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Consolidated Vanguard class issues


Guurzak

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Out of curiosity, we knew we could continue moving and firing after the Mortar Volley cast bar finished, right?

 

Yes, we knew that. But in highly dynamic encounters (PVP, harder PVE content) things are moving around way too much to expect that the stuff you wanted to nuke is still going to be in range of your barrage 2 seconds later.

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Yes, we knew that. But in highly dynamic encounters (PVP, harder PVE content) things are moving around way too much to expect that the stuff you wanted to nuke is still going to be in range of your barrage 2 seconds later.

 

Exactly, so I hope they adjust this stuff soon. I mean, I hardly use my Volley in PvP but I hate finding opportunities to use it and the delay keeps me from doing it. :s

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Wow. That is an incredible list. I think you did a very good job of clearly stating actual problems and requests. It isn't a list of whiny complaints; you created a list of logical issues and even provided many reasonable fixes. Well done. I agree with almost 100% of it.
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1D) The "dodge" animation seems to cancel ability activations. Players with high Defense values report as much as 50% failure rate on any ability activations while under heavy volume of fire.

 

Can anyone cite specific abilities that this affects?

 

I know that the dodge animation can break the animation for Smoke Grenade but the debuff still appears on enemies in PvE (not sure about PvP).

 

*not being contradictory - just looking for things I can test and confirm.

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Can anyone cite specific abilities that this affects?

 

I know that the dodge animation can break the animation for Smoke Grenade but the debuff still appears on enemies in PvE (not sure about PvP).

 

*not being contradictory - just looking for things I can test and confirm.

 

It's not just a problem that effects Troopers, it effects all classes. I've had an instance with my Marauder where I got stuck in a deflect animation for about 4 seconds and couldn't use any abilities whatsoever. Other characters that tend to get beat on have also had this dodge/deflect animation issue as well.

 

Although I've seen this more often effect abilities that aren't on the GCD. I've had plenty of times where ability animations have interfered with my ability to use non-GCD abilities.

Edited by Greyfeld
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Some stuff I'd like to add :

 

 

- Ion Cell and Ion Overload

 

I believe those abilities should deal elemental damage. First of all - to add some synergy within the trees : e.g. it should benefit from Intimidation, Demolition and Burnout. Furthermore, Ion Pulse deals elemental damage, why not Ion Cell & Overload?

 

- Reserve Powercell

 

I reckon this ability should be off of the global cooldown. It's on a long cooldown so it should have at least that.

 

- Reflexive Shield

 

To have an essentially tanking ability this deep in the DPS tree seems very counterproductive. I can see it being very good in PvE, but again not for an assault specialist - they should avoiding being damaged, not want it. Likewise in PvP - if you're assault do you really want to get hit? Move it to the shield tree, change it with something else.

 

- Adrenaline Fueled

 

Am I the only person underwhelmed by this? Don't get me wrong, it's fairly decent - but not so great for an ability this high in the DPS tree. Though it would be arguably much better if Reserve Powercell was off of global cooldown.

Edited by Saprezzan
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My survival rating in pvp is ok unless im being lit up by a sorc or a powertech.

 

They just burn and shock me to death very fast.

 

As for PVE, I have a huge problem with holding threat.

 

I have respec'd probably 15 times and changed my rotation the same amount and yet I still taunt the mob and hold the mob for the duration of the taunt and watch it shrug its shoulders at me and turn to anyone else but myself.

 

I raid with the same group everytime. I never have anyone different.

 

As everyone's gear is getting better, I am finding it more and more and more harder to hold threat.

 

When almost every encounter is usually more than 3 mobs, 45 secs for the AoE is just stupid. If we somehow generated more hate without needing to taunt more than every 45 secs then it wouldnt be a problem.

Edited by Smokey_swtor
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Where are the class based BioWare reps? You know, like the ones that work at BioWare and actually play our class and can give us an official response on our class based issues. Does anyone who works at BioWare even have a Vanguard main? It would really be nice to know if some of the issues we're complaining are WAI or broken and if it's the later, what kind of time frame we're looking at to get them fixed.

