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Sith Inquisitor/Jedi Sage Electrocute - please fix


Quizshow

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Excuse me BIO ... but reducing range for Sith inquisitor/Jedi Sage ELECTROCUTE from 30m to 10m has rendered one of the most valuable pvp tools for this class almost worthless (which is probably your point). But, hell it may as well be a melee now, and its value as an interrupt in pve is all but lost. - side note, stuns are what pvp is about and if melee gets on top of clothies we're dead. It's all we have, so deal with it!

 

Yaaaaay .... no more force cost. Who cares!? If you're that squishy and the enemy's that close, you already did something wrong. In which case ELECTROCUTE would have been nice 20m ago.

 

So I say, no force cost for an ability with almost no strategic value = no point. Please fix. And while you're at it please fix OVERLOAD, its value in pvp has also (almost) been lost. The most squishy class must now turn and aim if they wish to knock anything back, or otherwise stun inside 10m!?

 

Too many "precious tanks" complaining... really!? So dumb!

 

Sorry to say, but these are not improvements

Edited by Quizshow
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I have to say, I never realized how often I used electrocute until I was doing dailies on Belsavis on Wednesday. As a healer with a DPS companion, I realize I used this ability all the time, FROM MAX RANGE. That interrupt and stun were helpful in keeping mobs from closing in on me and my companion, and that 4 seconds when they're helpless were a good time to get in some good damage. Plus in flashpoints, I could use both it and jolt to interrupt those nasty heat beams that lots of mobs like to use (especially the droids in D7) FROM MAX RANGE, and now I can only interrupt one. My value as a healer has dropped just a little bit, I feel, not having that stun/interrupt.

 

This is one ability that should have two different abilities for PVE/PVP. If they want to make it 10m for PVP, then when you enter a PVP zone, have it toggle to the PVP ability. But for PVE, it needs to stay 30m. If I'm in melee range of most mobs, I'm doing something terribly wrong.

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As said (so often) by the one who doesn't play the class. Either way, CC and stuns are what pvp is all about. I say deal with it. Meanwhile the change negates most of the ability's value in pve, something melee may (also, along with casters) not prefer in ops situations. Approaching this issue from a pvp standpoint alone is not valid, whether you agree with the changes or not.

 

Therefore, the argument is not "working as intended, move along," but rather, "working as intended when, and for who?"

Edited by Quizshow
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I have to say, I never realized how often I used electrocute until I was doing dailies on Belsavis on Wednesday. As a healer with a DPS companion, I realize I used this ability all the time, FROM MAX RANGE. That interrupt and stun were helpful in keeping mobs from closing in on me and my companion, and that 4 seconds when they're helpless were a good time to get in some good damage. Plus in flashpoints, I could use both it and jolt to interrupt those nasty heat beams that lots of mobs like to use (especially the droids in D7) FROM MAX RANGE, and now I can only interrupt one. My value as a healer has dropped just a little bit, I feel, not having that stun/interrupt.

 

This is one ability that should have two different abilities for PVE/PVP. If they want to make it 10m for PVP, then when you enter a PVP zone, have it toggle to the PVP ability. But for PVE, it needs to stay 30m. If I'm in melee range of most mobs, I'm doing something terribly wrong.

 

This prettu much sums up my thoughts, from what I understand PvP has not benefited from the change. If there are too many stuns they need to address this not just nerf the range of an ability.

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Yes.. many stated this during PTS and now everyone is saying it.

 

This PVP nerf is pissing off those PVE players that use the feature that just got hosed. I don't PVP, but I do PVE and this nerf basically changed how I'm having to do several PVE only activities.

 

NOT HAPPY! Please put it BACK to 30 m range. :mad:

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I got every class, and i notice that electrocute nerf puts inquis and sages behind the curve.I go into pvp and get mass cc'd by every other class and no real way of returning the favor since most of them are out of range when I try to use it.So yeah the nerf was a over nerf, however Id be happy if they took all stuns out of the game.
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Excuse me BIO ... but reducing range for Sith inquisitor/Jedi Sage ELECTROCUTE from 30m to 10m has rendered one of the most valuable pvp tools for this class almost worthless (which is probably your point). But, hell it may as well be a melee now, and its value as an interrupt in pve is all but lost. - side note, stuns are what pvp is about and if melee gets on top of clothies we're dead. It's all we have, so deal with it!

