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Powertech in 1.4......Devs please read


nDjiin

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As it stands now, I will stop playing altogether if the nerf goes ahead unchanged - the obvious reasons being that my main toon will be uncompetitive in PvP and will bring down the DPS of the raid in PvE. But the main reason is this : If BW can go ahead and make such a dumb change to a class and then go ahead and let it go live, then what else are they capable of doing to the game? I no longer think the chance of having 10 months worth of work ruined is worth the risk. And believe me I am really sorry to have to say this.

 

I really think pyro will be fine in 1.4. You need to wait to see it on the ground before you give it all up.

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So the nerf is range on TD and IM ? Can't see the problem, played a few wz last night without using IM, rapid shots set them on fire most of the time. So I can still open from range with rail shot. I'm not speced for TD anyways so no biggie for me there. If anything this change keeps my heat down a little better, my DPS was still on paar when I was using IM.

 

Can't see what all the whining is about and tbh I can't see the cry's for nerfs stopping here either.

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So the nerf is range on TD and IM ? Can't see the problem, played a few wz last night without using IM, rapid shots set them on fire most of the time. So I can still open from range with rail shot. I'm not speced for TD anyways so no biggie for me there. If anything this change keeps my heat down a little better, my DPS was still on paar when I was using IM.

 

Can't see what all the whining is about and tbh I can't see the cry's for nerfs stopping here either.

 

/agree

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So the nerf is range on TD and IM ? Can't see the problem, played a few wz last night without using IM, rapid shots set them on fire most of the time. So I can still open from range with rail shot. I'm not speced for TD anyways so no biggie for me there. If anything this change keeps my heat down a little better, my DPS was still on paar when I was using IM.

 

Can't see what all the whining is about and tbh I can't see the cry's for nerfs stopping here either.

 

The what is the point of them being in the tree? If they can't be used effectively and will take even more precious points away from Steely Resolve, Prototype Cylinders etc (points that were useful pre 1.4 will be a must post 1.4). Basically they have not put much thought into this particular class update. BW has stated many times that they want no class to be better than another and yet they continue churn out these nonsense updates where one class is nerfed and another is buffed - more often than not, they are classes that were considered equals in both PvP and PvE.

 

At the very least a decent closer will make what is a very boring class much more fun to use. I cannot understand how any Powertech player would be against this - from a functionality AND an enjoyment Point of view..

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I know I'm not in the correct area, but these "range nerfs" will affect Trooper Vanguards too and since I'm leveling an Assault Specialist vanguard (the mirror for the Pyro Ptech) I will also be jeopardized with these changes.

 

Below is a quote of mine in the Trooper's thread discussing this:

 

I understood everything that you said, for real, but let's think better...

 

If i wanted to stay in melee range and if assault vanguards were supposed to be in melee range (except the Shield Specialist since their role is pretty clear that they need to stay in such range and withstand damage while others DPS from distance), they should use blades / sabers and not rifles.

 

I know it's something implemented since the beginning but it's kinda nonsense.

 

I already have a Commando, but mine is a Combat Medic and I rerolled a Vanguard because I wanted to do damage from medium range (not longe range as Gunslingers / Snipers) and still use the heavy armor and blaster rifle.

 

As I said above, to me, nerfing the cryo grenade is no big deal since I use the harpoon to bring the stronger mobs close to me, then use it, stock strike / riot and then back off to damage from distance ( ~20 mt) but nerfing the assault plastique to me is nonsense.

 

You may not agree with what I'm saying, but I'm pretty sure that many other assault vanguards out there that read what I just said will agree with me.

 

Yesterday I was having a group convo among the assault vanguards in my guild and they all said that I've got a point with all of this.

 

And people laughed to what I wrote... ok then... I'm "Mr. Wrong" here to think that such classes aren't melee.

 

On that note... I was thinking about leveling a Prototype or Pyro Ptech to mirror my Assault Vanguard, but with these ridiculous range nerfs I'm not sure if I'll do that.

 

I even already have almost the full Hydra set (but the bracers) waiting in my vault.

Edited by Haggardbr
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I know I'm not in the correct area, but these "range nerfs" will affect Trooper Vanguards too and since I'm leveling an Assault Specialist vanguard (the mirror for the Pyro Ptech) I will also be jeopardized with these changes.

