Jump to content

Howbadisbad

Members
  • Posts

    432
  • Joined

Everything posted by Howbadisbad

  1. Anyone who says Mara's will be weak if UR is nerfed is trolling. In the helm of Grash tourney Maras were easily the most surviveable/difficult to kill class. This and doing tons of damage in the process.
  2. You will find that 2 coordinated melee can't be kited by any class in this game. Unless those melee are Operatives...
  3. No, high damage and CC should not be on the same skill. You should have to choose to stun or do damage. Operatives are currently a one trick pony, and they need to be reworked almost completely before they can be balanced on a competitive level. Also, healing should be compared to healing classes, which means Operatives lose again because they are compared to Merc/Sorc. 15 second lower cd stun requires 2 talent points, and Assassins get a 30m range stun. and their 2 points lower the cd on their trinket by 15s Assassins don't have flashbang, they have an AOE taunt instead, which is much better because it doesn't break on damage.
  4. Operatives can still get the demolisher medal on equaly geared players when they have adrenals and relics active! Clearly that is too much burst for them to have.
  5. So Orange, did you ever figure out how Operatives are better than Assassins in any way? Don't try to say that Operatives have more burst again, because that has already been disproved by the video of the Assassin dealing 14k damage within one second without stealth.
  6. It is only supposed to absorb white damage. Working as intended. If you want to absorb yellow damage and be superior to Operative in every way, be an Assassin.
  7. In all honesty, I can see them performing around the same level as DPS Mercs. They will be doing good damage when they hit, but LOS will hard counter their damage.
  8. What is teamwork How do I eat it
  9. I assume you have never defended turrets in alderran or both doors in voidstar? You also don't attempt to control mid in huttball? Warzones are comprised of small fights around 4v4. 8v8 Sorcs are even more useless because resolve will prevent their tons of CC from being effective.
  10. Controlling mid in huttball and defending nodes/doors in Alderaan and Voidstar are smaller battles like 'team deathmatch' already.
  11. Term used in League of Legends for secretly basically. As in the masses don't QQ because said sleeper OP class is underplayed, or people don't realize it's true potential due to high skillcap or a certain strategy. Sometimes it is even based on the fact that a character may be ugly, and hence underplayed. Generally sleeper OP classes are revealed in high level tournaments, and then they become FOTM and meet the QQ train, ending in slight nerfs with which all the FOTM players forsake the class, and go tot he next one. The FOTM nerfs are usually very small, and have minimal impact on how the champion performs.
  12. Discuss. http://www.twitch.tv/strikinginsanity/b/311379895 Summary of tourney: 3v3 tourney, team with 1 commando healer and double assault vanguards roflstomped every team except for one with double maras and a pyro PT, which they won with significantly lower life, but still no deaths. EDIT: There was a team with conc Operative +double mara who killed one of the vanguards in an all out early burst. The Operative was slain shortly after and the Vanguard+Commando lost to double mara. This same team was defeated later because the Winning team spread out more for the opener and CCed as soon as the opener went off, preventing an early death. Summary of class performance: [Observations/Opinions] Sorc- Unable to kite double melee, as soon as DPS got full resolve the Sorc got wtfpwned. Operative- Injection was interrupted and then it was GG, vanish got countered hard by stealth scan, saw some interesting fights using the AOE stealth ability. I think I saw a few conc Operatives, after their initial burst ended, they were slain incredibly fast. Maraurder- Great damage, took a very long time to kill. Their defensive cooldowns were so strong, one team just took double mara and a powertech, they won most of their fights. Powertech- Pyro domination. Hard to kill, great damage, grapple prevented any prolonged kiting. MVP dps. Mercenary- When healing, MVP healer. When Arsenal, got LOSed and failed to do anything significant. Sniper- Don't think I saw any snipers actually. Will double check. Assassin- Honestly didn't see much Sin ownage, I think this is mostly because the team comps the Sins were in didn't have enough DPS. Seemed like a Mara who switched some of his damage for guard. Similar survivability from what I saw. Juggernaught- Didn't see any of these, or they just didn't stand out. How do you predict this sort of team comp will preform when ranked warzones come out? - In Alderaan and Voidstar since they both are attack/defend style. - In Huttball, where controlling middle is highest priority. - In 2v2, 3v3, and 5v5 (Or other combinations) Arenas assuming they are ever added. Obviously the video is only for reference when comparing how classes perform in small group fights in a medium sized arena. EDIT: Why no strikeout Video is a great referance to performance in warzones, controling mid in huttball, defending and attacking turrets/doors in Alderaan and Voidstar. 8v8 does not happen in warzones, there are almost always small scale fights like 4v4, ramping up to 6v6 during zergs on a single target.
  13. lolwut AB and culling are not even in the same tree. AB should be replaced with shadowstep, and AB should become the 21 point talent for Concealment, seeing as concealment has no 21 point talent.
  14. Whether you like it or not, QQ threads almost always have some kind of base argument/idea that is logical and open for discussion.
  15. If you want to win with no effort: Break debilitate with your trinket, hit him once then knockback or sprint away. You have now won because that Operative can't restealth until you die, or a significant amount of time passes. If you are talking about killing an Operative: You can either trinket the HS knockdown imminently, or wait for debilitate. If you trinket HS first, activate force shroud to block the incoming shiv/lac/backstab, or it will block the second HS on a double opener. Debilitate is the same strat as above, the above just offers greater protection incase of a double opener. After their opener burst has been negated, just spank them since you do WAY more damage than they do out of stealth.
  16. Picking fights that you won't lose isn't going to help your team win the game. If you were hit by someone else in a fight, you will not be able to restealth for an extended period of time, or until they die. EDIT: also post 600
  17. No it is not. It was stated that they were getting QoL changes, not buffs.
  18. Mara and PT. Both are durable and deal big damage.
  19. It was stated in interviews that Operative healers would be getting QoL changes. Nothing on buffs for Operatives though
  20. You didn't need a gap closer because you were against a melee DPS and a healer that can just stand there and tank you. Melee has to have a gap closer/grapple, or else they can never be viable in a game where kiting is possible.
  21. If by good you mean worse than the other healers in this game? Sniper DPS is fine, Operatives have terrible DPS though.
  22. Stealth level need to be passively increased by like 5-10, and sneak needs to be removed imo.
  23. Quality of life changes are not buffs. No solid evidence of buffs for Operatives in any of their terribly gimped specs
  24. Operatives can be kited, other classes tend to have gap closers and sprints that prevent them from being kited for extended periods of time though. So basically yes, only on Operatives though.
×
×
  • Create New...