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Nerf TracerMissile/grav Round


da_krall

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It simply does to much damage, it easily does twice the damage of any other classes 1.5 second cast, adds a debuff and ontop of that they get to walk around in heavy armour with masses of HP. It seems totally out of wack with the rest of the powers in the game. Edited by da_krall
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It simply does to much damage, it easily does twice the damage of any other classes 1.5 second cast, adds a debuff and ontop of that they get to walk around in heavy armour with masses of HP. It seems totally out of wack with the rest of the powers in the game.

 

Your arguments are solid and irrefuteable, your examples varied and your facts undisputable.

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No...

 

It can be interrupted, it requires you to stand still, the timer gets knockback when hit. and its the primary dps path for merc, think of it like combo points, mercs need to do it 3-4 times before cycling unload or other moves etc.

 

And mercs need heavy armor, thier basically stationary turrets for most of the good moves

 

1v1 its pretty bad to spam tracer, you get laid into, knocked down, and whatever melee classes full dps on you.

 

merc+1-3v whatever then its good, if you leave the merc alone, `course it`ll hurt, their a dps class. its like wailing on a tank with a healer standing next to him, stupid..

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You have no clue at all. By the time you get there as a melee, you have been CCed, stunned or knockbacked. Keep it realistic, *******

 

And by that time, they have blown their CC, stun, and knockback.

 

Are you being healed? If the answer is NO, you're already doing it wrong and get what you deserve.

 

If the answer is YES, then you're still alive so run back to them and proceed to stomp them into the pavement.

 

 

 

 

 

 

 

 

 

 

 

 

 

Big Hint for the Newbies: Charge is -NOT- supposed to be your OPENING attack! Get in range by running.

Edited by LordSemaj
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If this had been fantasy, then Mercs would have been Mages. Tracer Missiles would have been spells (they are tech attacks that cannot be dodged or blocked etc).

 

In fantasy games, leaving a nuker to.. well.. nuke. Is generally a bad thing.

 

Tracer Missile spec can't get away from melee and they can't keep using tracer missiles when being hit / interrupted.

 

 

But I fear sorcs more. They are mobile and got lots of CC. Good sorc players are very hard to deal with.

 

 

 

Tracer Missile spam is really easy to play "good enough" even for a bad player. The threshold to play decent-good with tracer missiles is low. A bad player vs a bad tracer missile will probably fall in tracer missile favor. A good player vs a good tracer missile will probably stacked against the tracer missile.

 

Sorc got a higher skill threshold i'd say. The skill needed to play decent-good with sorc dps is high. A bad player vs a bad sorc will be pretty balanced or maybe even stacked against the sorc. A good player vs a good sorc will be in sorc favor.

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It simply does to much damage, it easily does twice the damage of any other classes 1.5 second cast, adds a debuff and ontop of that they get to walk around in heavy armour with masses of HP. It seems totally out of wack with the rest of the powers in the game.

 

I can solve your nerf idea by telling you not to go afk in WZ's. If you are letting a Merc get off multiple tracer missiles, well, you're bad.

 

If tracer missile was an instant cast, it would be a different story.

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No...

 

It can be interrupted, it requires you to stand still, the timer gets knockback when hit. and its the primary dps path for merc, think of it like combo points, mercs need to do it 3-4 times before cycling unload or other moves etc.

 

And mercs need heavy armor, thier basically stationary turrets for most of the good moves

 

1v1 its pretty bad to spam tracer, you get laid into, knocked down, and whatever melee classes full dps on you.

 

merc+1-3v whatever then its good, if you leave the merc alone, `course it`ll hurt, their a dps class. its like wailing on a tank with a healer standing next to him, stupid..

 

 

Every cast can be interupted, gets knockback when hit and requires you to stand still. Tracer still does easily twice that of any other cast of the same duration.

 

As the disrupts, lockout is 4 seconds, given server lag, it probably gives you enough time to get two of your own abilities in before they can spam missle again.

 

Basically looking at the speed merc and commando rush to defend their OP power is all the evidence needed. Everyone knows its OP.

Edited by da_krall
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Another whining, QQ thread.

 

I know many people who don't have any problem with Commandos and Mercenaries and their respective abilities, therefore aren't complaining on the forums.

 

Maybe you should adjust your approach when confronted with these classes?

Edited by Vlacke
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Tracer Missile spam is really easy to play "good enough" even for a bad player. The threshold to play decent-good with tracer missiles is low. A bad player vs a bad tracer missile will probably fall in tracer missile favor. A good player vs a good tracer missile will probably stacked against the tracer missile.

 

Nice attempt to insult anyone who claims this is an OP skill by saying good players can stop it....nice divert of attention.

 

Merc sill have other damaging options, its simply that tracer is to powerful for what it is meant to be.

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I wish they would change Tracer Missiles, simply because the play style is boring to me. There is very little variety or skill involved in it, simply run in range and press one hotkey several times to initiate your 1.5 sec spell, hoping you don't get focused, interrupted. or LOSd. After X number of keypresses, if your opponent is still in range you can press 1 or 2 other hotkeys. Ex-cit-ing. You get a long CD stun, and an AOE Knockback as your control, which doesn't take you very far, so any attention at all simply has you running for dear life.

 

Melee class? Here's how you win.

 

Initiate combat, get stunned. Trinket, get Knockbacked. Charge, win.

 

If he initiates you, LOS him, wait for him to come around the corner, win.

Alternate: Charge, get stunned. Trinket, get Knockbacked. Snare/Force Speed/Stun/Intercept/Whatever secondary CC you have, win.

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Nice attempt to insult anyone who claims this is an OP skill by saying good players can stop it....nice divert of attention.

 

Merc sill have other damaging options, its simply that tracer is to powerful for what it is meant to be.

 

Tracer is just fine, the entire tree is built around that skill, learn to play maybe?

 

If you allow Mercenary/Commando to lash out on you from distance you are dead and thats how it should be honestly.

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Every cast can be interupted, gets knockback when hit and requires you to stand still. Tracer still does easily twice that of any other cast of the same duration.

 

As the disrupts, lockout is 4 seconds, given server lag, it probably gives you enough time to get two of your own abilities in before they can spam missle again.

 

Basically looking at the speed merc and commando rush to defend their OP power is all the evidence needed. Everyone knows its OP.

 

Or, everyone thinks your a idiot and comes here to flame you, and fyi im a sorcerer.

 

If a merc gets left alone to spam tracer missile 3-4 times, note the number, and then cycles to skills doing more dps, then hes doing well.

 

If said merc gets chased after and moves away, hes also doing well

 

If a merc spams tracer missile and stands still, hes *********** terrible, hes not getting the best dps out of his class. and hes asking for a spanking.

 

Routinely see stealthers going for derp spammers aswell, because they know how bad said players are, so basically, if you let a merc spam tracer, which isnt his best dps path to being with.

 

Your doing it wrong, and so is your team...

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