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it would be nice :p

.......until we get nerfed :D

 

 

anyway, so with the sniper questions/answers in mind, i was wondering if it would be too outlandish to propose a compromise with lowering tech override's cooldown and... not lowering it.

 

basically, limit the ability that can be used. this would be a problem in and of itself if it were just 'only on charged bolts' or something, but perhaps tie the ability to what cell you're in.

 

plasma cell: charged bolts

armor piercing cell: grav round

combat support cell: medical probe

i don't feel that adv medical probe is appropriate there because it normally has a cooldown.

it seems to me that it should be a skill that can be used immediately.

 

 

anyway, so along with that, there's already a talent for gunnery to add an extra charge and lower the cooldown. this could be edited to reduce it from 1m to 45s

 

a talent could be added to combat medic (maybe a replacement for frontline medic?) that additionally reduces the cost or additionally could include adv medical probe as well. i feel AMP could fit into this skill, but maybe not as a basline (if we were to pick one)

 

i don't feel that it's a necessary skill for assault specialist, but if a talent were added, perhaps it could include plasma grenade or give charged bolts a 100% chance to trigger plasma cell (of course, i will still like this as an actual talent for AS)

 

 

 

i also had an idea to make AP more desirable all around and overcome a big problem with assault:

have the blast sunder a target's armor. it doesn't have to be 45s, maybe 18s or something, so that AP used (mostly) on cooldown will apply the armor debuff for everyone. it additionally gives a reason to use it when there's less than 12s left until the target is dead.

it will probably be a little unintuitive though, waiting 3s to apply an armor debuff, but i think we can all agree AS desperately needs and AP needs something to make it worth taking.

 

That is a much more complicated way of improving Tech Override; all that needs to be done is make it more readily available. Lowering the cooldown is the easiest and most direct way to accomplish that.

 

 

As for AP, the DoT needs to go. Assault is *not* a DoT class. The focus of Assault on DoTs (all of which are weak at best) make the class absolute trash in PvP, even if it is sort of viable for PvE. There are ways to improve Assault that would address the lack of PvP effectiveness w/out having drastic negative effects on PvE performance.

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That is a much more complicated way of improving Tech Override; all that needs to be done is make it more readily available. Lowering the cooldown is the easiest and most direct way to accomplish that.
yes, that is easier.

 

however,

For example, we could consider changing Smuggler's Luck to increase the critical hit chance of your next Aimed Shot, Sabotage Charge, or Quickdraw by 100% (instead of Charged Burst) – but would you really want that change if it meant that another minute or two were added to Smuggler's Luck’s cooldown?

so with that mind, i think it's fair to assume that the reason it's on a 2m cooldown is because it's usable on any skill.

limiting the skills used for tech override could be something we as a community agree with as a trade-off for the lower cooldown.

 

since no spec uses all the same skills equally, tying which skill is reduced to which cell is active could be a way to overcome that hurdle.

 

i agree that it's not elegant, i just don't think that the devs are going to go for simply halving the cooldown based on the feedback i quoted.

 

 

As for AP, the DoT needs to go. Assault is *not* a DoT class. The focus of Assault on DoTs (all of which are weak at best) make the class absolute trash in PvP, even if it is sort of viable for PvE. There are ways to improve Assault that would address the lack of PvP effectiveness w/out having drastic negative effects on PvE performance.

 

i'm not sure what this has to do with my suggestion, so i don't really know how to respond to it.

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(originally posted in the merc thread, since I'm levelling a commando I'll put this here.)

 

They would nerf the output somehow to compensate. Also the three percent healing output would matter more to us if they didn't balance our heals to include them.

 

The way I look at it the developers will ask its to sacrifice something to get any buffs. so instead of telling only what we want, we need to tell them what we would give up.

 

Or we need our suggestions to have explanations addressing their concerns of keeping the status quo.

__________________________________________________________________________________

"With all respect (and I'm not being facetious; a great many of your posts demonstrate your clear understanding of the class), if our goal becomes to maintain the status quo, why make suggestions at all?

 

As an aside, I think our proposed suggestions and feedback will most likely be moot, since it seems from the Sniper responses that we'll most likely hear something like this:

 

"Yes we understand your concerns with (issue 1), but we feel..."

 

"Yes we understand your concerns with (issue 2), but our metrics show..."

