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So you are buffing the melee classes?


Lingalol

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You Do realize every game isn't huttball correct? Both sith warriors and jedi knights do the highest damage outside of huttball by a huge margin. Not to mention the most consistent burst and have the most survive cooldowns.

 

They are SUPPOSED to be kited. It's the only way you can survive.

Edited by Lingalol
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You Do realize every game isn't huttball correct? Both sith warriors and jedi knights do the highest damage outside of huttball by a huge margin. Not to mention the most consistent burst and have the most survive cooldowns.

 

They are SUPPOSED to be kited. It's the only way you can survive.

 

Ya I saw that durp post by a dev saying they are buffing melee DPS....this game could get bad fast if they devs only listen to the QQ and dont play the game - Mauraders eat me alive and so do sentinals - so lets give them more gap closers and more dps.....what?

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You Do realize every game isn't huttball correct? Both sith warriors and jedi knights do the highest damage outside of huttball by a huge margin. Not to mention the most consistent burst and have the most survive cooldowns.

 

They are SUPPOSED to be kited. It's the only way you can survive.

 

So many ranged classes just feel this misplaced self entitlement that a melee should never ever get to hit them. Adapt, play better. Ranged have every single tool possible against a melee, use them. You are much easier to play, have more cc, bubbles, speed boosts, blah blah stop being bad.

This isn't those other games, being a ranged class doesn't mean you crap all over melee players here.

Edited by Kricys
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You Do realize every game isn't huttball correct? Both sith warriors and jedi knights do the highest damage outside of huttball by a huge margin. Not to mention the most consistent burst and have the most survive cooldowns.

 

They are SUPPOSED to be kited. It's the only way you can survive.

 

AoE damage inflation is srs

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I'd think melee DPS needs a buff in PvE where it seems every other boss has some kind of nasty anti-melee ability. Since players can't cleave for 10K, I don't think melee need as much help there. Less Huttball would help too, since that map is tailored to ranged DPS.
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As far as I know they only buff tanks. Marauders/Sentinels do not get any buffs.

 

Not exactly buffs but they admitted we have the most complicated rotations in the game to pull off and they're attempting to give us some quality of life changes.

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Not exactly buffs but they admitted we have the most complicated rotations in the game to pull off and they're attempting to give us some quality of life changes.

 

But wasn't the announced changes only for juggernaut/guardian? I recall they mentioned marauders and how they are aware of the complexity of play but also stated that they do not have anything specific in mind (besides the ability delay fix).

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Hi guys,

 

There are many different subjects discussed in this thread and I would like to take the opportunity to give you some information on the topics at hand.

 

First off, we currently have no indication that any class needs a huge buff. Class balance is defined by the interaction between classes and changes we make to one class will, inevitably, move the balance towards or from other classes. Our data and testing currently indicates that the Juggernaut and Guardian AC could use some buffing up in two areas where we see them underperforming against our expectations.

 

Here are some of the things we're planning to roll out in the short term specifically regarding Sith Warriors and Jedi Knights :

 

  • Mobility/Anti Kiting (PvP) – We agree with the sentiment voiced by the community that some Guardians and Juggernauts have to work harder than other classes to stay within effective combat range, putting them at a disadvantage. We intend to address this in an upcoming patch where, as a first step, Force Push will clear the cooldown of Force Leap, granting for more reliable in combat pursuit capabilities to the Advanced Class. Further changes will be made if necessary.
     
  • DPS spec survivability (PvP and PvE) – The DPS specs on Guardian and Juggernaut are performing to our expectations when it comes to the ability to create damage, especially of the burst variety. However their survivability is lagging behind our expectations, especially in the later game, and we are going to start addressing that particular issue in an upcoming patch.

Our attention to the class obviously won't stop here. Balancing MMOs is a never ending endeavor and we're in for the long haul. For example, we are certainly aware that the Marauder and Sentinel are very gameplay intensive classes with some of the most complex rotations in the game. While we are currently looking at quality of life and usability improvements to increase the class' playability without compromising the unique aspects of the class, we don't have anything specific to announce just yet. We do however anticipate that some of the combat responsiveness improvements (AKA 'ability delay' - more on that here) being worked on by our engineering team will specifically aid both Marauder and Sentinel.

 

In regards to PvE balance, any place in the game where our data shows significant issues with the balance tuning for one or more classes or specs are of course also being looked at.

 

For example, Jedi Knights will be pleased to hear that we are working on tuning the final mission in their class chain to provide a better, more fun and more reliably solvable challenge (see a post from another member of my team here). Currently a large percentage of players bring a friend to solve this mission, which, while social and often more fun, is not in line with our stated goal of allowing players to progress solo through their class arc if they desire to do so. We're also looking at some companions with a critical eye to improve their viability for certain role/companion combinations.

 

I would also like to give you some general understanding about approach to class balancing and how you can aid us with your feedback:

 

  • Now that we're out of the first few weeks of launch madness, you will see class and combat balance issues addressed with increased frequency. Larger scale gameplay changes and features are more likely to coincide with major content releases, but smaller scale changes and improvements can be expected to become part of our regular update schedule.
     
