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MrSIlverSurfing

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Posts posted by MrSIlverSurfing

  1. Unfortunately, half the information here is L2P. Look, if you are getting focused by 2-3 melee enemies, your damage output will drop and which class wouldn't? If you have problems while being attacked by one enemy, its a skill not a class issue.

     

    This forum started off with presenting good ideas, like a bit of increase in mobility and heat management, then it evolved to, I want to have more burst damage, more sustained damage, instant damage and great DCDs on top of high base mitigation and 30 meter range. I would love that my merc become OP too. A basic part of merc is to be cast dependent. As a ranged class in heavy armor and reasonable DCDs, merc will never be a mobile dps class.

     

    Healing defiantly needs major improvements, but dps (arsenal specifically) does not. A bit of mobility and QOL improvements are welcome, fundamental changes in the class game play is not going to happen and is unreasonable.

     

    Merc does not need more damage, but i disagree on your assessment. Look at the ranked standings for mercs and that will tell you all you need to know. There are 8 with over a 1400 rating compared to 30-60 for all the other classes. This shows there is an extreme imbalance in pvp where they are so bad they are causing the entire group to lose.

  2. Might this stat be due to Mercs not bothering to run solo ranked? Not only am I personally tired of getting whacked inside of 15s of the first engagement (not matter where/how I position myself), my real issue is my teammate's attitudes... like I want to have that happen. Perhaps other Mercs feel the same way.

     

    Sure, it's a ranked WZ... and I'm fully Conq geared/augmented and about half Obroan. Therefore, I'd say I'm qualified to queue for them. So what is with all the BS from one's group when they know you're going to be focused, and they do nothing to mitigate it?

     

    How do we respectfully remind each other that it's a team effort?

     

    Today I found other stuff to do IRL rather than run solo ranked. Jesus, what does that say about me? :eek:

     

    I agree. I get destroyed within a few seconds of the match then I get rage whispers. You can just go into general chat and hear people complaining about mercs being in their ranked matches which equates to a loss. I have PVPed since EQ1 and this is my worst experience so far. I'm not enjoying the PVP, thats for certain.

  3. I got tired of all the rage whispers on my merc, so i quit playing him. I raged so much that I deleted swtor off my pc. Lol. They are good in regular WZs, but shouldn't even step into a ranked WZ. The fac tis look at the leader boards. 50 marauders over 1400 and like 7 mercs. You notice those mercs haven't played many games either.
  4. My personal experience as an Arsenal Merc on Pot5 was wretched, though not entirely unexpected. Still highly focused, wtfpwned by stealth with no way to extricate myself from the gang rape. Granted, they were pugs. However, if my teammates had done arenas before (and of course they all had), they'd know that Mercs/Sorcs are the most highly focused. So why all the whining when the Merc is dead in 3-5 GCDs from when the fighting starts. Don't they watch what is going on around them?

     

    Anyway, enough of my whining about my experiences. What were yours?

     

    He is right. It is terrible. Something has to be done about merc defense.

  5. I've never raided on my merc so what will follow is gonna be for pvp.

     

    Mercs dps is fine, just like sorcs dps. What makes it crap is their extreme vulnerability versus melee classes.

     

    When i'm fighting ranged classes, no problem: Dps, Dot, LoS, heal up. Pretty simple.

     

    When against melee classes: Interrupted, interrupted, try to run away with hydraulic override and ''spam'' instant abilites, nope gets stunned. LoS and heal up? Nope can't do that, heals too long and melee class out dps'ing your heals...

     

    And also, we won't do 18k dmg in 3 gcd like a masher can, so there's no hope to win a dps race there.

     

    No rooting abilites, snares are useless versus leapers...

     

    Electro net : I'd even nerf it if it meant i could use it more often.

     

    So yeah, i don't really know how, but if we could defend ourselves better against melees then this class would be more than viable.

     

    Maybe it's just this game who is just really terribly unbalanced, too many interrupts, melees have only instant abilities, ranged and melee attacks having a chance to miss but not tech or force attacks... so sorcs really don't even have to bother with accuraccy in pvp... how unfair is that.

     

    This guy hit it 100% on the head. Look at the Merc/Commando ranked standings. Very few are doing well and those that are sure and heck aren't from the DPS trees. We are always the first to die in ranked. I now run with endurance augs and stims and I still die way too quick. We have some huge problems with this class in RWZs. They need to make major changes to our defense. I'm ok with the offense. I agree also that DPS sorcs have it rough, but not as bad as the merc.

  6. Kolto Overload needs to be improved. I use my powersurge/tech override to heal because I'm burst down so quick. If you do ranked you are dead in the first 5-10 seconds of engagement as a merc against an average team. Its not balanced when snipers have so much more utility, survivability and damage compared to Mercenaries. It is not fun at all!

     

    I have to hit an adrenal, kolto overload, chaffe flare, and shield at the very beginning. Thats 4 defensive abilities compared to the marauders 1. That is cooky IMO.