 

"Yes we understand your concerns with (issue 3) and it's possible we might tweak it."

 

So expecting any action on any suggestion, regardless of how it's phrased, is wishful thinking at best. "

 

________________________________________________________________________

I didn't mean status quo in our perspective I mean we need to keep pve/pvp status quo by a developer’s perspective.

 

They do not want to increase our damage output, they don't want to reduce the cooldowns we have without weakening them or creating special limits. Make it tied to certain abilities, or changing them in some way.

 

What we can suggest are changes that do not change the "balance" they set. For instance, motor volley does a certain amount of damage in a 3 second channel. We could ask for it to be more front loaded for instance, so that the first tick does 50% of the damage, and the second and third do 25% 25% respectively (similar to say master strike). Changes like that they would probably be okay with. (Does not affect pve aoe damage or output at all but improves qol in pvp)

 

Just look at their design philosophy, if they give us something, root on rocket punch, they'll take away something, the knockback. We have to effectively tell them what we'd give up, or what we'd ask them to change that won't change our pve output, but make our damage more effective.

 

For instance, we could state how it's not fair that all our Aoe abilities, either are channeled, time delayed, or cast. Meaning we have a much harder time landing it on several people then say a Sorcerer's instant deathfield or a smash. We would like a less reactive and more upfront ability to deal aoe that isn't susceptible to interrupts. Change storm of bolts to be more useful in some way.

 

Or there is Kolto Shell. They will not let us as is apply it to everyone since it lasts 5 minutes. But we could ask them to change it to a rolling hot, + 5 charges of the original ability that last for say 30 seconds. That sort of change would make it more rotationally used in say keeping up a tank, and would lower the power to let us use it on multiple people. Although this would require they redesign the skill tree so the possibility of a change like this is iffy. The ability has a insanely high energy to heal output, but it’s mostly wasted in pvp, and just really useful to keep the tank up in pve. We trade some of that high heal out put to resource for a more effective heal that can be applied to multiple people.

 

Or we could ask for small quality of life changes for certain abilities, or unique situations under certain procs. Things like this will let us have "exploitable advantages" that on paper will be fine. Things like how the lethality hybrid out dps's the full lethality because use of explosive charge and orbital, but the developers don't balance based on aoe abilities as single target (because it's not their design philosophy). In other words we have to sneak in abilities that we can abuse to make us stronger that they wouldn't normally think would be used in such a rotation. Changes like increasing the radius of our plasma grenade, as well as increasing the number of people we can hit. Or we can ask them to remove the independent limit on our ion gas cylinder(cgs cylinder equivalent)

 

We're not going to get an execute, but we could ask for say more reliability on our damage. Perhaps rebalance demolition round to always crit when our grav buff is on, but remove or reduce the damage buff done due to said grav round (no more 25% damage buff). This would let us hit tanks hard (bypass shield/absorb) something that now affects the ability that didn't before 2.0, and lower our reliance on RNG. Of course the developersonly look at first order consequences, so the bypass shield/absorb part of this feature would be completely ignored. It would lower our surprised burst but give us consistent on demand burst.

 

Or things that effects pvp balance but not pve. We could state that Unload is critical to our damage output, but often times the person we unload on will immediately turn and interrupt us with a leap, thus lowering the effectiveness of the ability in PVP. It's a design flaw in our 2 point talent. We don't mind being ranged interrupted by other ranged classes, or by a melee interrupt, but considering an operative or sniper can hit people with pivotal abilities like snipe, shouldn't we be able to get the full channel off? Would the balance of the game be too disturbed if they added the hinder effect to Unload and our Overload? And if not, make our unload uninterruptible? Give them several possible solutions and they’ll have to explain no for multiple things.

 

We can ask why Snipers are the only class to be able to take another sniper out of cover. Isn't that a design flaw that the only ranged weakness to another sniper is a sniper? Is it oversight that they gave snipers the ability because the other classes once had a range stun while snipers only had a 35 meter aoe ranged mez? Please share

"distraction" among the other ranged classes to amend for the nerf to ranged stuns. Thus removing inadvertent advantage and restoring some of the intended balance of the original classes.

 

These are just some of my thoughts.

Edited by PerinnAybara
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yes, that is easier.

