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Anbokr

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Everything posted by Anbokr

  1. Sorcerers have the most utility/variety/kiting mechanisms of any class in the game with nice damage. Snipers are probably the burstiest class in the game at 30+ yards and are uninterruptable, unchargable, and have an awesome root, stun, and knockback. Free casting mercs are probably the most dangerous class in the game being able to hit full BM targets for 6k+. They are also pretty tanky with their knockback and 15s shield (healer mercs just pop this and are in god mode). I don't see the problem. Sure, you can argue that melee has stronger defensive CDs and harder hitting abilities, but this is because they are melee. They need the defensive CDs just like you need your knockbacks/roots/30+ ranged damaging abilities. Their abilities might give more bang for their buck but that's because ranged dps optimal uptime is 100%, melee are constantly fighting to simply get in range to do damage. TLDR: Ranged have more utility/kiting mechanisms to counter melee and the ability to attack from 30+ yards. herp derp. Melee get more bang for their buck on damaging abilities and have better defensive cooldowns in order to counter ranged bombardment. herp derp.
  2. "OH MAH GAWD marauders survivability insane"--Marauders top the death list in every warzone lol.
  3. Anbokr

    Every class is op

    i forget to mention that from my concise and analytical list of complaints, you can clearly and logically see that damage is way out of control, healers are gods, and tank taunt/guard is brokenly OP. If that didn't make sense to you, then you're just dumb.
  4. Anbokr

    Every class is op

    please contribute to the discussion or kindly leave, these classes imbalances need to be addressed before the game is broken, the other classes are suffering.
  5. Anbokr