     

    This below addresses my only serious problem with Arsenal Mercenary and i agree with your annalysis:

     

    However, this does not mean that we should ignore Mercenary/Commando (or any classes, for that matter) cooldowns. We might consider lengthening the duration of the Health Monitor/Fired Up effect provided by Kolto Overload/Adrenaline Rush and maybe even not put the ability on cooldown unless the effect actually triggers Kolto Overload/Adrenaline Rush before it expires. It might be safe to shorten the cooldown on Power Surge/Tech Override or maybe even allow it to affect two abilities baseline. Our concern with Thermal Sensor Override/Reserve Powercell is that the ability only exists to mitigate the frustration caused by an unforgiving resource system, and we would prefer to fix the resource system rather than give players additional buttons or shorter cooldowns to fight against their obstinate resources. Electro Net is a powerful, strategic ability that we feel has an appropriate strength with an appropriate cooldown length, so we probably will not be making any changes to it.

  7. Kolto Overload - Improved for quality of life. In ranked you are dead before you can apply it at times. It needs to be similiar to the ward that Sorcerers have. It also needs to heal in larger incraments. Its not very fun if you always die when the ranked match just begins. Other than a few small defensive quality of life improvements I find Arsenal well balanced. Not a Jug/Marauder/PT/Assasi/Smuggler for pvp, but not bad at all either.

     

    This person below hit it on the head in his post:

     

    Defensive Cooldowns:

     

    This one is fairly blatant, exaggerated even more so in warzone arenas. Spiking is the most effective way to dps in pvp(combining several dps to one target). Mercs get Energy shield(a mere 25% dr) and kolto overload(which doesn't even heal half of what your average player is able to dish out and isn't very effective against spiking by its design). Chaff flare gives +25% defense chance when spec'd into, but even so all defensive cooldowns combined on the merc will do very little to keep an enemy team from spiking the merc down. To make matters worse, these take a total of 3 global cooldowns to apply what in aggregate is weaker and less effective than a single GCD use ability of pretty much every

  8. Well.. I'm not sure the Sorc/Sage class is going to go over very well. We didn't even get half A&s "Patch" in the PTS like Merc/Mando to address TTK in PVP. What about Auto-Crit on Smash Monkeys? You really want WZ's full of them don't you? Sorry guys.. I've a bad feeling about how this is going to unfold if some minor corrections are not made prior to 2.0 release.

     

    My Lightning Sorce is now beast in pvp 2.0. Not sure what you are talking about honestly. Healing is even better. The only thing that could use a tweak is how quick they die once targeted.

  9. Honestly Apeckenpaugh, you are useless. We have been the most terrible class for over a year now. One year later you keep focusing on classes that have either been OP(and still are) or classes that are already fine. Until now what we have gotten since 1.2 was that terrible, nearly useless trauma probe tweak(frontline medic), and that's it. And now, when you finally (barely) understand that the merc/mando are utter useless, you buff us. And then you start buffing the other AC's even more? I mean ***? We are terrible and we have been that for an eternity now. If you cannot fix this, then you either need A: Help from other class balance-developers/I assume you aren't the one to decide wether or not someone is going to help you.) Or B: Start playing the commando/merc and work with them until they are fixed.

     

    I understand yoru frustration, but come on. lol

  10. Whoah. Okay. Question.

     

    Ranged classes stay alive by manipulating range. If standing adjacent to a melee class, they can't survive any encounter.

     

    With this in mind, why did you think it was a good idea to add passive snares to rage spec warriors, which were already the spec that had the most gap closers and already had 100% uptime on snares should they be wise enough to make judicious use of crippling slash?

     

    With 2.0, manipulating range against this spec went from difficult to impossible for every ranged class other than Marksman and, to a lesser extent, lethality snipers.

     

    The design behind Rage is, supposedly, that it is an AoE burst spec. Which is fine. But now it's a range control spec too. It doesn't make sense for me for a class to be all of

     

    1) unkiteable

    2) high single attack burst

    3) high overall damage potential

    4) high aoe damage

    5) great defensive cooldowns

     

    It might make sense to have 2 of those things. But not all of them.

     

    To put in perspective, Carnage/Combat has 1, 2 and 5. Deception and Concealment have 1 and 2. But all three of these specs are not only much more difficult to play than rage, but lack the additional advantages. Pyro PT has 2 and 3, but struggles with 1 and 4. Annihilation marauders have 3 and 5. Vengeance Juggernauts have 1 and none of the others. AP PT have 4 and none of the others. . And Madness sins could be argued to have nothing on this list (perhaps 5).

     

     

    I guess what I'm saying is that it might be time to pull in more of that team in terms of contributing to design. Ideally, you'd have one developer to serve as an advocate of each spec or, at least, one that really knows each AC. That way you don't end up with a class that makes most others look ludicrous in comparison, which is what you have now with this AC, which has just been made more out of balance than it already was--and it was the easily the strongest AC before.

     

    I actually have a descent chance in 2.0 killing non ranged classes, but unfortunately it is only ever 1min and 30seconds (electronet). Cooldown should have been brought down on this for the class to be viable at all in 1v1 situations.