 

however,

 

so with that mind, i think it's fair to assume that the reason it's on a 2m cooldown is because it's usable on any skill.

limiting the skills used for tech override could be something we as a community agree with as a trade-off for the lower cooldown.

 

since no spec uses all the same skills equally, tying which skill is reduced to which cell is active could be a way to overcome that hurdle.

 

i agree that it's not elegant, i just don't think that the devs are going to go for simply halving the cooldown based on the feedback i quoted.

 

 

 

 

i'm not sure what this has to do with my suggestion, so i don't really know how to respond to it.

 

Sniper asked for another offensive buff cooldown..... you are comparing apples to oranges. Tech Override is a utility skill; it does not increase damage output. Limiting its use to certain abilities is something I would *never* agree too. In fact id prefer to leave its cooldown alone rather than to implement that change. Honestly, this community has done far too much "oh Bioware would think thats OP so lets suggest something that makes us less OP" thinking. Nothing in our class is even *close* to overpowered or overtuned. Yet what you suggest would actually take a already lack-luster utility skill and make it worse. So kindly thanks, but no thanks.

 

 

 

As for Assault Plastique, it doesnt need a armor break and it didnt need a DoT; it was 100% fine as it was, and "skill tree synergy" people can be damned. How does an armor break help its PvP performance? Assault is somewhat vialbe in PvE; a few players on this forum have proven that. For competitive PvP, it is 100% trash. Returning AP to its original design (large, delayed burst suitable for lining up with other high damage abilities), is the first step to breathing a bit of life back into the spec regarding PvP. And the overall damage done by AP would be the same as it is now; it would just be dealt all at once rather than over 12s.

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Perinn, if you meant to post this in the rep question thread, it's over here

 

No this was meant for this thread.

 

It refers to how when we think about balance changes we have to shift balance so we don't get more powerful (from a developers' perspective) but effectively increase our ability greatly.

 

Things like trading rocket punch knockback for root.

 

Things like redesigning a high heals per energy heal kolto shell for a less energy efficient but more useful heal.

 

Stuff like that.

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I thought it was for both.

 

The rng of COF procs affect us greatly in both aspects of the game which I why I agree with others in thinking it should be a little less rng.

 

It is for both.

 

And I would also like to see the CoF RNG adjusted, or replaced with a more predictable mechanic.

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yes, that is easier.

 

however,

 

so with that mind, i think it's fair to assume that the reason it's on a 2m cooldown is because it's usable on any skill.

limiting the skills used for tech override could be something we as a community agree with as a trade-off for the lower cooldown.

 

since no spec uses all the same skills equally, tying which skill is reduced to which cell is active could be a way to overcome that hurdle.

 

i agree that it's not elegant, i just don't think that the devs are going to go for simply halving the cooldown based on the feedback i quoted..

 

Then with all due respect, the developers have no idea what they are doing.

 

Tech Override's cooldown makes no sense. Limiting to fewer abilities reduces its versatility and utility, which means the cooldown should be even lower than what we're presently discussing.

 

Tech Override is used in four ways:

- Damage: Grav Round/Charged Bolts.

- Healing: Medical Probe/Advanced Medical Probe

- Area Denial: Plasma Grenade (note: this is a terribly ineffective form of area denial compared to say Force Storm, but it is an option. Others may use it for damage alone, since it is also quite nice).

- Crowd Control: Concussive Round

 

There should be a fifth option:

- Emergency Medical Probe (in-combat revive). It has an activation time and Tech Override's effect explicitly states "the next ability with an activation time" is activated instantly.

 

Now on a regular basis as a healer, I'm using 2/4 of those choices (healing/crowd control) and sometimes damage. I am by no means an expert on Gunnery, but I use 3/4 of those choices (healing/damage/crowd control) and will also use it for area denial when I have nothing else to use/can't get close enough otherwise.

 

The majority of the abilities that can use Tech Override on are: long cooldowns, ammo expensive, and/or part of your rotation, which requires their own management. Said another way: they balance themselves.

 

I usually don't make demands when discussing class changes because they aren't constructive generally, but in this situation, there really is no other option. A 2-minute cooldown on Tech Override is terrible design. There is no nice way of saying it. It was terrible design for the class to have no interrupt and no in-combat revive, too. The cooldown needs to be in the neighborhood of 1 minute with its present effect. I'd love to see the developers give their reasoning against it, but I fear it would be translated to damn-if-we-know.