 

Below is a quote of mine in the Trooper's thread discussing this:

 

 

 

And people laughed to what I wrote... ok then... I'm "Mr. Wrong" here to think that such classes aren't melee.

 

On that note... I was thinking about leveling a Prototype or Pyro Ptech to mirror my Assault Vanguard, but with these ridiculous range nerfs I'm not sure if I'll do that.

 

I even already have almost the full Hydra set (but the bracers) waiting in my vault.

 

You were laughed at for good reason. The devs always intended for Vanguards and Powertechs to operate within 10m. Giving a class that is obviously a soldier type class something other than a blaster rifle or the blaster pistol would just be silly. These two classes are primarily melee while the other advanced class is primarily ranged. This is basically the exact same thing as Sorc/Assassin. If an Assassin complained about being most effective in melee range despite sharing some of the same abilities as the ranged class, they would be laughed at too.

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I'd say nerf the damage of cgc and add some mobility on the pyro tree. If were supposed to stay melee range we need to have a semi-gap closer or instead put IM and TD in 15m range. Sweltering heat was also nerfed, which will further slow us down. I just don't think it is a balanced nerf.
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I'd say nerf the damage of cgc and add some mobility on the pyro tree. If were supposed to stay melee range we need to have a semi-gap closer or instead put IM and TD in 15m range. Sweltering heat was also nerfed, which will further slow us down. I just don't think it is a balanced nerf.

 

Thanks God someone thinks like me.

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I used this on another thread. I know that I won't get everyone to agree, but this is my opinion.

 

No, we should not get a leap. We should keep it where it is in the shield tech tree and keep our pull.

 

First of all, with a leap and pull, we would be incredibly over powered.

 

Second, the reason we were nerfed was our ability to blow people up as soon as they came in to our 30m range. Giving us a leap would undo the nerf and honestly, we needed a nerf. We put out insanely high numbers, or at least us good pyros.

 

Third, removing leap from the shield tech tree (which I play most of the time for pve) would take the last good thing about it away. The leap is the ONLY thing they have over pyros in pvp. They are a little bit less squishy but don't put up nearly as good dps numbers. Making the leap universal would make the tree almost worthless.

 

Fourth, quit calling us a melee class. We have ONE attack that has a 4m range. Mara's are melee. If they are not close, they can do nothing. They need a leap. We are mid range. 10m is more than enough to kite melee and dish out damage. Melee need leaps, we do not.

 

Switching grapple and rocket leap would not fix the problem in any case. Pyros would go back to being OP and shield techs would become near worthless. It would be a band aid solution to quell QQ threads.

 

PROPOSAL: Leave grapple and leap as is. Put our slow back to 50%, I hate this 30% crap. Re build "energy re-bounder" so that it increases our movement speed by 7.5%/15% OR include on "Deguass" while energy shield is active, you move 30/60% faster. We would be able to move faster and keep people slowed while we were in 10m. We would have a "gap closer" of sorts and be able to keep people in our 10m sweet spot. In pve we could close gaps efficiently with the speed boost and we would still put out similar numbers to what we do now

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I used this on another thread. I know that I won't get everyone to agree, but this is my opinion.

 

No, we should not get a leap. We should keep it where it is in the shield tech tree and keep our pull.

 

First of all, with a leap and pull, we would be incredibly over powered.

 

Second, the reason we were nerfed was our ability to blow people up as soon as they came in to our 30m range. Giving us a leap would undo the nerf and honestly, we needed a nerf. We put out insanely high numbers, or at least us good pyros.

 

Third, removing leap from the shield tech tree (which I play most of the time for pve) would take the last good thing about it away. The leap is the ONLY thing they have over pyros in pvp. They are a little bit less squishy but don't put up nearly as good dps numbers. Making the leap universal would make the tree almost worthless.

 

Fourth, quit calling us a melee class. We have ONE attack that has a 4m range. Mara's are melee. If they are not close, they can do nothing. They need a leap. We are mid range. 10m is more than enough to kite melee and dish out damage. Melee need leaps, we do not.

 

Switching grapple and rocket leap would not fix the problem in any case. Pyros would go back to being OP and shield techs would become near worthless. It would be a band aid solution to quell QQ threads.

