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Coldin

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Everything posted by Coldin

  1. Coldin

    Operative roll

    Sorry...but the Operative roll is simply too costly that you'll have "all your energy back" by the time it finishes. If you wait for energy to return, it takes about 3 seconds, time enough for at least one more roll. If you use the roll 3 times, guess what? You're down to less than 50% energy and into the bad zone of energy regen. It's very difficult to get one's energy back if they manage to get it to near zero. The only thing that helps us here is a long cooldown, and that's only a partial energy restore. Unfortunately, the alacrity changes haven't done much for our energy regen rates. Simply takes too much alacrity to make a noticeable difference.
  2. You know, I've been trying to do this, and against most teams, I'm finding it quite impossible. Good teams know to run to the bridges once the door is down, and they'll blow their own cooldowns to make it happen. Now bad teams...they'll just keep fighting at the door, letting pretty much anyone have plenty of time to cap the bridges. And if the operative has rolled that far ahead of the group, now they have absolutely no support. The only problem with Voidstar is players that get tunnel vision. They see a bridge go down, and they defend the door by that bridge, rather than doing the easy thing and watching both doors.
  3. Pretty pointless screenshot. The team that lost with "stacked" healers had pretty horrible healers. None of them broke 300k, and none beat out the operative healing. The DPS on the losing team wasn't all that good either, well below the DPS of the winning team. All that screenshot shows is that the winning team was good, and the losing team was bad.
  4. I've been seeing this pop up a few times lately, but it's mostly noticable in Voidstar. That's only a two objective map, so a good team with healers is really all you need to win. Last voidstar was just 4 healers, and a bunch of people doing off heals. Focusing people was pretty fruitless because the morale pools are so high (26k+) that you need a lot of big hits in success to burst them down. It's pretty telling when one team walks away with over two dozen kills, and the losing team has just single digits. Our team had a healer too, but one healer isn't quite enough to keep us all alive. The problem is a bit less pronounced in other warzones, simply because objectives are much more spread out. Good teamwork is important. But having healers who can cross kill is even more important. I'd say that's it's probably a little too powerful right now. Guard has always been really strong, same with taunt. But putting two healers together is VERY powerful. Two well communicating healers will basically almost never die except in extreme circumstances. Three healers is even worse. Not really sure how they can fix that, but there should be some way that a team can take out a healer even when that healer is getting heals from someone else.
  5. Coldin

    Operative roll

    All these threads tell me is that a great majority of people can't tell the difference between a Sniper and an operative, and think both of them have 18 meter spammable rolls and are immune to all CC.
  6. Slightly weaker smashes, but stronger damage to all force attacks. It's more that most classes got buffed, and because there was a level cap raise, it's going to be a while till the balance settles. I think most people are too busy raging about Scoundrel Scamper to realize just how much damage good snipers are outputting.
  7. That might be neat. Personally, I would just like it if while you were on the ship, you could hold conversations with your companions about various topics, similar to the original Dragon Age. And maybe talk to your love interest for a quick "fade-to-black". Anything to make them seem a little less like generic pets. Dragon Age 2 actually had a very cool adaptive conversation system. Granted, every choice was marked with an emotion. Anger, Laughter, Love, ect. But as you picked choices, the game developed a personality. So if you joked about everything, the NPCs would make note about that, and even unprompted dialogue from the main character would change based on personality. As for alien dialogue, I really would just be happy if there were several dozen more lines added. It simply annoying to constantly hear the same repeating lines.
  8. It's pretty aggravating that you call it "trollroll". Maybe I should start calling Harpoon "trollgrapple". Or Force Shroud, "trollshield". Force Speed IS sufficient to stop a cap. If you're finding it's not, then likely there are other factors occurring to stop you from reaching the scoundrel in time.
  9. I still fail to see how the roll is any more "game-breaking" than Force Speed or Transcendence. It lets a scoundrel get to an objective just 1-2 seconds faster than someone else (burning all their power in the process). And is half as effective while slowed, including while holding the huttball. Force Speed isn't affected by a slow FYI.
  10. Coldin

