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FejitaDaGawd

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  1. There's too many defensive CD's in the game. If anything they need to get rid of a lot of them. Get rid of a lot of the defensive cooldowns in the game especially the ones that melee classes can cycle through one after another and range classes will have more of a chance to fight back.
  2. Mara/Sent are good but they aren't play makers. They can make a good situation better but they can rarely turn a bad situation good. The Mara niche is very slim with other classes being able to perform the same role with a better support toolkit to adapt to the situation.
  3. Its completely fair. Every class doesn't have to be affected exactly the same with every ability, its true for abilities already in the game. A Sorc being useless for 4 secs is the point of interrupting them. You punish and reward players for using and not avoiding interrupts. I said tech/force abilities because idk if the devs are sophisticated enough with coding to only have it affect healing abilities but i would also recommend going that route. As for HoTs, well thats the point... they heal over time interrupts shouldn't affect them. I agree about the faster pace but thats only due to scaling and stat issues. Add a healer to the equation and the pace halts dramatically add a Tank and it comes to an immediate halt. A interrupt should be a deciding factor on whether the heal gets out or not and the effectiveness of that healer for the next 4 secs, I have no problem having it affect the resolve bar and naturally you would be immune if your bar was maxed out. The coordinated burst statement is spot on. Teams and players should be rewarded for this type of coordination and counterplay. I never said Guard was not important, I said it was lazy by design and rewards sloppy play because its a passive mitigation that due to the current state of the game can be almost an impenetrable and uncounterable style of play. Each class has there own abilities that prevent them from getting globaled, ontop of proper positioning, awareness of surroundings and the flow of battle. Guard is too passive and lazy to warrant how powerful the ability is. The game rewards the trinity far more than it should. Meaning any group of players lacking a piece of the trinity ie, tank,healer combo is at a huuuuge disadvantage to the opposing team. A tank/dps combo is good, a healer/dps combo is good. But the amount of synergy that goes with a tank/healer combo is leaps and bounds far more impactful on the battlefield than either of those two other combo. I do know that nerfing one class or one ability can affect every class either positively or negatively but something has to be done.
  4. I feel like Interrupts should lock out all abilities depending on the type used, IE: force, tech, etc. If you lock out a Merc or a Sorc they shouldn't be able to use a force/ tech ability during the duration of the lock and not just the ability they were using. I think this would add a more challenging aspect to PvP that would reward counter-play and cause more plays to adapt. A Merc has no threat in free casting tracer missiles in the open or a healer to spam cast heals because even if they do get interrupted they have plenty of other abilities to cast right after. I just feel that the state of PvP atm is too flat without many ways to counter a class or a combination other than focusing them. At the moment it feels like classes die too fast when a healer is not around and live too long when one is. A healer more specifically a sorc/sage healer can sit in the thick of a battle without the fear of interrupts/stuns/dmg because interrupts don't shut them out, stuns can be prevented, and dmg can be mitigated. This is mainly due to the support of other classes, mainly tank style classes and more specifically guard. I think guard is a very lazy and passive ability that really has no place in the game PvP or PvE wise, especially with the lack of shut down mechanics in the game. Anyway sorry for the slight rant but one thing at a time and I think interrupts need a second look by the devs.
  5. Juggs Tank and Sorc Heals are the most over tuned classes at the moment. If you want to step into PvP with a leg up on all of the other classes, either those two are your best bet. You have all the tools in your kit to prevent your self from dieing in literally almost any situation compared to other classes and you can output just about the same amount of dmg due to your constant uptime. PvP is in a sad state right now but the road with the least resistance and best results in the jugg/sorc route.
  6. Does anyone know if the boost is restricted to level. Say I get to lvl 55 before I finish the story missions. Can I go back to the story missions and still get x12 xp?
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