    Every class is op

    Marauders: omg they charge and 2 shot me and they invincible, always have 100% resolve, i can't kill infinite charge and 30m attacks class that is melee. i saw marauder 1v8 my entire team with 10% hp in 3.7 seconds. Mercenaries: **** 7k+ heatseeker missiles???? seriously bw? i thought u nerf these guys. i forget 15s god mode healing y this class so ez? Assassins: Frikken tank and dps in one class *** is this, invincible damage dealers Sorcs: Utility up the ***, why they always beat me in huttball???? Operative: Omg i was lik walking around at 50% hp and i die to operative *** is this, nerf burst damage; why do they have stealth they already have enuff dmg with utility Juggernaut: big giant smash destroy me and unkillable i swear this dude was 31/31/31 spec Powertech: boom 50% of my hp, boom another 50%, nuff said Sniper: unchargable, uninterruptable, giant burst damage from 30+ yards away!!! These are my short list of classes that need to be nerfed bw, this game is out of control. edit: i forget to mention that from my concise and analytical list of complaints, you can clearly and logically see that damage is way out of control, healers are gods, and tank taunt/guard is brokenly OP. If that didn't make sense to you, then you're just dumb.
  6. The BHs on my server are doing much better than pre 1.2. Their burst seems a lot higher and groups of them will sit on huttball rails and drop bombs on all the melee as they scramble for the ball, quite effective. They can dish out a **** ton of damage from 30 yards away, but are vulnerable if you get them in melee, herp derp--this is the definition of a ranged class. Wish I saved the warzone screenshot where 4 bounty hunters on one team were all top 4 dps with over 300k damage in an 8-10 minute huttball.
  7. On my server, TANKS are the difference in winning or losing every single warzone. Not healers, not dps. If you're team has at least 2 tanks, you have a very high chance of winning. Any less than two, you better pray the other team ended up with 0. Tanks are the perfect huttball carriers/protectors, tanks turn healers into gods, and a solo tank with CDs can hold a node for an extraordinary amount of time for his buddies to come back and respawn. In fact, if I'm on the prowl for an easy node to snatch, if I see 1 tank on that side--I'm not even going to bother, it'l take me at least 20 seconds to kill him which is more than enough time for half his team to arrive/players to respawn. Taunt/Guard are probably the two most powerful abilities in the game when looking at bang for your buck. Tanks contribute tremendously by simply existing. LOL I just read that you're PvPing in PvE gear... Anyone, tank, healer, dps PvPing without expertise will die in under 5 seconds--that's how the game is designed, sorry. Get some recruit gear and do your daily for BM--it really doesn't take long to get gear in this game compared to other MMOs. Just like you have to work for hours to get your PvE gear, you also have to spend a couple hours to accrue some PvP gear.
  8. It's pathetic that a balanced team of 1-2 tanks, 4 dps, and 1-2 healers will lose 70% of warzones to a 3 healer, 3 tank, 2 dps team. That's a grossly overpopulated team that shouldn't dominate warzones. I'd attribute the effectiveness of this strategy more to the current warzone designs that include fast respawns, and survivability/node spamming > all. This game really needs a bigger more spacey warzone with less reliance on your ability to simply stand and survive on a node for as long as possible (i.e. alterac valley or arathi basin, before you say AB is like civil war, AB is bigger and has 5 nodes where a tank/heals exclusive team would get way too spread out and probably won't be able to respond as fast as your able to turtle a node in civil war). Novare is a step in the right direction, but it's still too small. Excuse me if 75% of my isn't tanks/heals. Guess I'm outta luck?
  9. Anecdotes are cool. The fact is populations vary per server, there is never really an "fotm" phenomena across servers-it's usually just a forum phrase. On my server, operatives are very rare, you'll see 1-3 marauders on each team, 1-3 sorcs, minimum 3 assassins, minimum two powertechs, and 1-3 bounty hunters. 60% of every warzone is still made up of inquisitors. Are there more marauders post 1.2 than launch? On my server, I'd say yes--but that has more to do with the "flair" of the class over any perceived OPness, most of the fresh 50 marauders are the easiest pickings for my recruit operative and BM marauder.
  10. Pyrotechs literally take off 50% of my health with 1 ability. No joke, no exaggeration. That's just plain ridiculous. No other class in the game can do this with 1 skill.
  11. Agreed. Healers are still very strong and when you have at least 2-3 healers healing one another with a guard on 1-2 of those guys; it's game over.
  12. Yeah I don't know, stealth detection is way too easy in this game, AoE is way too prevalent, and getting out of combat takes FOREVER. If stealth was actually strong in this game, operatives would be completely fine with all these nerfs. But the unreliability of stealth will put this class at a severe disadvantage come 1.2.
  13. Healers should die. The advantage of having healers is having the that extra 30+ seconds of life. Remember, healers respawn too (in 10-20 seconds). This game isn't perma-death so surviving longer = winning games. If healers with guard take 4 coordinated dps on vent target switching and praying to the RNG gods then the game is unwinnable and unfun. If it takes 1-2 dps to take down an unguarded healer and 2-4 to take down a guarded healer, the game is pretty balanced with healers being able to turn the tide of battle, but not completely dominate it. I'd say were right at that target point.
  14. lawl u think u can cheat me? i know my addition and subtraction bro
  15. I'm having a lot of fun to be honest. I think overall stamina needs to go up at least 2k though. This gives everyone a little more time to react without giving healers an advantage (by buffing expertise healing or damage reduction).