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No this was meant for this thread.

 

It refers to how when we think about balance changes we have to shift balance so we don't get more powerful (from a developers' perspective) but effectively increase our ability greatly.

 

Things like trading rocket punch knockback for root.

 

Things like redesigning a high heals per energy heal kolto shell for a less energy efficient but more useful heal.

 

Stuff like that.

 

ok, i understand now. really, it was just something that stuck out from what they said.

i mean, if i could have a 60s unrestricted tech override, of course it's something i would want.

 

what if we asked that as our round of questions, and they gave us the same answer? 'would you really want a lower cooldown at the cost of being restricted in use?'

 

then, we, as a community, could discuss whether we wanted the current state for the ability or a trade-off change.

(assuming that's even going to be in the process of this whole thing)

 

 

it's not that i think 60s unrestricted tech override is OP. it's that the devs probably think that.

my point is merely a discussion about a hypothetical thing that well, may or may not even happen, because we all know how well the devs interact with the community.

 

I thought it was for both.

 

i was being facetious.

 

Then with all due respect, the developers have no idea what they are doing.

 

Tech Override's cooldown makes no sense. Limiting to fewer abilities reduces its versatility and utility, which means the cooldown should be even lower than what we're presently discussing.

 

Tech Override is used in four ways:

- Damage: Grav Round/Charged Bolts.

- Healing: Medical Probe/Advanced Medical Probe

- Area Denial: Plasma Grenade (note: this is a terribly ineffective form of area denial compared to say Force Storm, but it is an option. Others may use it for damage alone, since it is also quite nice).

- Crowd Control: Concussive Round

 

There should be a fifth option:

- Emergency Medical Probe (in-combat revive). It has an activation time and Tech Override's effect explicitly states "the next ability with an activation time" is activated instantly.

 

Now on a regular basis as a healer, I'm using 2/4 of those choices (healing/crowd control) and sometimes damage. I am by no means an expert on Gunnery, but I use 3/4 of those choices (healing/damage/crowd control) and will also use it for area denial when I have nothing else to use/can't get close enough otherwise.

 

The majority of the abilities that can use Tech Override on are: long cooldowns, ammo expensive, and/or part of your rotation, which requires their own management. Said another way: they balance themselves.

 

I usually don't make demands when discussing class changes because they aren't constructive generally, but in this situation, there really is no other option. A 2-minute cooldown on Tech Override is terrible design. There is no nice way of saying it. It was terrible design for the class to have no interrupt and no in-combat revive, too. The cooldown needs to be in the neighborhood of 1 minute with its present effect. I'd love to see the developers give their reasoning against it, but I fear it would be translated to damn-if-we-know.

respect to whom? to me? to the devs? i don't even know if this is what the developers are thinking, nor am i claiming to have great insight into their design process.

i can't even possibly know that, but i'm making a guess on their design philosophy based on their own statements.

 

 

i know that it's used for lots of abilities, and that is my point. laze target has a 1m cooldown because it's restricted to one skill (devs' words), tech override has a 2m cooldown, is usable on any cast-time skill, so it's not really outlandish to guess at the design process here.

 

so really, the point i'm making, is that what would you rather have?

 

obviously a 60s tech override being at the top of the list.

 

then, would you rather have a 2m tech override as it is now or a 1m tech override with restrictions?

 

 

i'm not making any statement to my own personal opinions on the matter, actually. i'm merely offering a starting point for discussion. really, no response to my post should include 'that's stupid' but just 'i would rather go with the current model' or 'i could give up something, i would give up x'

 

i know that no one thinks a 60s TO is op. it doesn't really need to be mentioned. i actually agree with that assessment, despite what it may appear, but this suggestion was all over the PTS forums during the 2.0 changes, where i know the devs were reading. they implemented quite a few changes, but they didn't bite on this one. i don't think it's completely out of the question to suspect that the devs thought the suggestion was overpowered.

Edited by oaceen
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respect to whom? to me? to the devs? i don't even know if this is what the developers are thinking, nor am i claiming to have great insight into their design process.

i can't even possibly know that, but i'm making a guess on their design philosophy based on their own statements.

 

To the developers. Their design process has been flawed for a while now. And if their philosophy match their own statements, their decisions actually make sense. It doesn't happen often, though.

