impossible sometimes, since you have to completely focus yourself on killing people away from everyone and ignoring the objectives cause it requires a lot of time. And as of now, I've yet to see people on my server manage to get that achievement, or even have legitimate proof without blatantly saying "pfft, that's nothing. I got 20 solo kills as a sorc healer". <-- Massive Dramatization. =) But thank you nonetheless. =D
  7. I usually don't post on the forums, BUT, this, probably deserves your attention. http://i58.tinypic.com/w1czro.jpg
  8. So....We have operative questions due in 2 days and our rep is nowhere to be seen except for trolling threads....Who the hell in their right mind voted for that useless lump of meat? How are operatives supposed to speak their mind (even though Bioware doesnt care much for them) with a rep that doesnt even ask for cooperation from other operative to make reasonable response for the "Developers"?
  9. The moment Bioware hints at sniper and marauder nerfs, people come running and begging to be "reasonable" to their class with "small nerfs". I have been playing my operative as concealment since they've nerfed hidden strike and acid blade few weeks after the launch. I've felt and still do the pain of every nerf my class' dps specs received. Sorcerers felt the pain and still do due to their overall nerfs. No, buddy. Its not gonna work like that. Now its the turn of every smash baboon and sniper finally feel the pain of the nerf bat. Just to make it fair, no?
  10. Cybertech All Cybertech grenades now bestow a new effect called Bastion on the target, in addition to normal effects. Players who have this effect applied are immune to further Cybertech grenade attacks for the duration of Bastion (3 minutes). Now, I've been a cybertech on my operative the moment I've reached level 10. At the early game, biochem was the dominant crew skill but I've still decided to stick with cybertech because at the end it provided multiple rechargeable grenades. However, long time ago those grenades used to have a 5 minute cooldown, which was an extremely lengthy time. After a while, you (Bioware), have reduced its cooldown down to 3 minutes, to which I was eternally thankful. And even though I as a cybertech had the option to use any of the 5 rechargeable grenades if I've created all of them, it was still possible for those who did not have that particular crew skill to buy off the GTN lower quality grenades and use them (in warzones mostly). And other cybertechs were and still do make good money for trying to sell those grenades to others and I have no problems with it because its a normal business. And here comes the problem with this patch . I've spent quite some time and resources trying to RE the lower quality grenades to create rechargeable ones. And as far as I've noticed, level 52 blue quality grenades outperform rechargeable ones by quite a lot but I've kind of understood the reason why it was like that even though I didn't quite agree with it. Now, you've implemented the new Bastion effect that makes people immune to cybertech grenades for 3 minutes after being affected by one. I can see why you've decided to implement it since a lot of people lately have been using a lot of these grenades. But I can't stop thinking that my crew skill has become gimped just because people were trying to make money by trying to sell their product. I can understand having that effect being applied and affected afterwards by single use grenades, but PLEASE, make that so the rechargeable ones will not be affected by it at all. It would only make it fair both to those who have cybertech and those who decided not to take it and just buy the grenades from the market. People (including me) have worked pretty hard trying to get the cybertech crew skill to the highest level in order to get those reusable grenades so that they wont have to worry about wasting additional resources on trying to make more grenades for themselves. Don't cause people to suffer just because they chose that specific crew skill to benefit themselves.
  11. First of all, going as a hybrid operative in 4v4 will be a terrible idea. You wont have reliable heals to keep yourself or your teammates alive against even a tank and a smash marauder for example, but you'll also lose the entire burst potential of lethality. Also, you've ignored Combat Stims in lethality and instead took diagnostic scan talents, which is a bad idea as well. The point of such hybrid is to take down tank hybrids and guarding points. Other than that, its absolutely unreliable simply because you'll NEVER kill a good healer with it nor will you be able to survive against a potent marauder or assassin. And since you didn't put points into Lingering Toxins, cleansing your burst dots will be extremely easy.
  12. I guess I should have made myself more clear about healing. I heal myself as well from time to time in wzs, but what I've meant was that we almost never heal ourselves in combat. We might blind the opponent and possibly squeeze in a few injections if we're fast enough, but even then the target must have zero dots on it as well as not having a cc breaker. My idea of healing was: Whenever you gain Tactical Advantage, you gain a Kolto Override charge that reduces casting time of your next Kolto Injection and Kolto Infusion by 1 second and reduces its cost by 100%, stacks up to 2 times. Just an idea of what we can do with our healing abilities. If that wont do it, we might make Revitalizers a specific ability for concealment that procs from TA just like Recuperate is for rogues in WoW with combo points.
  13. From what I've noticed after playing my concealment operative nonstop in pvp, we aren't fighting at our full potential. Allow me to explain. Take a marauder for example: incredible damage potential, extremely durable in combat due to his great defensive cooldowns, thus showing that they are truly designed to mutilate people. Another example would be an assassin: heavy burst, reasonable survivability, ability to guard and taunt when necessary, showing that they're fully capable of dealing damage and mitigating it against others at the same time. And what do we have as an operative? Currently, operative medics are considered overpowered (even by me somewhat) showing that they can survive and heal its team quite well and even become near-immortal with a guard on. However, operative's damage trees aren't doing that great. We may have one of the heaviest bursts in the game and a reasonable sustained damage output in both lethality and concealment, but we're technically considered to be a "glass cannon" due to the fact that we have zero good defensive cooldowns except for Evasion (I'm not counting Shield Probe because its an utter garbage). But that's not the only reason why we struggle. We are operatives. We're not supposed to have great defensives against others like a juggernaut or a marauder. In damage specs we're missing our main component that makes us whole: healing. Be honest, how many times do you heal yourself against a potent assassin or a powertech? The answer is: almost never. And even when force them to use their CC breaker, followed by vanish-sleep dart combo, we would rather heal ourselves with our class regen ability rather than using our own medicine. The point of all this is to show that we, dps operatives, shouldnt rely on defensives to keep us alive but on our healing abilities that are slowly collecting dust. Quickening talent in lethality spec was a great move towards our survivability but unfortunately its still completely unreliable....
  14. Should have said that it was inside of a warzone. I have 1340 power inside but in full maxed conqueror....
  15. You have 27% crit AND 1310 tech damage with stim? I'm sorry but I'm gonna have to call bull on this.
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