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Project the 1.2.1 nerfs


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First, I will give BW credit for noticing many issues that needed to be addressed and including them in 1.2

 

Although some of the nerfs may seem too severe, few argue that SOMETHING needed to be done in the areas that they addressed.

 

On the flip side, after reading the initial 1.2 patch notes, I (and many others) felt pretty confident that BUFFS to some classes (not the nerfs) were the most offbase and out-of-touch with high level PvP play.

 

If you have Conqueror level experience and/or PTS experience, feel free to post your thoughts on just the 1.2 classes that you clearly see getting nerfed post release. Nothing makes people quit or re-roll more than nerfs, but it would be better if they did it all at one time versus merry-go-round that have plagued other MMOs.

 

Here is my 2 cents...

 

In terms of PvP, it's fairly obvious that these classes/specs will be getting nerfs post 1.2 if the current changes go live. .

 

1. Rage Juggs (smash way too powerful)

 

2. Carnage Maras (overboard buffs given other class nerfs)

 

3. Assassins (many godly specs and too few weaknesses compared to other classes)

 

4. Op Healers (not 100% sure on this one, but it seems to be the consensus from people with even more experience than me in this area)

 

There have been lots of posts mentioning the specifics why, but the re-rolls I'm seeing from top players since 1.2 was announced speak equally as loud. Is there any class getting re-rolled to more than these since 1.2 was announced??? Given the changes to Op dps and buffs to Op healing, it's pretty obvious that almost all Ops in a rated WZ will switch to healer post 1.2. - regardless if the changes make them "overpowered" as healers.

 

I could be wrong, but the point of this thread is not to argue with anyone else's opinion (since that rarely goes anywhere). Just feel free to go on record yourself projecting what you see happening, and we'll see in 1.2.1 who's right.

 

At a minimum, it may help BW because the PTS seems to be very deficient in feedback from rated WZ testing.

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2. Carnage Maras (overboard buffs given other class nerfs)

 

3. Assassins (many godly specs and too few weaknesses compared to other classes)

 

This just tells me you've got no clue what you're talking about, so I'm gonna disregard anything else you say.

 

Carnage/Deception/Madness "godly"? l0l

 

Also, by you saying "Jugg smash too powerful" one would think you'd also say Marauder Rage is too powerful, because they'll basically have the same smash damage in 1.2

Edited by Swarna
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Future "fixes"

 

- 1.3 all classes damage reduced by 99%

- 1.4 damaging a hostile target in pvp heals a random hostile target on the same team for double the amount of damage dealt.

- 1.5 damage during operations encounters is reduced by 100%. All trash has been removed. Bosses will now pass out punch and pie followed by loot distribution and an invitation to return next week.

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How about we buff the classes to the same level not nerf :p ?

 

This is several orders of magnitude harder to do than to buff the overpowered classes.

 

If you buff all classes then they need to buff the mobs, bosses and everything else.

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Future "fixes"

 

- 1.3 all classes damage reduced by 99%

- 1.4 damaging a hostile target in pvp heals a random hostile target on the same team for double the amount of damage dealt.

- 1.5 damage during operations encounters is reduced by 100%. All trash has been removed. Bosses will now pass out punch and pie followed by loot distribution and an invitation to return next week.

 

Dont frgetb in 1.3 the ptr will only allow up to level 10 toons

 

Patch 1.4 removal of forums

 

Patch 1.5 free to play

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First, I will give BW credit for noticing many issues that needed to be addressed and including them in 1.2

 

Although some of the nerfs may seem too severe, few argue that SOMETHING needed to be done in the areas that they addressed.

 

On the flip side, after reading the initial 1.2 patch notes, I (and many others) felt pretty confident that BUFFS to some classes (not the nerfs) were the most offbase and out-of-touch with high level PvP play.

 

If you have Conqueror level experience and/or PTS experience, feel free to post your thoughts on just the 1.2 classes that you clearly see getting nerfed post release. Nothing makes people quit or re-roll more than nerfs, but it would be better if they did it all at one time versus merry-go-round that have plagued other MMOs.

 

Here is my 2 cents...

 

In terms of PvP, it's fairly obvious that these classes/specs will be getting nerfs post 1.2 if the current changes go live. .