 

PROPOSAL: Leave grapple and leap as is. Put our slow back to 50%, I hate this 30% crap. Re build "energy re-bounder" so that it increases our movement speed by 7.5%/15% OR include on "Deguass" while energy shield is active, you move 30/60% faster. We would be able to move faster and keep people slowed while we were in 10m. We would have a "gap closer" of sorts and be able to keep people in our 10m sweet spot. In pve we could close gaps efficiently with the speed boost and we would still put out similar numbers to what we do now

 

Thats actually a very sensible proposal that could work in PvP and PvE.

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Fourth, quit calling us a melee class. We have ONE attack that has a 4m range. Mara's are melee. If they are not close, they can do nothing. They need a leap. We are mid range. 10m is more than enough to kite melee and dish out damage. Melee need leaps, we do not.

 

KITE MALEE ?!?! How in blazes do you intend to kite malee?!?! We will have the WORST slow (30%) in the game so outside of hydraulic overrides (8 sec duration) there is NO kiting, a good player will ALLWAYS slow you with a 50% slo and thats the end of your kiting..

 

Your proposals on the other hand are very sensible and I do agree.

Edited by SajPl
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KITE MALEE ?!?! How in blazes do you intend to kite malee?!?!

 

I mean with a 50% snare. That paired with an electro dart is deadly for melee. Use your carbonize spray towards the end and dot em up. At this point they should be dead. Make sure you save your interrupt for ravage ;) I do agree, it is tough, it can be done in most situations though.

 

Thank you for the support of my proposal though.

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You were laughed at for good reason. The devs always intended for Vanguards and Powertechs to operate within 10m. Giving a class that is obviously a soldier type class something other than a blaster rifle or the blaster pistol would just be silly. These two classes are primarily melee while the other advanced class is primarily ranged. This is basically the exact same thing as Sorc/Assassin. If an Assassin complained about being most effective in melee range despite sharing some of the same abilities as the ranged class, they would be laughed at too.

 

No, they didn't intend Pyro Powertechs to operate within 10m ONLY.

 

IM and TD had 30m range for a reason, compared to 10m of the Immolate ability that the AP has. Pyro, from the start, was created as a 4-30m class, that could sustain it's DMG at 10+m while closing the cap to 10m and even 4m. This is what BWs actions prove, if you look at the abilities, and their range. (This is what justifies the lack of a PROPER gap closer for the Pyro).

 

APs 10m (and lack of PROPER gap closer) is justified by the 15% speed buff (in combat), and the 30% speed boost and immunity to all but stuns/mezzs. But, even those are sometimes not enough to keep you on target, and require you to switch targets (no good in rateds, while you still do numbers, but those numbers don't matter if you can't DMG the targets you need to)

 

Shield Tech does not have these, and such, they get a PROPER gap closer (leap).

 

Now, how can you justify Pyro's 10m, when they even got a nerf to their snare?

 

What BW did, is render the 10+m DMG input low and unreliable, due to IM 10m and TD 10m. They also made closing 30m->10m harder, taking even longer time, again lowering DMG input due to snare 50%->30%. And then, there is the heat. By lowering the window of DMG, they are making heat more unmanageable - again - lowering DPS.

Not to mention a clear indirect buff to all classes that didn't have a 30m stun. They still kept their stuns.

 

The 4-30m is what mathematically goes to show the great numbers that the Pyro does. Because it can do DMG 24/7, and can't be LOSd with all instant casts. It needs no gap closer, as it can start its rotation and move closer to the target. This is very effective in all aspects. So effective, that it can be viewed as 'overpowered'. What you don't understand, is that PT does not have the burst that many other classes do have, and even with 30m range, the Pyro could be countered.

 

Now, if you remove that 24/7 DMG from the equation, where does it leave the Pyro? Where is the burst? If it can no longer do DMG as often, it needs a boost to it's burst.

 

Let's compare the Sniper to the PT for example:

 

Sniper wins, even if the fight starts at 4m, due to heavier burst, and the ability to render Pyros main DMG (Railshot) obsolete. And no, you can't LOS a sniper as a Pyro. Not enough heavy DoTs, and not enough range.

