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1.2 and the Changes to PPA for Pyro Mercs


IPillowPantsI

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Quote:

Originally Posted by Ihazcrayon

The sky hath fallen. Quoth the over-reacter nevermore.

 

It's not the end of the world. Adapt. It's the nature of MMO's to get buffed and nerfed. This is quite minor. Yet so many people throw a tantrum like my 2 yr old cousin who doesn't wanna take a bath.

 

 

Did I miss the tantrums somewhere? Did you even fully read the posts? please do not reply to my threads if you have nothing constructive to add. Your comments were completely negative and not needed in anyway, so please move along.

 

Back on topic....

 

To the above poster, I agree in the feeling of being collateral damage. Also, with the changes to DFA; if they keep the PTS setup BH's will be hurt all around.

 

Like I said before... In terms of Merc Pyros, where is the reason or justification for these changes? We are already the weaker DPS in PvE and these changes are going to hurt us in PvE and PvP.

 

Big question is... what prof/skillset does Ihazcrayon play? It's obviously not merc/pyro. Hope his prof gets the high hard one soon so I can quote his post as a reply to him when he whines about it.

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While not directly related to the pyro changes, some quotes from Georg regarding the massive healing nerfs might provide some insight into their design process... for better or worse:

 

http://www.swtor.com/blog/community-qa-march-23rd-2012

Niktika: Can you please explain some of the reasoning behind the healing nerfs? It almost seems like every healer is up in arms regardless of their class.

 

Georg: Sometimes it's hard to hear this, but the change to healers you're referring to was, quite simply, a result of them being too good. When one healer is close to target performance and the others aren't, it's natural to think that the logical course is to buff the underperformer and leave the over-performers alone. I want to dispel that notion and explain why it isn't always possible.

 

All specs for all roles have a target performance. This is what drives the balance of the game: soloing, Heroics, PvP, Flashpoints, Operations... everything. When those targets aren't hit, we can't just ‘bring everyone up’ to the highest performer without negatively impacting the balance of the game and creating unsustainable inflation in our combat system. Frankly, it's also a lot more work to change all end game content in the game to compensate for an over-performing role than to bring the role back in line. The hard but simple truth is that Sorcerers and Sages had better Force management than we intended (e.g. a well-played Sage was almost incapable of running out of Force) and Mercenaries and Commandos were significantly over target in their healing performance.

 

After considerable testing, we're more confident than ever that all healing roles are both closer to target performance and closer to one another than ever before, leading to a much tighter balance on end game content. The community will be able to confirm this using the new combat logging feature in Game Update 1.2.

 

I know trying to ‘sell’ a downwards adjustment (AKA nerf) to anyone affected is like selling the need for a tax increase to people. When you are on the receiving end of it, you're not going to be happy about it. It may appear massive to you, even if the overall impact is limited. You likely won't care that it's 'for the greater good of the game' and, if you decide to disagree with our action, there's little we can do to sway you.

 

Based on the feedback brought to us so far from testers playing on PTS along with metrics and combat logs gathered from our guild testers, we are going to make additional adjustments before Game Update 1.2 is promoted to the live servers. For example, we reopened the internal debate about having an in-combat resurrect ability for Mercenaries/Commandos based on PTS feedback regarding the new Operations, in light of the higher utility value this ability brings to the table in 1.2. We're listening to your feedback, too, and rebalancing some of the changes made to healing based on data gathered from PTS. Look out for a future update to PTS for more details.

 

Somehow though, I can't honestly believe that they feel that Merc/Pyro is "overperforming" when you compare it to PT/Pyro... and if the argument stands that PT/Pyro is "overperforming" in terms of PvP spike dps, they need to adjust it such that Merc/Pyro is not so adversely affected as collateral damage during the changes.

 

I would really appreciate some insight from the devs on what is going on specifically with our BH class changes...

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Eh, it is unjustified and stupid that we get nerfed indirectly by changes to PT. I mean, just look at the abilies that proc ppa for pt and for us...two instants vs two cast/channel...seems odd to me that we get lumped in. I'm not mad about the change, just kind of scratching my head.

Realistically though, as has been said, we dont use power shot all that much unless all other abilities are on cd. Imo its just going to come down to casting power shot if you have time, or keep moving and spam a couple rs. Realistically two rs with a proc of cgc is likely to do about the same as a power shot but doesn't cost anything except .5 seconds worth or gcd but we can be mobile while doing it.

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feels sad that we are hit with a healer/arsenal nerf so hard without seeing any positives.

 

The railshot reset is nice for mercs, but a "nerf" for powertechs - certainly makes it less random.

 

however the powershot damage nerf hurts pyros, more than I think was intended.

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