  16. This is the iffy thing about SWTOR balance. A tank is useless without a healer, and a healer is useless without a tank--cool, this is awesome for teamwork/rateds; horrible for solo queuing though. How do you balance this? A healer without a tank isn't that strong, yet a healer with a tank is too strong. How do you reach a middle ground? If a healer is capable without a tank, then with a tank they are a god. If a healer is decent with a tank, then without a tank they are easy pickings. This is a tricky balance conundrum, but it's Bioware's job to fix it. My 2 cents: make playing a tank more active. As of right now your job is to A) put guard B) spam taunts C) stand next to healer. That's not very dynamic, and throwing up a mezz every minute or a stun now and then isn't either. Make guard a charge based active ability, make taunts increase damage taken to yourself; these all make tanking more fun and dynamic--separating good tanks from bad ones. Right now, tanks contribute by existing.
  17. Disagree. Valor isn't worth much now, and you still get a crap ton if you get at least 3 medals... Expertise changes are fine, the game isn't a healer + tank turtlefest anymore. Class changes were fine, all the classes feel a lot more balanced (especially operatives and sorcerors); just revert the ravage buff for marauders/juggernauts and we are good to go. Gearing is fun now, no more RNG bags. I'm progressing at the rate of 1-2 BM pieces a day (good pace). Losses don't give much, but they are fixing that.
  18. Nope. I don't find getting beat down by people with triple my abilities "fun." The game isn't balanced around 1-49 and it shows because it's a boring mess. I prefer teamwork and multiple bars of abilities to work with that I get out of the 50 bracket. The 1-49 bracket is strongly affected by class and level; whereas the level 50 bracket fights feel determined by skill/gear. I prefer the later over the former.
  19. The only thing OP about marauders right now is the 80% predation buff in Carnage (this will break rated warzones). People focus so much on the damage aspect of marauders (which is probably the most preventable damage in the game (dispel destroys annihilation bleeds, carnage is countered by tanks and gore awareness, rage is very gimmicky--one trick pony).
  20. Here's a shorter version understandable by most forum goers. Annihilation: Dispel bleeds. hard countered. Carnage: watch fore gore, save stuns, slows, knockbacks, roots, etc... for gore. hard countered. Rage: Watch for the gimmick smash, it's impossible not to see them setting it up and predicting when they'll use it. Pop defensive CDs or knockback before or right as the smash goes off.
  21. I love how you state stop spreading misinformation guys, BUT operatives are not within 5% of marauders (who do 1500). Lol ok, waltz over to the sentinel thread and look through all those parses (granted, we don't know the skill levels of the players); however, most fell within the 1100-1200 range with the highest being around maybe 1400? I've seen several operatives already post pics of them hitting 1300-1400; I'm pretty sure that's within 5% of the marauder. Maybe with bloodthirst on a 1 minute test a marauder can hit 1500, but bloodthirst gets normalized in operations (so a bad thing to involve in a target dummy test). Anyhow, I'm going to run some parses on my operative and marauder later tonight (granted my marauder has much better gear) to quantify the differences for myself.
  22. So lemme understand this correctly. You're saying: 1) Damage = out of control 2) Therefore, the specs that mitigate damage by a lot, keeps healers up a lot longer, and has a nearly spammable 30% single target damage reduction and a 40 second aoe 30% damage reduction = useless. Rateds will still require at least 2 tanks and 2 healers, might be even better to go 3 tanks + 3 healers. Tanks and healers just need to adjust. Before 1.2 a tank and a healer standing near each other could both mash 2 buttons and act like a unified raid boss. A group of 3-4 coordinated dps had to pray to the RNG gods, execute a perfect setup (and pray the tank doesn't have near full resolve or a gap closer--haha too bad all tanks do), and work 10x as hard to take down one of these behemoths for a measly 10 seconds whereupon they simply jump back in and the cycle starts over for another 2 minutes. Now, post 1.2, healers actually have to bait interrupts, LoS, kite, and call for help--in the same way a DPS has to interrupt, call for target switches/focuses, pick his fights, and mash defensive CDs while trying to keep up max DPS. Instead of just standing there and contributing by merely existing, tanks actually need to focus on CCing, slowing, stunning, etc... instead of just outright spamming taunt while hitting /laugh next to his healer buddy. Most people are still in the "stand like a pillar of cement and mash your two heals as hard as possible" mentality that gets them killed quickly.
  23. So you mean before a healer and tank could just sit on their *** and mash 2 buttons each while 3-4 (if not more) DPS had to pray to the RNG gods, hope the tank is bad, and execute everything perfectly to take down a couple of guys that will just respawn in a few seconds. Now, healers actually have to bait interrupts, tanks actually have to slow, CC, and stun instead of just spamming taunt and standing next to their healer.
  24. To be honest, the hardest healers for me to kill in PvP pre-1.1 were BH healers, and post 1.2, they are still (from my anecdotal observations), the best, most consistent PvP healers. Most sorcs are pretty bad and don't bother to kite, so I eat them in a few hits after they fail to bait their main heal. Operatives have insane spike healing, they just zoom up from 40 to 80% back down to 30% all the time, and I feel like once you have one DPS on them--they can't keep their team alive.
  25. Same thing happened with WoW warriors in vanilla and EVERY single expansion pack. Everyone said warriors were bad, got kited, did piss poor damage, boring, etc... but as the expansion moved along warriors scaled so much better than any other class--they always topped damage at the end of an expansion cycle.
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