 

Yaaaaay .... no more force cost. Who cares!? If you're that squishy and the enemy's that close, you already did something wrong. In which case ELECTROCUTE would have been nice 20m ago.

 

So I say, no force cost for an ability with almost no strategic value = no point. Please fix. And while you're at it please fix OVERLOAD, its value in pvp has also (almost) been lost. The most squishy class must now turn and aim if they wish to knock anything back, or otherwise stun inside 10m!?

 

Too many "precious tanks" complaining... really!? So dumb!

 

Sorry to say, but these are not improvements

This may not be an improvment to Sorcs and Sages, but it is one hell of an improvement from being stunned half way across Huttball.

 

A fellow Sorc/Sage even said:

As a healer with a DPS companion, I realize I used this ability all the time, FROM MAX RANGE.

 

This isn't so fun when you're on the other end. Besides you still have Force Lift.

Edited by TalkingDinosaur
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This may not be an improvment to Sorcs and Sages, but it is one hell of an improvement from being stunned half way across Huttball.

 

A fellow Sorc/Sage even said:

 

 

This isn't so fun when you're on the other end. Besides you still have Force Lift.

 

Well I would just reiterate what’s been said already, that if players of this game can’t handle stuns at a distance then BW should rework mechanics of their pvp gear (for added stun resistance), or just nerf these abilities for wz only. To also make the ability nearly useless in pve is just dumb.

 

Also, with regard to stuns in pvp (I know…. it’s not wow but) wow makes use of several stuns activated from a distance while managing to have some of the most dynamic, yet successfully balanced, pvp that mmo has to offer. Honestly, wow pvp still exceeds swtor by a long shot, and in this area BW needs to accept a few more of their axioms.

 

-And I don’t mean that as an insult. I enjoy swtor … a lot! However, there’s nothing wrong with taking ideas from other games, especially if it works… like say, I don’t know, … all your basic functionality, actionbars, and game play ;)

Edited by Quizshow
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I'm being pedantic.

 

And there's much truth in what I said.

 

Inceptualize it.

 

Go deeper.

 

Lol..... If you want we can call Chris Nolan, but I'm pretty sure you mean "conceptualize it?"

 

Fact is, considering the relative nature of this argument your point is wrong. Players are not so much saying the "ability" needs "fixed" as they are saying several game dynamics have been negatively impacted by this change, beyond pvp. And, that "that" needs reconsidering, .... or possibly "corrected."

 

Correct: to counteract the operation or effect of (something hurtful or undesirable). To make a correction or corrections to something. To fix.

 

It could also be argued there are more effective ways of dealing with stuns in pvp, such as "usable relics."

 

Conceptualize it ;)

Edited by Quizshow
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I came to this game at the start because it was a Story Based MMO.

 

I have found that I enjoy this Story for the classes in a PvE environment, I do not believe it is in the PvP warzones.

 

My Story Based MMO experience is being eroded by the nerf to my classes that directly affect my ability to play these classes properly as a ranged dps is not a melee range fighter.

 

Electrocute has saved groups I have been in when a cc breaks, or an add comes up, in Heroic Fps by my healer (which does not stand in a melee range if at all possible) and gave us the time needed to avoid a wipe.

 

Thanks for making ranged dps melee, now give us the defenses and ability to survive the forced melee tactics.

 

I also find the "Improved" Force Wave / Overload pathetic in PvE as well.

 

This is also for the Mercenaries and the other nerfs that have affected PvE for a PvP "Balance".

 

The Balance is a Lie, there is only Pwnage. Through Pwnage, I gain lols. Through lols, I gain superiority complex. Through superiority complex, I gain Elitism. Through Elitism my self worth improves, The PvP shall support my Ego.

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