 

And I know you're making a guess :D -- I'm just frustrated that your theory (which makes complete sense) apparently is not comprehended by the developers.

Edited by SpaniardInfinity
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To the developers. Their design process has been flawed for a while now. And if their philosophy match their own statements, their decisions actually make sense. It doesn't happen often, though.
i can agree with that.

i remember when zoeller was still a dev and he would make ridiculous statements like 'stun-locking operatives are causing people to quit the game'

 

what's even more ridiculous is that that probably happened. ignoring the fact that people have quit the game for far more ridiculous reasons and basing pvp changes on people who probably don't 'get' pvp, but rather than simply fixing the issue with adrenals, click relics, etc., he fixed all of that and nerfed them into oblivion for good measure anyway.

 

And I know you're making a guess :D -- I'm just frustrated that your theory (which makes complete sense) apparently is not comprehended by the developers.

 

i edited my post after i posted because i had more to say. oops.

(that happens way too often lol)

 

i think it's frustrating too. i know we had some threads a while back where someone came in and said 'post two sentences about how your class is perceived by others and how you perceive your class', but really, we don't know any of what happened with that process. or if anything even came about it at all.

 

i think the devs communicate in this game a lot more than lotro, which i also play, but i still feel that, since they have put it out that they're making an effort to be more communicative, perhaps they should visit the class forums every once in a while and post things like they did with the questions, rather than make us wait in line and pick only three questions, wait for a response....

 

i think at least it's a step in the right direction though. i just hope it's a step instead of the destination.

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You still dont seem to grasp the fact that the devs were addressing Snipers asking for another OFFENSIVE COOLDOWN.

 

Is Tech Override an offensive cooldown? NO.

 

Im not sure how many times/ways I can say that. Tech Override is the *only* interrupt resistance that Gunny/Assault have, and it is on an absurdly long cooldown. Using it does not increase the damage out our abilities; it simply allows us to *actually use them* in situations where it would otherwise be difficult to do so.

 

And like I said already, I would prefer TO to go unchanged than to restrict its usage. As a Gunnery Commando, I will use TO on Grav Round, Plasma Grenade, Medical Probe, and Concussive Round. If you restrict TO to only damage abilities for Gunnery, youve just removed some of my already limited amount of utility. What you are suggesting is a nerf in my eyes.

Edited by cashogy_reborn
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i don't think you're getting the purpose of my post, and i don't know why you're getting so worked up over this, but maybe you should just go ahead and put me on ignore since my posts clearly seem to upset you, which is not my intent at all. Edited by oaceen
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Honestly, this community has done far too much "oh Bioware would think thats OP so lets suggest something that makes us less OP" thinking. Nothing in our class is even *close* to overpowered or overtuned. Yet what you suggest would actually take a already lack-luster utility skill and make it worse.

 

I'm in complete agreement with this. There's no skill we have that is OP, no series of skills that are OP, no chain of attacks that are OP. Commando NEEDS to be updated/upgraded - as much as I respect you oaceen, the last thing I want to do is suggest compromises or trade offs when we have so many skills that I feel are completely mediocre. Gunnery has its weaknesses in interruptibility, Assault is a complete mess and healing I can't comment on, I just know I see less and less Commando healers.

 

Normally, I'd agree with you oaceen...just not with where we are right now.

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I'm in complete agreement with this. There's no skill we have that is OP, no series of skills that are OP, no chain of attacks that are OP. Commando NEEDS to be updated/upgraded - as much as I respect you oaceen, the last thing I want to do is suggest compromises or trade offs when we have so many skills that I feel are completely mediocre. Gunnery has its weaknesses in interruptibility, Assault is a complete mess and healing I can't comment on, I just know I see less and less Commando healers.

 

Normally, I'd agree with you oaceen...just not with where we are right now.

the thing is, i never posted my own opinion about that suggestion. honestly, i think the point that's being lost is that there's nothing to even agree or disagree with. i think people are getting so worked up that i could possibly post something like this, how dare i?

 

it seems pretty clear that people (i guess the two or three people who replied to it) would rather have a 2m unrestricted rather than a 1m restricted.

 

but that's all i was aiming for with the discussion. was that clarification of opinion.

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the thing is, i never posted my own opinion about that suggestion. honestly, i think the point that's being lost is that there's nothing to even agree or disagree with. i think people are getting so worked up that i could possibly post something like this, how dare i?