  11. Before misinformation abounds, no further changes beyond what I already posted are slated to go in for Mercenaries/Commandos in 2.0. More specifically, Cell Charger and Terminal Velocity are fully intact. :)

     

    I also want to dispel any theories that finalizing 2.0 means that we're "done" with class changes. Quite the opposite. The deadline for 2.0 is a big deal, determined by forces far, far beyond my control. The class changes that are going in for 2.0 are the best that we could manage in the window of time given to us. It by no means demonstrates us being "done" with class changes.

     

    Classes are the kind of thing that can be iterated on forever, so at some point we can't hold off a major update (let alone a digital expansion) because there's more stuff we want to do for classes. It only stands to reason that those plans will carry on to the next update.

     

    We're also discussing the viability of introducing class changes without relying on major updates (like 2.1, 2.2, 2.3, etc). There are a lot of factors at play and this is still an internal discussion, so no guarantees, but know that we'd love to be able to get class changes to you guys as quickly as we're making them.

     

    Thanks for all the great communication! Deadlines can be tough! Power Surge cooldown change to 1 min would have been a better idea IMO. Either way mercs shouldn't have to spam TMs to get what other classes get with one ability aka 20% debuff. Electronet being on a 60 second cooldown would have also been great for all the Mercenary trees, since they are all lacking a tad atm.

  12. Thanks for all of the feedback for the Mercs. I'm going to wait and see how the changes pan out. I definately think that electronet CD should have been cut down even further. The change where net is instant should have been like that from its origin, so that isn't an improvement, but rather a problem fix. I personally like the change, but honestly Mercs should have never had to cast TM over and over just to get what snipers do with one shot the 20% debuff. Power surge should have probably been on a lower cooldown, but with 1:30 seconds it isn't as bad as 2 min.
  13. Shoot my merc just destroyed a Jug in a 1v1. I forgot to mention he was a fresh 50 with recruit gear and had 850 expertise. It was a close fight! I'm sure glad that I got all of this fancy EWH gear! Man my merc felt beast. Oh well back to reality!
  14. Pop bubble stun, kite, resume DPS'ing. If all else fails, go damage immune for 10 seconds and let your healers bring you back up to full health.

     

    I'll work on it. SLingers are killing me before I can even blink. Seriously a couple seconds and I'm dead. lol

     

    The burst is very good. Much better damage than my Merc atm.

  15. 1. Affliction 3 or so targets

    2. Choose a healer/squishy, affliction, polarity shift and thundering blast.

    3. Directly following the thundering I hit shock to give me a little time to see if chain lightning proc'd (it usually does)

    4. Recklessness, lightning strike and chain lightning.

     

    That is the gist of my rotation. Probably not the best but it gets the job done quickly. Usually by the end of that rotation thundering is off CD and I use it again. If it is NOT off CD then use some lightning strikes as fillers.

     

    Ok thanks. This is what I have been trying. All thought the DPS can be very good with Sorc I want to smash my face into the keyboard on how easy DPS sorcs die. If this is nerfed I will be very suprised.

  16. Unfortunately the change to crit makes it rather difficult to get a chain lightning crit. I've tried to counter that by using the stalker set bonus (1 extra recklessness charge 15 lower cooldown). With the change they made to 2 piece force mystic, it is almost useless unless you're a healer. I also rarely touch crushing darkness so the 2 piece force master is useless as well.

     

    Here is the build I was using.

     

    http://pts.swtor-spy.com/skill-tree-calculator/sorcerer/236/?build=200000000000000000000000000000000203022202110212023021020230001003020002000000000000000000000000&ver=20

     

    That last talent point can be put anywhere, I myself am having a hard time deciding where I want it.

     

    Can you give me an idea of what rotation you are using. I'm not doing well on my Sorc in DPS lightning build. I understand they are hitting hard, but sorc die quick as well.

  17. Finding pretty much the same thing in pugged warzones myself, though electro net is really aimed at organised groups. Without a called target it's way less useful.

     

    The problem with Hold the Line is all the Pyro PTs/Assault Vanguards running around with it. Yegads.

     

    2.0 is starting to look like a bit of a bust as far as rebalancing for pvp goes. I have more tools, but so does everyone else, and my time-till-death is way down. Conversely, it seems much much harder to kill healers now.

     

    Yeah its a bust for Mercs. I had such high hopes as well. If anything it looks like the DPS is even worst now on the Mercs. We do get some very high hits, but so does all the other classes. I actually think they could be funner to play in 2.0, they just need DPS. DPS is lower than it was on live IMO.

  18. I still get hit frequently with 6.5K + smashes/sweeps on my sorc, who is nearly full EWH and min-maxed with 1300 exp and almost 20 K HP. The other day I was getting hit with a fatal combo of 6.5 K sweep and 5 K dispatch. Then there's the added factor of two smashes ganging up on you together. it's not fun being max-geared and yet still subject to being killed in three globals.

     

    I agree. I have a sorc who gets hit often for the 6.5k range. I think the expertise on that toon is around 1340 with 19.7k HP. I have been hitting for a tad over 7k, but only a few times. They actually nerfed Mercenaries when they were able to hit this hard on a single target. Not sure what these Devs are thinking.

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