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Assassin nerf with dark charge , if this is implemented we will not be viable tanks


cylak

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So everyone else needs to learn to play and adapt to you...but if the devs make a change that YOU need to adapt to, then it's game over and everyone is going to quit? Is that about right? Sages and Sorcs had their changes (nerfs) last time around and those of us that are still playing have adapted. Now it's time for Shadows and Assassins to adapt to the changes. Get used to it as it is a never ending cycle and crying about it on the forums hasn't worked to change the devs' minds yet.

 

Sins got a MASSIVE nerf in beta with their range magically going from 15m to 10m overnight. TBH, we didnt need a 35% armour reduction. That is 1-2 pieces of armour of protection, f'd. *** was beta for? Less than 6 months after launch they have to deliver massive nerfs across the board when there are only 8 classes in the game? How pathetic are these devs? That is just poor design. Really poor. Really.

 

If the problem for the qq'ers was dps, then why wasnt dps addressed? Instead they backdoor us with our armour and heals...f'em. I am beginning to honestly believe that the same people that brought us Ilum are just f'all morons and cant make a good game to save their butts...literally.

Edited by Dyvim
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Bang on brother...thats why its called a "TEST" server..they are asking all of us to try it out, give feedback and then we'll see. btb..Im a sin..not worried not worried at all :)

 

Yeah, because BW saw the light with all the class nerfs on 1.2 and rolled them back. Dont be naive and stupid. We are getting screwed with what is on test now. To state anything else is just ignorant.

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I rarely play the tank spec for sins. My gear is at the point where Deception pulls ahead in pvp for me. Needless to say, though the class itself is feeling stale. I can't grasp why I don't enjoy it anymore. Maybe it's the fact that as a stealth class I feel no emphasis on my stealth at all. It just feels bleh. I'm probably re-rolling to something else in the mean time. The Tank nerfs felt a bit drastic to sins. They aren't that hard to kill for me as a deception assassin in 1v1. Hopefully this gets a change.
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As someone who has actually played my sin tank on the pts, the nerf is not that bad. Yes, I feel a little bit squishier, but not to the point where I can't tank anymore. I went from 42% dr to 40% dr. I know right, such a humongous nerf (/sarcasm). The only thing I think that might have been a little much is the amount of self healing reduction. Instead of 50% of dark charge and 8% (from 12%), I would like to see the %'s closer to 75% and 10% respectively. But other than those nerfs, the boost to threat gen is great. I only worry that other tanks will start slacking off now that they don't have to work as hard to not lose aggro.
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It's odd, cause I've never really had trouble with loosing aggro. I mean there are the aggro dumps that bosses do sometimes but that's about it. Otherwise they keep on me generally.

 

I'm awaiting a potential PTS transfer, but if I remember the notes correctly, does overcharge saber in fact have a bigger boost in healing?

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It's odd, cause I've never really had trouble with loosing aggro. I mean there are the aggro dumps that bosses do sometimes but that's about it. Otherwise they keep on me generally.

 

I'm awaiting a potential PTS transfer, but if I remember the notes correctly, does overcharge saber in fact have a bigger boost in healing?

 

I never had a problem with aggro either, but a rip would happen from time to time if the dps was going full throttle. For players not as skilled at tanking, aggro was a problem and if a tank happened to be undergeared compared to a dps rips were more frequent. The added threat gen basically takes away the skill at holding aggro.

 

Overcharge saber did not get a boost. You still get the 10% if talented and it only brings your dark charge procs back up to 100% for 15 secs. Since dark charge is at 50% of the current healing now it just brings it back in line to where it was.

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Interesting, I was going to unsub if they did not nerf asassins this time. Now where is my credit card again? :)

Assassins are actually the one class that has been receiving nerfs more than any other class and started out as a class that was weakest in their respective areas at the time of the nerfs (mostly killing their Hybrid specs as they were superior to their main specs).

This lead to a total rework of the Assassin Darkness tree with the addition of Wither and the self healing mechanic.

 

Now this has been deemed as above the '2%' respective target Bioware wants. After 5 Months of it being in and other specs and adjustments have been made to all classes during that time, I would like to know What made it suddenly a problem?

 

As the change in Dark Charge concerns a 'multiple' affect its affect Multiply far beyond the target nerf group.

Tionese Wearers will find that there low armour from the 35% reduction is going to be huge, making tanking in Flashpoints frustrating with a huge decrease in survivability. Where as Higher level tanks such as in Blackhole/campaign will barely notice the difference other than multiple mob tanking where again this 35% reduction is multiplied by each of the trash mobs being tanked. This will make Lower level Assassin tanks as undesirable for tanking and therefore unable to gear up to the respective level required for tanking.

 

Not Only is this armour nerf a multiple of the Tanks base armour, which is also multiplied for each and every Mob being tanked, an Assassins Dark Ward has but 10 Charges and without it makes their mitigation from shielding Worse than other 'Heavy Armor' tanks.

ADD then the fact that Base Armor on Each of the different types of tanks is respective of their Tanking itemisation where Juggernauts/Powertech and their Republic counterparts Have a higher Defence (avoidance) and their Armour is applied Half as often as a Armor dependant tank such as the Shadow or Assassin that relies on the Mitigation of the armour over TWICE as often.

 

ALL of this will inevitably render the tank as the WEAKEST and Last choice for Flashpoint and Operations groups.