 

it seems pretty clear that people (i guess the two or three people who replied to it) would rather have a 2m unrestricted rather than a 1m restricted.

 

but that's all i was aiming for with the discussion. was that clarification of opinion.

 

I know you didnt post an opinion; you posted your own suggestion. To which I, and a couple others, have disagreed with.

 

Your proposed change to TO would be a nerf. I already said that though....

 

And I got the purpose of your post. You felt that TO being on a 60s cooldown would be asking too much (based on the Dev's response to the Sniper questions), and then suggested an alternative change (which you believe to be more inline with what the devs are willing to do).

 

 

Nobody is getting worked up. But what you suggest is a blatant nerf of an already lackluster ability. I guess I would say I am confused how you think what you suggest would be improving the class?

Edited by cashogy_reborn
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the thing is, i never posted my own opinion about that suggestion. honestly, i think the point that's being lost is that there's nothing to even agree or disagree with. i think people are getting so worked up that i could possibly post something like this, how dare i?

 

it seems pretty clear that people (i guess the two or three people who replied to it) would rather have a 2m unrestricted rather than a 1m restricted.

 

but that's all i was aiming for with the discussion. was that clarification of opinion.

 

Please don't think I'm trying to argue at all - I'm only trying to express my opinion on this. I completely agree with you in that, from their recent replies, it seems like the Developers would like a "trade" for any requests we make.

 

While I disagree with them in assuming that all classes have the ability to trade, what type of restrictions on TO's use would you suggest for a lower cooldown?

 

There are really only 3 places I use TO - to fire a GR in PvP, as a heal in PvP or PvE and to CC in both PvP and PvE. It has such a limited use as it is, that restricting any of those would kill it for me. It's an "OH ****" button most of the time for me. Were you thinking maybe give up grenade use with it? Would that be enough if a trade to possibly get a lower cooldown?

 

As Cash mentioned above, the only thing TO does, is it actually allow us to USE a skill we're trying to without interrupt - I view it as our interrupt immunity button tbh. It doesn't increase our damage output - it simply allows us to use a skill we may otherwise not be able to.

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Nobody is getting worked up. But what you suggest is a blatant nerf of an already lackluster ability. I guess I would say I am confused how you think what you suggest would be improving the class?

 

Not to speak for oaceen, but I don't think he's suggesting a nerf exactly...he's trying to be proactive in coming up with a "trade" for that lower cooldown...and...he's probably right...they will probably ask us for one, if for no other reason than to appear "fair". And even if there were a restriction in its use, a 60 sec cooldown with the restriction of not being able to use it on something like a grenade (for example) - would most certainly not be a nerf, that would be a buff overall imo.

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Not to speak for oaceen, but I don't think he's suggesting a nerf exactly...he's trying to be proactive in coming up with a "trade" for that lower cooldown...and...he's probably right...they will probably ask us for one, if for no other reason than to appear "fair". And even if there were a restriction in its use, a 60 sec cooldown with the restriction of not being able to use it on something like a grenade (for example) - would most certainly not be a nerf, that would be a buff overall imo.

 

IMO its a nerf. I dont use TO *only* on Grav Round. And in Assault spec, you dont use TO *only* on Charged Bolts. Not to mention, it would be a nerf to our off-healing performance, as well as a nerf to our CC capability.

 

 

My point is there doesnt even need to be a tradeoff. TO on a 120s cooldown is absurd.

Edited by cashogy_reborn
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IMO its a nerf. I dont use TO *only* on Grav Round. And in Assault spec, you dont use TO *only* on Charged Bolts. Not to mention, it would be a nerf to our off-healing performance, as well as a nerf to our CC capability.

 

 

My point is there doesnt even need to be a tradeoff. TO on a 120s cooldown is absurd.

 

Right, the 120 second cooldown is absurd...but they obviously don't feel the same way Cash.

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Right, the 120 second cooldown is absurd...but they obviously don't feel the same way Cash.

 

I just dont agree with suggesting things based on their likelihood of being implemented. In the most likely case *none* of what is suggested in this thread will be implemented. That didnt stop me from making the thread tho, and it didnt stop anyone else who has posted suggestions within this thread.

 

I dont mean to sound hostile, if its coming across that way. I just dont agree with suggested half-baked ideas b/c there is a chance the devs might like them more.

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