 

1. Rage Juggs (smash way too powerful)

 

2. Carnage Maras (overboard buffs given other class nerfs)

 

3. Assassins (many godly specs and too few weaknesses compared to other classes)

 

4. Op Healers (not 100% sure on this one, but it seems to be the consensus from people with even more experience than me in this area)

 

There have been lots of posts mentioning the specifics why, but the re-rolls I'm seeing from top players since 1.2 was announced speak equally as loud. Is there any class getting re-rolled to more than these since 1.2 was announced??? Given the changes to Op dps and buffs to Op healing, it's pretty obvious that almost all Ops in a rated WZ will switch to healer post 1.2. - regardless if the changes make them "overpowered" as healers.

 

I could be wrong, but the point of this thread is not to argue with anyone else's opinion (since that rarely goes anywhere). Just feel free to go on record yourself projecting what you see happening, and we'll see in 1.2.1 who's right.

 

At a minimum, it may help BW because the PTS seems to be very deficient in feedback from rated WZ testing.

 

 

rage juggs are fine, in top end gear vengeance can be even worse, especially with the vicious throw buff

 

ANNIHILATION mara's are OP, carnage mara's are almost non existent i dont see 1.2 changing much

 

dps assassins die like everyone else, tank assassins in dps gear is the real problem

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buff scoundrel(scrapper/operative conclment)

 

here is my 2 cent

 

operatives are fine

 

 

ive been 100% to 0% by less geared operatives without having a moment of control from my sorc (660 expertise, full BM), but i suppose OPS feel this is working as intended

 

 

you have ridiculous control/stuns and burst, you want what? more survivability and mobility? you have a resource free ranged attack, and ranged aoe mezz for when u hit the wrong key and didnt global ur opponent

Edited by wwkingms
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All healers are quiet usefull in WZ's but to go ahead they are OP is a bit much.

If the opposeing team targets the healers they are taken out and therefore no use at all, but if the opposeing lets you run around and free cast heals then its there fault and they then say we are OP and so on.

 

In saying that alot of ppl do not know how to kill a healer or are prone to being kited around the wz. I dont think Scoundrel Sawbones(healer) needs buffing or nerfing only a cppl classes give me any trouble (sorcerers, agents&mercs) but in saying this only a few players play them well and this makes me feel that maybe there alot of nubs that can not read or understand the mechanics of the game.

 

Any ways good post there but I dont believe healers are OP at all!

 

Thexremstar Scoundrel Sawbones(healer)

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Why is no one saying Gunslingers are OP'd? 15800 hp gone in one shot? That's OP'd. On top of the various hacks and cheats running rampant in the pvp on TOR it's looking more like this class is the easy class to keep impatient children (literal as well as adults with a child's maturity level) interested without having to actually figure out how to effectively play your character.

 

Oh, and the perpetual list of stuns, invincible buffs, etc. with no apparent cooldown.

 

And no, this is not an issue of hitting a scoundrel when he has other teammates dropping ranged qq and dps in support, either.

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I personally don't think anyone should get a nerf to anything. Every time some one is nerfed, then some other class then becomes the flavour of the week and people re roll and play that class, or leave the game as their beloved class they wanted to play no longer does what they want from it in the game. Really do not like things being nerfed to anyone or any class.

 

I think Buffs are good, but buff that bring an evenness to the game experience, that people can utilise appropriately. Buff one set of classes and neglect another, is just a bad idea. Assassins I hear so much about those guys, I suspect the culprits here are the Assassins and Shadows that have specced as a tank. They have a good skill tree to use too, with some awesome abilities. Do not ask for classes to be nerfed, if you don't understand the specialisation your asking to be nerfed, or why it should be. There are different builds you can choose, so saying class nerf, is just plain stupid, as it affects then all the specialisations within that class.

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I This is what Season One is going to look like.

 

I hadn't thought much about this with BWs tendency to "adjust" at leisure but it makes sense that they would destroy any credibility if they make changes before the season is over once it starts.

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operatives are fine

 

 

ive been 100% to 0% by less geared operatives without having a moment of control from my sorc (660 expertise, full BM), but i suppose OPS feel this is working as intended

 

 

you have ridiculous control/stuns and burst, you want what? more survivability and mobility? you have a resource free ranged attack, and ranged aoe mezz for when u hit the wrong key and didnt global ur opponent

 

problem with Operatives is they are really hard to get away from and do alot of damage!

but so do I when im scrapping so meh!