I have no idea its effects in PVP I play only to RAID. But a Change to fix PVP that destroys the optimal viability of a class Spec is a BAD change. PVP will need to be adjusted some other way.

 

My Own personal Circumstances and Whine is in the Spoiler because Im sure people dont want to see it :)

But these changes could spell the end of the game for me. And there is no other game id rather play.

 

My guild has 4 tanks and down to 8 man raiding due to population. I am the only Assassin tank. I compete for every raid spot. I do not play Alts. My Guild is clearing Explosive Conflict Hard Mode in a single night of raiding. If my character becomes unviable in raid content at this level it destroys the entire game for me. I can no longer play the part of the game I enjoy without having to reroll to a new class I know nothing about, level to 50 and still not have the means to gear to the level the guild is currntly at. It means Bye bye to my friends I have to find a guild my gear level to gear up...etc etc Its just not worth the Monthly fee.

 

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I understand that the nerf is painful. For example they removed our machine gun sniper build. What i did not like is how often asassins tanks were using a generator. I can never imagine my pt tank using a generator instead of shield. We have more passive mitigation, but defensive cooldowns? Its a complete joke. Nothing pt has is of thr magnitute of force shroud.

 

Inquisitor as a whole is a class full of utilities and goodies but only when you go into each AC you are amazed how much good stuff they have.

 

And on top of this, the complete utter dominance in many pvp scenarios. How often have i seen these guys defending solo a point and how often you had to commit more players to actually be able to take the point.

 

And invisibility... The ability to open first in a duel it is crazy. I know you dont have something like hidden strike, but omg what a powerful tool that is. Being able to fight somebody always on your terms is insanely powerful.

 

What you've considered as granted, other classes could never even dream of having. With so much versatility, i think its ok that they got some nerfing.

Edited by NoTomorrow
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I understand that the nerf is painful. For example they removed our machine gun sniper build. What i did not like is how often asassins tanks were using a generator. I can never imagine my pt tank using a generator instead of shield. We have more passive mitigation, but defensive cooldowns? Its a complete joke. Nothing pt has is of thr magnitute of force shroud.

 

Inquisitor as a whole is a class full of utilities and goodies but only when you go into each AC you are amazed how much good stuff they have.

 

And on top of this, the complete utter dominance in many pvp scenarios. How often have i seen these guys defending solo a point and how often you had to commit more players to actually be able to take the point.

 

And invisibility... The ability to open first in a duel it is crazy. I know you dont have something like hidden strike, but omg what a powerful tool that is. Being able to fight somebody always on your terms is insanely powerful.

 

What you've considered as granted, other classes could never even dream of having. With so much versatility, i think its ok that they got some nerfing.

 

I understand the strengths of an Assassin.

A Tank that can not tank renders the specialisation useless. What the changes do to the Darkness (Tank) tree basically do this:

 

"Darkness tree is for the Assassin that trades in the DPS of Deception for a little more survivability in PVP but not as much to be an effective tank in PVE"

 

The changes fundamentally Cripple Darkness as an effective tank. You may as well change the role description on Assassin to a 3 fold DPS Class Like Marauders and Sentinels are.

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I understand that the nerf is painful. For example they removed our machine gun sniper build. What i did not like is how often asassins tanks were using a generator. I can never imagine my pt tank using a generator instead of shield. We have more passive mitigation, but defensive cooldowns? Its a complete joke. Nothing pt has is of thr magnitute of force shroud.

 

Inquisitor as a whole is a class full of utilities and goodies but only when you go into each AC you are amazed how much good stuff they have.

 

And on top of this, the complete utter dominance in many pvp scenarios. How often have i seen these guys defending solo a point and how often you had to commit more players to actually be able to take the point.

 

And invisibility... The ability to open first in a duel it is crazy. I know you dont have something like hidden strike, but omg what a powerful tool that is. Being able to fight somebody always on your terms is insanely powerful.

 

What you've considered as granted, other classes could never even dream of having. With so much versatility, i think its ok that they got some nerfing.

 

We're not talking about PvP. If you've missed that point so far then you have nothing to add to this thread.

 

Secondly you're taking about the mis-use of a tanking tree. The changes made do nothing to prevent that. Darkness still offers better survival than the alternative trees, with the same damage output. Anyone playing Darkness now will continue to do so in PvP, because frankly it's better than rolling the other two.

 

Bioware need to stop mindlessly nerfing the builds Assassin players are migrating to in PvP and ask themselves why no one actually wants to play their pure DPS specs instead.

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We're not talking about PvP. If you've missed that point so far then you have nothing to add to this thread.

 

Secondly you're taking about the mis-use of a tanking tree. The changes made do nothing to prevent that. Darkness still offers better survival than the alternative trees, with the same damage output. Anyone playing Darkness now will continue to do so in PvP, because frankly it's better than rolling the other two.

 

Bioware need to stop mindlessly nerfing the builds Assassin players are migrating to in PvP and ask themselves why no one actually wants to play their pure DPS specs instead.

 

The myth about no asassin playing DPS specs is the same as the myth about nobody playing operatives. There are quite many of them. Frankly i see less lightning sorcs, less AP PT (lol ppl domt even recognize the PT mobility cooldown) , less Engineering snipers, less lethality ops than madness asassins.

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