Jump to content

Operative enforcer PvP set bonus = awful


senojones

Recommended Posts

(2) Increases the duration of Infiltrate or Smuggle by 5 seconds and Evasion or Dodge by 1 second.

(4) Increases max energy by 5.

 

Could we please get some real thought in re-designing this set? How about something that actually has an impact on abilities used often in PvP? You could literally take away the bonus on this set and it would have no change to the effectiveness of the class in any PvP situation, that should be enough reason to change it.

 

Any of these abilities listed below would benefit greatly in PvP:

 

Hidden Strike

Backstab

Shiv

Tactical Advantage

Acid Blade

Laceration

Sever Tendon

Stim Boost

Shield Probe

Cloaking Screen

Sneak

Distraction

Adrenaline Probe

Corrosive Dart

Flash Bang

 

And if you're going to give us some sort of energy set bonus, how about extra energy regeneration instead?

 

PLEASE consider doing this before 1.2 comes out, it shouldn't be a difficult task to accomplish and deserves some attention.

Edited by senojones
Link to comment
Share on other sites

Field tech is even worse. Meanwhile, sins get 5m on their interrupt AND snare on their TWO PIECE set bonus. Don't understand at all. If we got 5m on our snare ALONE on our FOUR piece bonus, I'd be ecstatic.

 

They are equally awful, but yes I agree.

Link to comment
Share on other sites

The evasion bonus is fantastic. The infiltrate bonus is extremely situational at best. The 5 energy bonus is lame, would love to see a buff to our damage in the 4 pc so that we don't have to grab 2 pc rakata.

 

Evasion going from 3 seconds to 4 seconds is fantastic? That's a bit of an overstatement. Regardless I think we both agree there's plenty of room for improvement.

Link to comment
Share on other sites

The evasion bonus is fantastic. The infiltrate bonus is extremely situational at best. The 5 energy bonus is lame, would love to see a buff to our damage in the 4 pc so that we don't have to grab 2 pc rakata.

 

I'm sorry but I have to disagree. With evasion being as bugged as it is right now (not removing everything it should) and with what is probably about 90% of the damage out there not being affection by evasion (physical only, aka not tech or force attacks), 1 extra second seems situational at best (good vs snipers and semi good vs other operatives/warriors based off how much physical attacks they use against you). Now if this set bonus reduced it CD by a few seconds, I think that would be better (imo).

 

I do agree that its lame 2 set pvp + 2 set pve is better then 4 set pvp.

Link to comment
Share on other sites

If you're on the PTS and can do some testing, take a look at how many abilities you can chain without the bonus of an additional five energy, and then with the additional five. It generally leads to an additional attack in the highest regeneration range which isn't a miniscule difference.

 

I'll agree that a different two piece bonus would be nice though.

Link to comment
Share on other sites

If you're on the PTS and can do some testing, take a look at how many abilities you can chain without the bonus of an additional five energy, and then with the additional five. It generally leads to an additional attack in the highest regeneration range which isn't a miniscule difference.

 

I'll agree that a different two piece bonus would be nice though.

 

In the big picture though it is pretty miniscule compared to what else could benefit from a bonus when looking at what other classes gain. There are so many other beneficial ways to giving a bonus to energy in PvP:

 

+1 energy regeneration (passive)

+1 energy regeneration to Stim Boost

reduced energy cost on Shiv/Hidden Strike/Acid Blade/Laceration/Corrosive Dart

Edited by senojones
Link to comment
Share on other sites

Some ideas I thought of with the list of abilities/skills above ( for either 2 or 4 pc ):

 

- Reduces the energy cost of Backstab, Shiv and Laceration by 5.

- Increases the damage of Backstab, Shiv and Laceration by 5%.

- Increases the chance of Collateral Strike by 50%

- Increases the maximum stack of Tactical Advantage by 1.

- Increases the damage bonus of Tactical Advantage by 1%.

- Increases the armor penetration bonus of Acid Blade by 5%.

- Acid Blade no longer requires energy.

- Increases the range of Sever Tendon and Distraction by 5 meters.

- Reduces the cooldown of Sever Tendon and Distraction by 2 seconds.

- Stim Boost no longer consumes a Tactical Advantage.

- Flash Bang removes all hostile damage effects.

 

Some of these might work and some might not, but they all at least have an effect on the overall common gameplay of a concealment Operative in PvP. If you have other suggestions to add to any of the Imperial Agent armor sets, please do so.

Edited by senojones
Link to comment
Share on other sites

×
×
  • Create New...