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Coldin

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Everything posted by Coldin

  1. Coldin

    Smash Crazyness

    I have a Knight, and yes, the roots and slows are annoying. No, rage isn't the only spec for warriors and they wouldn't be dead without it. Smash may have got nerfed, but it sure doesn't feel like it. And they got a boost now to all their force attacks and not just smash. Lack of a hard stun is an interesting thing, but I don't think it justifies the damage that Smash can do. Especially when they get these other tools to root which completely ignores resolve.
  2. I do think that would help a lot. That requirement of 8 is a pretty big hurdle considering the game trains players into 4-man groups while leveling. Though, I imagine the way rating works might be an issue.
  3. Coldin

    Smash Crazyness

    Strange. I see plenty of smash teams on POT5 even still. Though snipers and sorcs are indeed popular as well. I'm not saying those classes don't have their own issues, but Sniper is pretty much all single target DPS and easier to avoid through line of sight. Maybe you can say "everyone shouldn't be standing within 5 meters", but unfortunately, warzones make this difficult with all of them typically crowding players near objectives. I think you know that it's much easier said than done to get players to stop swarming targets. And what do you do if your team is primarily melee? You just tell them to not attack the smashers that are leaping around? How will you kill any of them assuming they have a capable healer?
  4. I'm not sure how cartel packs relate to warzones. There's really nothing in cartel packs that benefit PvP.
  5. Coldin

    Smash Crazyness

    Vigilance spec is pretty nice these days. You should try it. Admittedly, it's only single-target, which is why it pales in comparison to focus. Which is why focus/rage spec is crazy.
  6. Coldin

    Smash Crazyness

    Well, call me a bad player, but I have difficulty of keeping track of 3 smashers in a warzone and how many stacks of what they have, what stance they are in, and what spec they are. Even so. They can leap to me, I'm immobile, and then immediately smash. I'm not sure exactly what I'm supposed to do in this situation besides stun, which is on cooldown more often than smash. And what do I do when more than one leap to me, or someone near me? It's an overpowered spec, and it needs retuned. Make it deal 6-8k damage if you want, but have that only be single target.
  7. I think 10k a game would be nice. There's so many dailies out there now, that the average player is unlikely to burn through all of them in one day. Either that, or boost the PvP daily/weekly quests up by a more significant portion.
  8. Coldin

    Smash Crazyness

    That's fine. But most times there are large damage AOE abilities like that, they have to be properly telegraphed, usually through a channel or marking on the ground. With Smash, the only indication of that damaging coming is the warrior himself being near you. Sorcs: Channel AOE Lightning Bounty Hunters: Channel AOE Explosions Agents: Cast Time then Large Damage per tick Snipers: Channel, low damage blaster volley Warriors: Instant, large damage
  9. Coldin

    Smash Crazyness

    Do we really need a spec in this game that can deal 8-9k hits in an AOE that requires minimal setup? It's just absurd that this still exists.
  10. They're changing Jorgan? I'm not sure how well that will go over...
  11. I've been seeing that from the sorcs a lot. They toss up that bubble, then mock people as the other healer fills them up while we can't hurt him. Pretty annoying.
  12. What did you pull the armoring from, and what type of armor are you putting it on? Armorings are tied to specific armor slots. So you can't take a Helm armoring and put it on a pair of boots. It shouldn't matter at all if it's a Cartel Market item.
  13. I actually find myself not using Stim Boost (Pugnacity) much anymore. The two minute cooldown is pretty big, and the extra Upper Hand feels less needed with the Lacerate changes. Maybe I'll try to figure out a good place for it during an opening burst. The alacrity buff might be good for PvP.
  14. Yep. Still a pretty big problem that the queue really fails to have any kind of matchmaking system. I'll say it's a little better than it was pre-2.0, simply because the gear advantage isn't what it once was. I'm not seeing 14k health sorcs going up against 28k warriors for instance. That's not to say there still isn't a small gear (or bolster) advantage going on, but it's not making lopsided matches even more lopsided.
  15. It's a bit of an old thread, but I'm really surprised so many people went Chiss for Imperial Agent. Yes, it makes some sense, because Chiss tend to be more mysterious, but the Empire is very much "Human's First" when it comes to positions of authority. If you notice, pretty much everyone in Imperial Intelligence is a human or cyborg. You see more diverse people as Sith, simply because power trumps race. Jedi Knight: Human or Miraluka Jedi Counselor: Miraluka or Mirialan Trooper: Zabrak or Cyborg Smuggler: Human or Cyborg Sith Warrior: Sith Pureblood (it really makes the most sense) Sith Inquisitor: Twilek or Human (Human probably, due to the bloodline thing) Imperial agent: Human or Cyborg Bounty Hunter: Anything really! Though likely an alien species.
  16. Coldin

