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Fix resolve or nerf Ravage - Edit Dimishing Return


Denyus

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When you hit 3k 3k 5k5 over the duration. It's not normal. That's 11k5 damage done in 3 seconds.

 

Do you have 0 expertise son? I am valor 75 with a few pieces War Hero and never do that much. I have hit 5k on the final hit ONCE after popping EVERYTHING and the target had no expertise.

 

What's more is anyone can knock you back, stun you or even use a mez and it stops the whole thing. In a big scramble I will usually always NEVER get my final hit off due to so many knockbacks etc happening.

 

Only when it is 1v1 and I wait for the target to use their stun / knockback etc will I ever get it off.

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First thing. You can't be chained stun more then two times in a row. If you eat the first stun (prolly gonna hurt) and break (with your cc breaker) the second you get 20 seconds of stun/mez/pushback immunity. Roots not going through resolve will bork the entire combat system as range will be defenseless against melee gap closers. Ducklings quacks a lot because they don't understand how it works :p.

Second thing. Ravage is a 3 second channeled static skill with its biggest hits falling in the last second. CC/pushback the ravager or , if that's not possible (no CDs) move out of the frikkin way. You move at 6m /second in this game, if I'm not wrong, so you should be out of the way before the last second. If that's not possible then learn to die with grace :D. But all things considered, I wouldn't mind a slight nerf to ravage ;).

 

Ah and don't bother me with "Your wrong, I've been stun x times in a row" w/o having a video proof. If you have such a proof please show us so we can hump BWs back for a bug fix together.

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Yes indeed, being chainstunned and instant gibbed all evening by marauders hitting 2 buttons and litterly ****** people is fun, not.

 

Dimishing returns has been retarted since release where you can be chain stunned/snared etc with no escape from a sertain death unless you have like 5 dedicated healers on you which wont happen ever.

 

Elaborate more?

 

  1. our rotation is THREE buttons. get it right please
  2. how about we take every hit of ravage and make it into one tick so you cant run outside of the range before it finishes? while were at it, lets increase the crit chance since we are losing a few ticks from this move. savvy?

 

gotta love the people who dont know how to play and want i win classes/buttons

Edited by Cegenaus
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Yes indeed, being chainstunned and instant gibbed all evening by marauders hitting 2 buttons and litterly ****** people is fun, not.

Elaborate more?

 

Since no one has more than 1 stun and marauders don't have one at all you are getting killed by 3 people all evening......seems reasonable.

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The problems of resolve are just exacerbated by the massive increase in damage given to every class....Not just maruaders. If you get stunned and focussed by more than one person you just die now, I am not saying you should be able to fight off two people but right now you don't even put up a fight or get to use a single ability . The worst thing is that it means in any zerg situation which occurs a lot in the style of PvP BW designed, everyone just spams whatever cc ability they have as soon as possible so everyone is constantly getting hit by cc and moving in slow motion. It makes for boring slow paced pvp where half the time you don't even get to use most of your abilities.
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The worst thing is that it means in any zerg situation which occurs a lot in the style of PvP BW designed, everyone just spams whatever cc ability they have as soon as possible so everyone is constantly getting hit by cc...

 

This is why marauders are so hard to deal with. Idiots will fill their resolve bar at 100-70% of max health. Thats basically game over. It drives me mad to see people spam cc on a marauder who hasnt popped a single cd yet.

 

Obviously this is more an issue with PuG play, since in organised groups thats not going to happen.

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Since no one has more than 1 stun and marauders don't have one at all you are getting killed by 3 people all evening......seems reasonable.

 

Jug/Guardian have up to 3 Stuns, 1 AoE mez, 1 root and a 50% AoE-slow plus I can still hit like a truck with my ravage with all those CCs. (4k crits on sorc are normal w/o any adrenals or relics)

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It def is... Just use knockbacks... I got interrupted a few times.

Do your sience before post any false information...

 

Its just a different definition of interrupt you can physically stop the cast by stunning or Knocking back with rocket punch etc but you cannot use your actual interrupt ability the one that locks you out from using the skill for 4 seconds.

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There are many ways to interrupt this skill from executing fully (and no, simple interrupt skill will not do, but everything else will).

 

Good players use their CC's wise at right times, nubs burn them down to chase a kill (that they fail on mostly anyways) and they wonder what to do later on when they could really use that CC to stop the big hitter.

 

Game as it is now is tailored towards teamwork, pugs will simply be in trouble most of the time. But any team that can't counter melee classes by helping out each other with snares, roots and other CC's is simply bad. Bottom line is, whatever enemy can do, your side can do as well.

I worry more about ranged focus fire DPS once 8 man hit as their focus fire is near impossible to stop unless you got some LOS breaking objects to hide behind.

 

And then forums QQ will even increase and there will always be forum whiners as bads will never keep up with good players that will always find a way to make their teams great. And same QQers will again be here since they will again be run over by better team that will simply bring whatever class setup forks out best results.

Edited by Cygann
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Funny story, not really a story BUT... Guess what? Snipers leg shot doesn't effect resolve. That's a 4 or 5 second root I don't remember. But after 2 seconds if the target is damaged they are able to get out of root. I guess as you say if it effected resolve things would be different. Roots might as well be a stun it stops you from combating or being of use to the match.

 

You can still use abilities while you're rooted.

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Yes indeed, being chainstunned and instant gibbed all evening by marauders hitting 2 buttons and litterly ****** people is fun, not.

 

Dimishing returns has been retarted since release where you can be chain stunned/snared etc with no escape from a sertain death unless you have like 5 dedicated healers on you which wont happen ever.

 

Elaborate more?