    Operative @ 55

    Pretty much. And Shadows have some very strong alpha strikes currently. I've seen some 9k hits from an assassin in warzones. You know what would be neat...if we got a stacking damage reduction buff every time we used Lacerate. That's what Shadows get everytime they score a critical hit.
  11. I'd argue that a shadow still is a lot better at holding a node than any DPS scoundrel. The roll is nice. But if you're rolling away from a node, it's not a very good way of defending it.
  12. Bad video. Looks like his team had transendence, and that shadow didn't even use his force speed for the extra distance off the ramp. You also miss most of what the other team was doing because that guy went across the firepit instead of dropping down. I'm not even sure if your team had transcendence. You guys sure don't seem to be moving like you had it.
  13. I still call for someone to show me a video of these amazing Scoundrels who are getting to the huttball way before another team with Predatation/Force Speed can even attack them. Because I have yet to see this happen. Also. Someone tell me why it's a bad thing that groups might need to have a Scoundrel on their team? Sentinels are already basically required for the speed bonus and other buffs they offer to the team. Sages and Shadows have been required for their speed bonus. But god forbid that a scoundrel has some kind of slight speed advantage in a warzone...
  14. Seriously. What operatives are getting to the ball, and getting away long before you get in range to hit them. NONE. If there are, I want to see a video of it, not all this second-hand "OMG, I saw this operative move sooo fast". Word of advice. Learn to deal with it.
  15. It doesn't need solved, because it's not an issue. You guys are making a mountain out of a molehill here. This is not any different than what Sages and Shadows have been doing for the last year.
  16. Because a game of Huttball is purely determined on who got the ball first at the start of the match.....
  17. Totally invalidates the post. Learn about the class and the ability before claiming something is OP please. And sure. You can get your Force Speed with no cooldown. You'll have to spend 50% of your force to use it though. And maybe we should change Sage energy that it restores more slowly while low.
  18. Wow. Learn to read. It's right in the cons for Force Leap. Idiot. Roll doesn't give the scoundrel any kind of DPS boost besides potentially lowering downtime, and actually hurts DPS because of it's energy drain. Leap increases DPS because it generates Focus, and has a set bonus to increase all damage by 10% for several seconds. FYI: I play both a Scoundrel and a Guardian.
  19. Well, I got my tin foil hat on pretty tight for this. Kind of wish they would raise the warzone commendation caps too.
  20. Horrible comparison. It only touches on two aspects of the skills, completing ignoring the downsides of Exfiltrate. Leap: Pros: Generates Focus Roots target Can be use up to 30 meters away Works vertically Full effectiveness while slowed Grants CC immunity (dependent on spec) Cons: Can only be used against enemies Has cooldown Can't be used on targets in cover Can't be used while rooted Scamper: Pros: Covers 12 meters of distance in any direction No cooldown Grants Defense bonus Works in stealth 50% chance to proc Dodge for 1 second (dependent on spec) 50% chance to proc free Kolto Pack (dependent on spec) Cons: Large Energy Cost (25 standard. 21 spec) Cannot be used while rooted Half as effective while slowed Cannot travel vertically Seems mostly equal in terms of pros and cons. But different...because they are two very different abilities. But maybe this will put things in better perspective for you.
  21. This will be fun. Also breaks all CC, goes for a much longer distance, and in certain specs, grants entrench + more CC immunity. Cool head breaks stealth, so ~6 seconds where a scoundrel will be visible which can ruin some tactics. Cool Head is also a 2 minute cooldown. Two rolls is still well within 30 meters for a leap, closer if the scoundrel was slowed. The energy cost IS high. To say it's not means you really don't understand how Scoundrel energy regen works. Complete waste of a CC break if you're using it on a root or slow. Those can just be reapplied, and now you have no CC break when you get hard stunned. Sages and Shadows already do this. And easier too with Sages being able to pull teammates. And their sprint is not slowed by the Huttball, while Scoundrel's roll is. You're fighting an uphill battle, because your argument is essentially. "This is powerful, nerf it." I can make very similar claims for many other class abilities. A Jedi Knight for instance can leap to an enemy right after grabbing the ball, push that enemy across the fire pit, leap again, then leap to an ally that ran ahead, and still have CC immunity so they can just walk across the goal line. Now that's pretty overpowered, don't you think?
  22. God. The claims in these threads are rediculous. It's "He killed me before I stood back up" all over again. An operative getting to the ball before a sage/shadow is even off the first ramp is IMPOSSIBLE. Unless the sage simply forgot they have a sprint and didn't use it. Even then it's highly doubtful they covered that much distance. And guess what. Shadows could do the same thing in voidstar with good group support. Team slows, stuns, roots the defending team while the Shadow sprints ahead in stealth. Now scoundrels can do it too. That's all the roll really does. It puts Scoundrels/Operatives on equal footing with Shadows/Assassins in terms of speed. Just get used to it. If you see a scoundrel/operative, be aware they have some ability to cover distance quickly.
  23. Hmm. That's some really big cap raises. Basically tells me that the reason the original caps were there was so players wouldn't go into Update 2.0 with a bunch of classic and planetary commendations.
  24. Coldin

    Scamper in PVP

    1.) Who's to say they AREN'T assisted by technology? Also...why do Force Users have to always be oh so powerful. Non-Jedi technically use the force as well, they just aren't sensitive to it. The force moves through all things. 2.) Yeah. So? Jedis get 30+ meter attacks as well. As do Troopers. 3.) Snipers were always good against Melee. A sniper will likely own a Jedi Knight in a 1v1, but that's only if they start with the ranged advantage. Once in melee range, the sniper has many more issues. 4.) EVERYTHING about 2.0 has impacted the balance. Is the Sniper/Gunslinger a bit too powerful now? Maybe. I'm willing to let the dust settle for a month or so and see how it shakes out. And need I remind you that Snipers are not Operatives? The Sniper roll and the Operative roll are two very different things on how they are used. This thread is about Scamper, which is spammable at a high energy cost. Seek Cover (the sniper roll) has a 20 second cooldown and cannot be spammed.
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