 

My top 2 are:

 

Ability animation - Really? My last 2 ticks on mortar volley hit after by channel bar is already done?

Shields in PVP - I feel like I got ripped off for not being informed that 90% of dmg wasn't going to be mitigated by my shields in PVP. I didn't really PVP until level 40. If i had, I would have re-rolled. It's outrageous.

 

This list is pretty comprehensive and well laid out. If you can't dedicate resources to respond to our problems directly, at least sticky this thread like has been done so for other classes to acknowledge our questions.

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Some stuff I'd like to add :

 

- Reflexive Shield

 

To have an essentially tanking ability this deep in the DPS tree seems very counterproductive. I can see it being very good in PvE, but again not for an assault specialist - they should avoiding being damaged, not want it. Likewise in PvP - if you're assault do you really want to get hit? Move it to the shield tree, change it with something else.

 

I'll trade you Reflexive Shield for Static Surge (30% extra crit damage on Stock Strike).

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For customizable weapons for your companions, I just saw quest rewards on Balmorra that were green and moddable. Elara, and the droid both had one available. The cat's gun was standard though. Keep your eye out if you need one.
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5G) It takes 4'32" to run/bike from the Thunderclap to General Garza's office on Coruscant, and we have to make that trip 117 times over the course of the story line. (disclaimer: numbers are fabricated.) Please allow speeder use within the trooper dock and spaceport, or find some other way to make this repeated trip less pointlessly time-consuming. We have holocalls, you know.

 

From what I've seen most classes have to run back to coruscant annoyingly often. At least we don't have dromund kaas, where you need to take 2 separate speeders to get to your quest line. Still, not being the worst =/= good, and like everything else on this list deserves review and improvement.

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Totally agree with almost all of these points. I am especially disappointed with tank gear itemization, sooo much accuracy, and the threat output. It was ok at first at 50, but as dps get high level gear, it becomes much harder to hold aggro against them, while I'm in equivalent gear.
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I have been complaining about a lot of these issues since day 1. Im glad someone has taken the time to put thread up on this. And I wasnt sure if the dodge animation cancelling was a bug or if I was just failing but im glad to see it isnt just me. I hope some of these if not all will be addressed, and I cant agree more with having Jaxo as a companion. Any chance we could possibly get a choice between her and someone else? Either Elara or just a completely optional companion. I feel she has much more personality then Elara (And Elara is just generally unlikeable)

 

+Rep to you for making this thread.

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Agree on all points, would like to add that mitigation (including shields) should apply to guard dmg as well.

 

A coordinated group is going to avoid attacking tanks, all those defensive stats should still be valid for tanking indirectly through guard with out leaving yourself practically dead.

 

Also abilities that proc from shield should still be useful when not being focused, hence guard dmg proccing your shield.

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Agree on all points, would like to add that mitigation (including shields) should apply to guard dmg as well.

 

A coordinated group is going to avoid attacking tanks, all those defensive stats should still be valid for tanking indirectly through guard with out leaving yourself practically dead.

 

Also abilities that proc from shield should still be useful when not being focused, hence guard dmg proccing your shield.

 

 

Shields are supposed to be able to proc on guard damage if the attack type was shieldable. I haven't done any detailed testing on this- can anyone confirm or deny?

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Not a bug fix but I find it very easy to run out of ammo. This is very different to my gunnery commando.

 

Basically if you are not tanking and not getting shield procs to regain ammo via shield spec talents, you are going to run out of ammo very fast. Another reason Tactics isnt viable, other than its terrible damage.

Edited by KovuTalli
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Basically if you are not tanking and not getting shield procs to regain ammo via shield spec talents, you are going to run out of ammo very fast. Another reason Tactics isnt viable, other than its terrible damage.

 

Don't really know what to say if you have ammo issues as Tactics :x

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