 

What about the marauder? Again, marauder wins. More burst, better defenses, one that again renders the main DMG ability of the Pyro obsolete.

 

Operatives/Shadows can do something, if they know how to play against a Pyro. Sorcs are screwed tho.

 

And, before you go all butt hurt and scream 'this is not 1v1', I don't mean 1v1. I mean situations, where team A needs to kill a member of team B. If team A has a Pyro(s) DPS on that/those member(s) of team B, who/which happens to be either sniper(s)/marauder(s), team B has the advantage.

 

The Pyros that do huge DMG numbers at the end of the match, are those, who change their targets constantly, due to that heavy Railshot being ranged (shieldable/dodgeable/armor reduction). This means, that the Pyro can't do DMG to any target they want to (Compared to the AP, which can pretty much melt anything, regardless of the class/cooldowns they have on).

 

No, the range reduction is nothing more than BW giving into QQ and Cry from class x concerning class y, and doing the easiest fix possible.

 

Doing it right, would've required some effort.

 

I mean, I suggested TD 10m, putting it live, and seeing how it works. But IM 10m is just a joke. BW can't do subtle changes. They think they can do a million correct changes in one patch, because they are always right.

 

And, if only they would even give us the ability to test these changes. But after 10+ hours of queuing on the PTS in prime time, I have given up.

 

Maybe BW gave up as well.

 

I mean with a 50% snare. That paired with an electro dart is deadly for melee. Use your carbonize spray towards the end and dot em up. At this point they should be dead. Make sure you save your interrupt for ravage ;) I do agree, it is tough, it can be done in most situations though.

 

Thank you for the support of my proposal though.

 

Your proposal brings the Pyro closer to AP as far as justifying the lack of a leap. It could work, but then again, the specs would not feel that different would they?

 

And no, ravage can't be interrupted anymore, nor can you kite your way out of it without a corner right next to you, and you won't have against a good mara. The only chance of surviving a massive ravage from a carnage mara (rooted, and HO won't save you), is to use either of our stuns, since we have no kbs. Use carb, you need electro for Undying Rage. In rateds tho, you will most likely get stunned before that ravage by the maras teammate (if they are good), so it's up to your teammates to save you. Also, this means you can't use your stuns to ''dot 'em up''. And, their shield will make all your DMG obsolete, not to mention you would take some DMG back anyway. Oh, and then they have the stealth...And by that time, even before requiring to stealth, they can leap to a lone enemy target to escape taking burst in, if they know how to target. Most don't, since most maras are just blind DPS machines. They might tab target and back to interrupt a healer, but that's it. And they think they're so hard to play. I think by this time, a healer has taken notice, and that's a non dead mara yet again. Wait for a few secs and it's back with it's CDs. Unlike the Pyro, you can't really kill a mara with burst DPS. A good mara can really do some magic.

Edited by SneiK
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No, they didn't intend Pyro Powertechs to operate within 10m ONLY.

 

IM and TD had 30m range for a reason, compared to 10m of the Immolate ability that the AP has. Pyro, from the start, was created as a 4-30m class, that could sustain it's DMG at 10+m while closing the cap to 10m and even 4m. This is what BWs actions prove, if you look at the abilities, and their range. (This is what justifies the lack of a PROPER gap closer for the Pyro).

 

APs 10m (and lack of PROPER gap closer) is justified by the 15% speed buff (in combat), and the 30% speed boost and immunity to all but stuns/mezzs. But, even those are sometimes not enough to keep you on target, and require you to switch targets (no good in rateds, while you still do numbers, but those numbers don't matter if you can't DMG the targets you need to)

 

Shield Tech does not have these, and such, they get a PROPER gap closer (leap).

 

Now, how can you justify Pyro's 10m, when they even got a nerf to their snare?

 

What BW did, is render the 10+m DMG input low and unreliable, due to IM 10m and TD 10m. They also made closing 30m->10m harder, taking even longer time, again lowering DMG input due to snare 50%->30%. And then, there is the heat. By lowering the window of DMG, they are making heat more unmanageable - again - lowering DPS.

Not to mention a clear indirect buff to all classes that didn't have a 30m stun. They still kept their stuns.