 

chainstunned? they get 1 stun... how is that a chain?

and channeled at that

Edited by jolleebindu
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Since no one has more than 1 stun and marauders don't have one at all you are getting killed by 3 people all evening......seems reasonable.

 

The most intelligent response of the thread.

 

The exception is Defense/Imoortal Guardian/Juggs, who can wield two true stuns, but (despite that the Stasis Mastery talent and its Sith equivalent got lowered in skill tree tier) it takes quite a bit of investment into the defensive/immortal tree, and therefore limits the pure offensive potential to a certain amount.

 

So, unless you are up against a defense/immortal guardian/jugg, yes, chain stun means you're being ganked.

 

Blame the gank.

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Your intelligence is weak in the Force. First, Ravage/Master Strike cannot be interrupted post-1.2. Not talented. Baseline. Second, it can be talented so that Ravage/Master Strike roots the target for its duration.

 

And considering if you're talented in ravage you'll be doing about 10k damage... it's GG.

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Yes indeed, being chainstunned and instant gibbed all evening by marauders hitting 2 buttons and litterly ****** people is fun, not.

 

Dimishing returns has been retarted since release where you can be chain stunned/snared etc with no escape from a sertain death unless you have like 5 dedicated healers on you which wont happen ever.

 

Elaborate more?

 

Last i checked i couldnt 2 button anyone on my Mara, also jugs can do the same, moving/KB/Stun is super hard these days...

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I love how people are suddenly screaming OP Marauders when they got nerf stick.

 

For Marauders you can remove Ravage all together lol

 

Sith Warrior

 

General

Disruption no longer costs Rage to activate.

Force Charge now places a "root" visual effect on the affected target.

Intimidating Roar no longer costs Rage to activate.

Ravage can no longer be interrupted, and its damage has been increased by approximately 15%.

Vicious Throw can now be used on targets at or below 30% of maximum health (up from 20%).

Marauder

Due to changes to the Marauder skill trees, Marauders have had their skill points refunded.

Berserk (while in Ataru Form) now additionally reduces the Rage cost and global cooldown of Sweeping Slash.

Deadly Throw's "Trauma" effect can no longer be cleansed.

Force Camouflage now additionally reduces all damage taken by 50% while active.

Obfuscate no longer has a Rage cost and is no longer limited by the global cooldown.

Predation now affects all Operation Group members.

Carnage

Ataru Form damage effects (procs) now deal weapon-based damage instead of Force-based damage. The overall damage of these effects has been increased by approximately 10%.

Ataru Form now correctly triggers when fighting very large targets.

Erupting Fury has been replaced by Stagger, which increases Force Charge's immobilize effect.

Unbound now additionally increases the movement speed bonus granted by Predation by 15% per point.

Annihilation

Ferocity has been replaced by Enraged Charge, which increases the Rage generated by Force Charge.

Phantom no longer grants damage reduction while Force Camouflage is active. It now increases the duration of Force Camouflage by 1 second per point and increases the movement speed bonus of Force Camouflage by 10% per point.

Seeping Wound now applies a 50% movement speed reduction (up from 30%).

Short Fuse is now located in Tier 1 of the skill tree and has replaced Quick Recovery.

Rage (Marauder)

Decimate is now located in Tier 1 of the Rage skill tree. It increases the damage dealt by Smash and Sweeping Slash and reduces the cooldown of Smash.

Dominate is now a 3-point skill with the same overall effect. The effect now lasts 20 seconds (up from 15).

Force Alacrity has been replaced by Overpower, which allows Vicious Slash critical hits to have a chance to refund 2 points of Rage while the Marauder is in Shii-Cho Form.

Force Crush's cooldown has been reduced to 18 seconds. Its overall effect is unchanged.

Gravity now specifically affects Crippling Slash and Force Crush.

Obliterate now immobilizes the target for 1 second.

Ravager now increases the damage of Ravage instead of affecting Force Choke.

Relentless Fury has been replaced by Berserker. It requires 2 points in Shockwave and causes Berserk (while in Shii-Cho Form) to immediately grant 2 stacks of Shockwave per point.

Shockwave's buff effects now last 20 seconds (up from 15).

Unbreakable Rage has been removed from the game.

 

Where in this is the nerf? :rolleyes:

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Funny story, not really a story BUT... Guess what? Snipers leg shot doesn't effect resolve. That's a 4 or 5 second root I don't remember. But after 2 seconds if the target is damaged they are able to get out of root. I guess as you say if it effected resolve things would be different. Roots might as well be a stun it stops you from combating or being of use to the match.

 

Im guessing your a marauder that wants /godmode in every game you play? Go play skyrim with cheats to get your thrill instead. if roots boosted resolve i would roflstomp even more than i am now.

 

Valor 75 Jugg

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Where in this is the nerf? :rolleyes:

 

There are actually some minor nerfs to their best PvP tree (Annihilation), as talents were moved from there to other trees. Some talents were made lower in the tree also, which made other specs of Marauders slightly more viable along w/ their more general buffs.

 

Rage and Carnage saw some nice buffs, while Annihilation took some slight nerfs.

 

If you don't understand which parts are the nerfs, then you probably don't have much business commenting about them, as you don't have a basic grasp of their specs or mechanics in general.

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There are actually some minor nerfs to their best PvP tree (Annihilation), as talents were moved from there to other trees. Some talents were made lower in the tree also, which made other specs of Marauders slightly more viable along w/ their more general buffs.

 

Rage and Carnage saw some nice buffs, while Annihilation took some slight nerfs.

 

If you don't understand which parts are the nerfs, then you probably don't have much business commenting about them, as you don't have a basic grasp of their specs or mechanics in general.

 

You sure you can read that all the way up there? Even with the minor adjustments to Annihilation, it still comes out ahead compared to pre 1.2 because of the buffs to the class in general.

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