  • Statements that we hate a specific class or faction, or that we intentionally underbalance certain classes to make it less popular are conspiracy theory territory. We have nothing to gain from such an approach – we want players to pick the class and faction they want to play and have confidence that they are able to perform their chosen role in the game. Anything that comes in the way of that goal is considered a balance issue for us.
     
  • We make our balancing decisions based on a combination of internal and external testing and metrics. We don't make decisions based on who is the loudest on the forums. Community feedback is valuable in bringing issues to our attention and even to highlight possible solutions, which means that well written, constructive posts are the most effective way to communicate your wishes and feedback to us, rather than petitions and calls to nerf specific classes.
     
  • Please understand that balance issues during the leveling process are different than issues at level 50 and are handled in different ways. If you feel your class has issues during your journey to 50, especially communicate the level range and area of the game where you are experiencing issues to aid our investigations. Player versus Player situations in during the leveling process are not always balanced at every level (a mathematical impossibility), but we are always willing to investigate.
     
  • Just because we haven't mentioned the specific issue close to your heart in a post (such as the one above) doesn't mean we are unaware of it or that we don't want to address it. It would be impractical for us to comment on all investigations currently in the pipeline. That said, we definitely want to take a more open approach in regards to upcoming class changes.

 

Finally, I'd like to acknowledge, again, that we do understand that there is a desire for players to get more detailed information what happens to their character in combat. We agree with those requests and are working on various ways to, optionally, get more detailed data on your combat performance.

 

Thanks for your feedback!

 

-- Georg

 

 

Yeah.

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Nah I think what they are saying is this

 

Currently on my Sniper (21 ATM I am hitting 400s-500s in a sprawl of shots (one button press) I get 35M range.

 

 

While on my Assassin (tank spec mind you and no power but surge/crit some champ rest cent) I hit 400-700 but I have to be I think it was 6M last time I logged her in.

 

 

 

PVP as a ranged class is so much more fun IMO. If you only have one toon and its a Melee roll a ranged and see how fun it is omg... Lag is waaaay less of an issue.

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No gap closer... no knockback.. Operative i'm guessing. What do you have to complain about?

 

Im just trying to get mine you know ;) - heck if they can QQ about being kited to easy I can complain about not having a gap closer or knockback :D - they are talking about PvE and huttball after all and as an op I get eaten alive by AoE in PvE and have no utility in Huttball...I dont really care just trying to put the QQ in perspective

Edited by Torn
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Ya I saw that durp post by a dev saying they are buffing melee DPS.

The DPS specs on Guardian and Juggernaut are performing to our expectations when it comes to the ability to create damage, especially of the burst variety. However their survivability is lagging behind our expectations, especially in the later game, and we are going to start addressing that particular issue in an upcoming patch.

 

In other words they wont boost the damage...or did I miss something here.

Edited by BobaFurz
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So many ranged classes just feel this misplaced self entitlement that a melee should never ever get to hit them. Adapt, play better. Ranged have every single tool possible against a melee, use them. You are much easier to play, have more cc, bubbles, speed boosts, blah blah stop being bad.

This isn't those other games, being a ranged class doesn't mean you crap all over melee players here.

 

 

you're right in this game melee crap all over ranged sorry we got that mixed up, have you played a high lvl ranged character? i have, on my lvl 40 sniper and my 50 commando now my commando yes he has some good kiting ability vs. you i'll give ya that but if you stay in my face(which is not hard to do given your gap closer has a much shorter cd than my knock backs and cc's) i am done for in seconds...getting hit for 3-4k every gcd...so don't bring your BS here, maybe it is you that should learn to play your class if you struggle killing ranged classes.

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you're right in this game melee crap all over ranged sorry we got that mixed up, have you played a high lvl ranged character? i have, on my lvl 40 sniper and my 50 commando now my commando yes he has some good kiting ability vs. you i'll give ya that but if you stay in my face(which is not hard to do given your gap closer has a much shorter cd than my knock backs and cc's) i am done for in seconds...getting hit for 3-4k every gcd...so don't bring your BS here, maybe it is you that should learn to play your class if you struggle killing ranged classes.

 

Where did I say i have an issue killing ranged classes? The only thing that stands a chance against me is an op when my trinkets down. I have issues killing commando healers and powertechs I just don't bother with. That's about it.

 

Btw I <3 hutball and you're right. I have terrible l2p issues.

 

http://i1235.photobucket.com/albums/ff435/Swsss/Screenshot_2012-01-05_19_47_26_565699.jpg

Edited by Kricys
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Im just trying to get mine you know ;) - heck if they can QQ about being kited to easy I can complain about not having a gap closer or knockback :D - they are talking about PvE and huttball after all and as an op I get eaten alive by AoE in PvE and have no utility in Huttball...I dont really care just trying to put the QQ in perspective

 

You don't need gap closers, 80% of your targets won't even get to fight back if you know how to play.

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