 

The 4-30m is what mathematically goes to show the great numbers that the Pyro does. Because it can do DMG 24/7, and can't be LOSd with all instant casts. It needs no gap closer, as it can start its rotation and move closer to the target. This is very effective in all aspects. So effective, that it can be viewed as 'overpowered'. What you don't understand, is that PT does not have the burst that many other classes do have, and even with 30m range, the Pyro could be countered.

 

Now, if you remove that 24/7 DMG from the equation, where does it leave the Pyro? Where is the burst? If it can no longer do DMG as often, it needs a boost to it's burst.

 

Let's compare the Sniper to the PT for example:

 

Sniper wins, even if the fight starts at 4m, due to heavier burst, and the ability to render Pyros main DMG (Railshot) obsolete. And no, you can't LOS a sniper as a Pyro. Not enough heavy DoTs, and not enough range.

 

What about the marauder? Again, marauder wins. More burst, better defenses, one that again renders the main DMG ability of the Pyro obsolete.

 

Operatives/Shadows can do something, if they know how to play against a Pyro. Sorcs are screwed tho.

 

And, before you go all butt hurt and scream 'this is not 1v1', I don't mean 1v1. I mean situations, where team A needs to kill a member of team B. If team A has a Pyro(s) DPS on that/those member(s) of team B, who/which happens to be either sniper(s)/marauder(s), team B has the advantage.

 

The Pyros that do huge DMG numbers at the end of the match, are those, who change their targets constantly, due to that heavy Railshot being ranged (shieldable/dodgeable/armor reduction). This means, that the Pyro can't do DMG to any target they want to (Compared to the AP, which can pretty much melt anything, regardless of the class/cooldowns they have on).

 

No, the range reduction is nothing more than BW giving into QQ and Cry from class x concerning class y, and doing the easiest fix possible.

 

Doing it right, would've required some effort.

 

I mean, I suggested TD 10m, putting it live, and seeing how it works. But IM 10m is just a joke. BW can't do subtle changes. They think they can do a million correct changes in one patch, because they are always right.

 

And, if only they would even give us the ability to test these changes. But after 10+ hours of queuing on the PTS in prime time, I have given up.

 

Maybe BW gave up as well.

 

 

 

Your proposal brings the Pyro closer to AP as far as justifying the lack of a leap. It could work, but then again, the specs would not feel that different would they?

 

And no, ravage can't be interrupted anymore, nor can you kite your way out of it without a corner right next to you, and you won't have against a good mara. The only chance of surviving a massive ravage from a carnage mara (rooted, and HO won't save you), is to use either of our stuns, since we have no kbs. Use carb, you need electro for Undying Rage. In rateds tho, you will most likely get stunned before that ravage by the maras teammate (if they are good), so it's up to your teammates to save you. Also, this means you can't use your stuns to ''dot 'em up''. And, their shield will make all your DMG obsolete, not to mention you would take some DMG back anyway. Oh, and then they have the stealth...And by that time, even before requiring to stealth, they can leap to a lone enemy target to escape taking burst in, if they know how to target. Most don't, since most maras are just blind DPS machines. They might tab target and back to interrupt a healer, but that's it. And they think they're so hard to play. I think by this time, a healer has taken notice, and that's a non dead mara yet again. Wait for a few secs and it's back with it's CDs. Unlike the Pyro, you can't really kill a mara with burst DPS. A good mara can really do some magic.

 

A great post, I am glad to see someone else not only agrees with me but has also backed it up with stats. A gap closer would have made this class nerf easier to swallow, but it seems BW has ignored the many many threads on the subject and gonna ahead with it.

 

I am going to try it out but I am not sure if the Pyro tree will not be a viable class after a certain level of play. I really hope I am wrong.

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A great post, I am glad to see someone else not only agrees with me but has also backed it up with stats. A gap closer would have made this class nerf easier to swallow, but it seems BW has ignored the many many threads on the subject and gonna ahead with it.

 

I am going to try it out but I am not sure if the Pyro tree will not be a viable class after a certain level of play. I really hope I am wrong.

 

Pyrotech (Powertech)

 

Sweltering Heat's snare has been reduced to 30%.

Incendiary Missile's range has been reduced to 10 meters.

Thermal Detonator's range has been reduced to 10 meters.

