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Whynotdothis

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  1. Yes, you need to open your eyes to what is really going on and stop listening to the same bad players crying about mercs. I have a hard time against Snipers and that's the only class that I have a hard time dealing with. Even still I do not come on here crying for a friggen nerf. I just realize I need to learn how to go against them. Again people have been brought up with the mentality that they are perfect and that if they can't achieve something it's not their fault. This is a clear example of it and I'm sick of it. Also, no operative cries like a b*itch when being kited because they have all the tools necessary to counter that. As for a bonus fact, if played properly Operative can 1v2, 1v3 people still. I do it and I'm not even that good with it. P.S. I don't know how to break up the quotes in a single response so it may look a bit weird.
  2. LOL how stupid are you? I MAINLY PLAY MELEE IN PVP. I've typed that several times already. I don't do ranged in PvP unless to change it up and even then it's to get on an Operative healer. Also, again you're so stupid that you think Mercs get 3 lives. They have 3 Dcds, kolto overload on a 3 minute timer, energy shield on a 1 minute 45s timer (not counting the utility), and their reflect with a 3 minute timer. I would include Chaff Flare (45s timer) but it's a friggen joke. Compare that to the 90s timer on Enraged Defense and the 45s timer on Stealth Out. Also, snipers are way more mobile than mercs are. Again you need to learn to play before you come onto the forums and spat stupid. Also, mercs have to cast tracer missile except once in a while that they get it to be instant (sometimes two) without that being used they are waiting to use it to proc other abilities. Keep entertaining me with how much more stupid you can type. I'm highly intrigued by how dumb someone can truly be.
  3. But hey I guess using interrupt on Tracer Missile is too hard. I guess you can't stun a Merc at the right times (when reflect or kolto overloads are used). I guess you attack into the orange barrier (reflect) that's meant to deter people from being able to kill Mercs within 4s. I guess you can't use any kind of dcd for their once in a while heavy hitter (heatseeker missiles). I guess you can't kite and LOS when you have Electronet on you. I guess you still can't figure out that if a Merc has 3 heal to fulls you're doing it all wrong. Btw a 40% heal (Energy Shield) is not a heal to full, a 60% heal for 10-12s (I can't remember the duration of Kolto Overload) can still be burned through, and I don't know what the third heal to full is. But hey I should just jump onto a Merc and kill all the ******* that let Mercs heal using Energy Shield and by not doing any of the things mentioned. Merc will have no survivability if you nerf their dcds or take any away. But hey I guess everyone does all this to Mercs (which I know you don't). Also, Merc is one of the least mobile classes in the game. They get hydraulic overrides every 45s and a move that propels them backwards 20m but gets stopped if there is even the slightest crack in the terrain or a leaf. But I get it. You only want to play as a melee and want the ranged to be nerfed out of the game so you don't have to think or work for kills. Not that you have to think or work for a kill as a melee against ranged.
  4. I can't take you seriously because your reading comprehension is pretty low. Melee and Ranged have the same amount of uptime. Melee have way more roots, interrupts, stuns, root breakers (i mean melee can use them more than ranged and has 2-3 abilities while ranged only get 1 (except sniper)) etc than ranged except for snipers. I am telling all the other melee to L2P because I have no issues playing as a melee in PvP. So by what you are crying about I have no advantages so I cannot be asking for my advantages to be taken away. So again L2P as a melee and shutup. All you people crying about mercs are completely garbage because, again as a melee, I have NO ISSUE KILLING MERCS. I also have no problem killing Sorc healers insanely fast but yet people still cry about Sorcs/Sages. All it is is bad players want their class that they like to play to be so broken OP compared to the others. Take away the slows from ranged then take away all the gap closers on melee. Operatives, maras, juggs, sins and PTs outperform all the ranged in every way except for sniper. And, no, I am not calling for a nerf on snipers just for ranged to get a little love because it's way too easy to kill ranged as a melee (if you are at least moderately good). To recap shut the f*uck up when calling for nerfs/buffs because you have no idea what you're talking and need to get good. This starts by knowing all the classes and how to counter each one.