 

I think the main problem is gear ratios atm alot of ppl dont have any gear or cent only and they are playing full battle master geared players!

 

Thexremstar Scoundrel

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rage juggs are fine, in top end gear vengeance can be even worse, especially with the vicious throw buff

 

ANNIHILATION mara's are OP, carnage mara's are almost non existent i dont see 1.2 changing much

 

dps assassins die like everyone else, tank assassins in dps gear is the real problem

 

This

 

Rage got buffed in some areas, but also lost in others. They now can build up singularity more easily, but also have to spend more focus and cant do them as fast.

 

And yeah, with the boosts to Carnage/Combat, itll be a little better but Watchman/Annihlation will still be the troublesome ones... They still do more damage, more spike, can chain interupt 8-10 times and still have their zen self heals. Combat got a bit better, but honestly wont be in the spotlight without a big boost or a heavy Watchman nerf.

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Why is no one saying Gunslingers are OP'd? 15800 hp gone in one shot? That's OP'd. On top of the various hacks and cheats running rampant in the pvp on TOR it's looking more like this class is the easy class to keep impatient children (literal as well as adults with a child's maturity level) interested without having to actually figure out how to effectively play your character.

 

Oh, and the perpetual list of stuns, invincible buffs, etc. with no apparent cooldown.

 

And no, this is not an issue of hitting a scoundrel when he has other teammates dropping ranged qq and dps in support, either.

 

are u QQing about Gunslingers or scoundrels they are 2 totally different class'es

 

Thexremstar Scoundrel (not gunslinger)

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I expect to see a reprioritization of the assassin darkness tree. (to make certain talents higher up) and possibly the removal of the deception talent that allows blackout to give me dark embrace. Or make blackout on a 2 min CD. It enables SO much move spam and lengthy burst.
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operatives are fine

 

 

ive been 100% to 0% by less geared operatives without having a moment of control from my sorc (660 expertise, full BM), but i suppose OPS feel this is working as intended

 

 

you have ridiculous control/stuns and burst, you want what? more survivability and mobility? you have a resource free ranged attack, and ranged aoe mezz for when u hit the wrong key and didnt global ur opponent

 

Nope, that's just what it looks like from your POV

 

We don't have more burst than say a commando/merc, it only seems that way because we will pop everything (zerk, trinket, etc) at the same time to make sure you die while you have no CD or already in a bad spot/situation.

 

But take any damage class with all those same elements and you will experience the same faith as against an op/sco

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The issue is BW is taking numbers and thats it. When a full team in BM gear faces a equal team heals are not OP. Of course a undergeared plyer against a full BM healer with guard is hard to kill that the point. The same on the ptr. Go do a WZ there if it even pops u have randomly geared players because they had to level then grind gear. So there hasnt been tests to even see whats needed balance wise. They cant unless u let people copy a 50 then get top teir gear so u can see it in a contrilled enviroment. Right now BW is balancing numbers that may be a BM healer vs a dps in greens its just bad design. They need controlled enviroments they refuse to give us.

 

Thats why they keep using raiding guilds. Thats the only way to control balance since if ur doing NM mode u need a certain avg gear level across the raid. They know it and refuse to do the right thing. I mean right now theyd be better off if they didnt even give gear out just let people fight naked and atleast they could test everything on equal terms.

 

BW is just designing the game wrong simply on numbers without any balance in those numbrs to have equal vs equal fights.

 

Then thy are coding in a que system that is not the final version when that time could be spent on the fina version. So now 8 man premades can que with a team of pugs in greens come 1.2 which again will throw off balance.

 

I mean sine ptr went up weve tested gear with the new stats then all of the sudden they reverted the stats so now all the work done means nothing and in a couple days well have a patch that the implemented changes will have all of maybe 5 days testing over a holiday weekend.

 

BW is not just doing the balance wrong. The methods thy use to test balance are wrong. They just are lost i mean common what game doesnt have character copy and gear ready so the players they ask to test it can do just that. Test a game with controlled enviroments anything less is just the wrong way and will have nothing but bad data to make bad changes based on the results.

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