 

big nerf is coming,

time to abandon ship,

wait, we already did.

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As a Powertech Pyrotech from day one and seeing the thread I just had to comment.

 

I find it ridiculous that a PT can say that with this nerf they will be useless in regards to PVE. We put out huge damage this nerf aint gonna matter just pop Thermal Sensor Override and missile blast instead or thermal dart or unload if you dont need to move while doing it.

 

Do not complain about a PT in regards to PVP and these changes you are just embarrassing yourself.

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As a day -14 Powertech I can say, that a change was needed. That is not the issue. The change should have been different, is what people is saying.

 

I'll be rocking with my AP even harder now, so I'm not worried that PT Pyro got the 'BW' treatment.

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Going to throw in my own thoughts on 1.4 PT Pyros.

 

Edit: Didn't realize they split the cooldowns on TD and ED.

 

We are much closer to a melee class now than we are a ranged class. Our gap closer lies deep in the tanking tree and is unreachable for dps builds that need it. It could be argued that grapple is our closer, but that has negative team play implications. If I have 2 teammates that gap close with a charge, and I want to grapple, and pull the target away, that is an issue. Grapple is the minority form of a gap closer, and it doesn't gel well with players that want to charge. PT charge needs to be much easier to spec into, or be integrated into the advanced class without spec.

 

Melee classes tend to have greater defensive cooldowns. Energy shield is relatively strong, kolto overload is not. With the strength of PT before the patch, this was nothing to complain about, but with the changes, kolto overload needs to be looked at relative to defensive cooldowns from other melee dps classes.

 

More than anything, I would like to know if the class/combat designers think we are insane, or agree with some of our concerns, and maybe we'll have something to look forward to. I am putting my name to this post. I am Approxy on Begeren Colony and I've played Played this spec since level 10 and am a notable player on my server. That doesn't make me special, I am just saying I both know and care about this class.

 

I am not saying the sum of our class is bad now, but I do think the class is more clunky from a fun factor/design perspective.

Edited by Rylorn
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As a Powertech Pyrotech from day one and seeing the thread I just had to comment.

 

I find it ridiculous that a PT can say that with this nerf they will be useless in regards to PVE. We put out huge damage this nerf aint gonna matter just pop Thermal Sensor Override and missile blast instead or thermal dart or unload if you dont need to move while doing it.

 

Do not complain about a PT in regards to PVP and these changes you are just embarrassing yourself.

 

Operator IX in Terror From Beyond HM is a perfect example of this nerf really effecting the Powertech DPS. The fight is a massive DPS check and there is a lot of running about with no room for mistakes. A closer would sort this issue out as it is only the PT DPS that are going to have an issue.

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Did you not see how long it took them to give commando's an interrupt. I imagine we will get an aggro dump, just like every other class, .......sometime next summer.

 

Have you seen how they broke the mercs arsenal tree? They still haven't fixed it, and it's been over 6 months I think.

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You know what I really hate about this update to the powertech? It has made it even more boring to play than it ever was. If you thought the Pyro was a 'one' button spammer before this then u havent seen anything yet.

 

TD seems to always be out of range or on CD, removing our snare AND the stun was a move of an idiot. Cant reach target, so its more Rapid shot and then FB when we get into range. Throw in some RP to proc our Rails and thats about it.

 

What fun. I really had high hopes when they announced that the PT was going to be made in to more of a melee class. I was thinking great - finally they will make it into an interesting class to play. But no, they took they easy option and came up with something that could only have been thought of by some one that has not only never played the class or SWTOR but maybe even an MMO.

 

Recently this section of the forums has been packed with great suggestions as to what to do with the powertech, but instead of utilizing the wealth of gaming experience and trying out some of the suggestions, they are completely ignored.

 

BW you want people to stay with SWTOR, then you are going to have to be a lot smarter than this. The latest operation shows that you have some very clever people on your team, so fire the moron who is coming up with these class updates and get someone else on the case.

Edited by nDjiin
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I agree with the OP. Give Pyrotechs Jump Charge and I won't be as pissed about all the range nerfs. It is a totally different class now that we have become straight melee and I'm not happy about it. Thanks Bioware for ruining PVP for our class with your brain dead patch.
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