  5. I might add I can do 7k dps and 2k hps on my Juggernaut and Sin in war zones. More than all the ranged classes and they are very good players. If anything melee needs to be nerfed a bit not ranged and most certainly not Mercs.
  6. This is how they should do class balances for 6.0. Step 1 - Have a base damage/heal number. For sake of argument and easiness of numbers lets go with 10k DPS (DD), 15k EHPS, and 5k DPS (tanks). Step 2 - Count every defensive ability for each class/specialization that can be used in a 5 minute time frame. Step 3 - The class(es)/specialization(s) that can use the least amount of defensive abilities get +4% to their DPS/HPS. The class(es)/specializations(s) that have the second least amount get +3%. So on and so forth. It should look like 10k +4%, 10k +3%,...... 10k -3%, 10k -4%. Healing would look like 15k + 1%, 15k +/- 0%, 15k -1%. Tanking would be similar to healing; just substitute 15k for 5k. Or the DPS modifiers could be +3%, +2%, +1%, +/-0%, +/-0%, -1%, -2%, -3% instead of starting at 4% and skipping 0. If doing the 4% the min/max (if one spec took all the minimum and another took all the maximum modifiers would be 8.8k min / 11.2k max Step 4 - Repeat steps 2 and 3 but instead of defensive abilities use off healing and off tanking abilities. Count any and all healing abilities (even the fake health from Jugg/Guard) and healing from DoTs (Madness/Hatred) and find out who has the least amount of group utility in this regard to get the +4% bonus with the one that has the most utility a -4%. Step 5 - Repeat steps 2 and 3 except use roots and mobility. Step 6 - Repeat steps 2 and 3 except use stuns and interrupts (even the ones from leaps). Step 7 - Add up all the +/- %'s for each class/specialization and do the math. It would be the most fair way to keep everything balanced AND relevant for ALL content in the game. Make it so Sorcs/Sages coming out of Force Barrier cannot be stunned to negate their defensive ability. They have the one ability that is so easily blocked by every other class in the game. Give everyone 1 hard stun, 1 soft stun (ranged single target while melee get aoe), and 1 interrupt (with the same cd and range as everyone else). I am fine with the AOE Stuns being with 5-10m of the person using it while the single target stuns being ranged. There might be a few things I may have forgotten since at the time of me typing this it's 0430. However, this would go a long way to helping in both PvP and PvE balancing issues. Again, the numbers used are strictly for an example and not the exact numbers that should be used. On a side note: if you give PTs any kind of DCD or buff to what they already have their damage will need to be nerfed substantially. They are now, where Mercs were Pre 4.0. Also, the clowns crying about Merc DCDs are OP have no idea what they are talking about. Their DCDs have very long CD timers and they have only 3 of them (not counting the off-healing abilities or chaff flair because that is pretty much useless). It used to be stun a Merc-kill a Merc within the 4s stun. Now you have to use some of that grey matter between your ears (which I know most of you don't hence you attack into the Orange ball with single target abilities) and stun or kite/hide from them at the correct times. I have no problem killing Mercs on all the classes. The only thing I would say and I've been asking for this for years is for Electronet to stop blocking Force Barrier and other defensive abilities. It should only block movement (slow but not root) and movement enhancing abilities. This goes for Gore and the Republic equivalents. The only rDD that is on par with mDD is Sniper. As such I am not advocating any nerfs to damage output on any classes/specializations just for some classes/specializations to be buffed a bit. Melee have so many movement enhancing abilities compared to ranged that being melee isn't a penalty in PvP. I have no problems sticking to ranged or healers. All I can say about that is you need to get good and stop making excuses for why you're bad. One last observation as a healer in NiM; it seems like mDD and rDD have the same uptime on bosses. Everyone has a roll to do and there are times where the fights will favor the mDD and others favor the rDD but overall it's the same. However, that comes with me only being r/mDD in HMs and healer in NiMs so I could be wrong.
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