    Roll needs a nerf

    The focus seems to be on Spammable, completing ignoring the drawbacks to the skill. Yes, Force Leap isn't spammable, but it also covers 30 meters, can be used effectively while slowed, and gives other buffs (like CC immunity) depending on spec. It also doesn't cost a ridiculous amount of energy.
  17. Coldin

    Roll needs a nerf

    And if roll drops the ball, then every other movement increasing ability should also drop the ball.
  18. Coldin

    Roll needs a nerf

    24 meters. Well within leaping distance. Consider for a moment that the roll does have a cooldown of 1.5 seconds, due to the GCD. So that 24 meters takes 6 seconds. An assassin can cover more than distance during their 2 seconds of sprint. But, whatever. Clearly it's OP because you weren't able to catch them.
  19. Coldin

    Roll needs a nerf

    Spammable and has a major energy cost. In the case of huttball, it also only moves the scoundrel 6 meters instead of 12. Gunslingers get their full 18 meters, but that's on a cooldown. It's not as big of a difference as people like to make it seem.
  20. Coldin

    Roll needs a nerf

    Okay. If you can't roll with the ball, then you can't jump or sprint either. Sound fair?
  21. What changes are you seeing in Energy Regen? So far, I have noticed very little increase in energy regeneration with the Alacrity boosts. Once I drop below 50 energy, it's just as a chore as before to get back into the fast return rate. Granted, it's a big harder to get down there now, so long as I'm lucky with Flying Fists.
  22. I could agree with you if it wasn't so freaking hard to get into position sometimes. I hate some of these matches where the opponent is just running around and jumping in circles, making it very difficult to get in position. Worse still, that makes it very easy for them to see us. I'd really like to see Shield Probe become more useful. The damage it absorbs is just so small. I'd much rather see it changed into a simple damage reduction skill like so many other classes have. Another interesting change might be if a skill made it so AOEs could not break us out of stealth, and we take 30% less damage from AOEs while in stealth. That would let us approach a target even in a chaotic match up, and only have to worry about damage from single-target sources. I'd also love to see Surprise Comeback be retooled. Frankly, it's just worthless as it is now. I would still prefer it to be a heal though, as we don't have a very good way of healing in combat despite that being our secondary role. It could be reworked to restore a % of morale whenever we gain an Upper Hand. Or tie it to Round Two, and let it restore extra health whenever Flying Fists procs. Though really, the original reason I liked Surprise Comeback so much was it restoring health while in Stealth. Snipers have an ability to regain health while in cover, perhaps this ability to could be changed to restore 1-2% of health every second while in stealth, with maybe a larger % of health restored whenever the scoundrel leaves stealth. It wouldn't be a big advantage when catching an opponent unaware, but it would give some extra tactical advantage to using Vanish in the middle of a fight. Just some idle thoughts.
  23. I do hate this. Same thing happens with sages and shadows using force sprint, and it makes it impossible to fight them sometimes. The game has some serious problems when it comes to reporting player positions.
  24. Funny....I was just in a huttball, and I can see where some of this "OP" talk is coming from. Really though, I don't think it should be directed at Scoundrels/Operatives, but rather at Snipers/Gunslingers. The thing is...in huttball, it doesn't matter if they are slowed. They always move 18 meters. So, what I see happening is that Sniper will grab the huttball, use their first roll to cross the acid pit (and give themselves a few seconds of CC immunity), then continue walking across the first fire pit. By the time they reach the second one, they have the skill off cooldown again, so they can use their long roll to bypass the firepit and get well within easy scoring distance. Now, I'm not going to cry that it's OP or anything. But what I think is happening here is that people see the Scoundrel rolling around everywhere, and then they see the Sniper rolling around everywhere (to generally greater effect), and are merging the two abilities as one crazy OP roll. By the way, the only thing that comes across as "OP" to me about the sniper roll is that there's little way to counter it. I can stop a shadow if I time my Tendon Blast right. But I can't easily stop the sniper.
  25. Man. They finally released one of the Agent jackets, so now my smuggler can look cool too. Sad that it's in a contraband pack, so to get it relies on RNG.
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