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what are the 3 changes you need to see in the Merc class?


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Arsenal doesn't need touching, a set bonus change? Yes I agree. An improved heat management system? Yes I agree to that also, but having 1 good spec, 1 broken spec, and 1 average spec is not even close to acceptable for this AC. Especially when it is required to be played almost optimally at all times in order to compete. Open your mind beyond Arsenal and you may see that its beyond stupid to ignore a broken spec. Who knows, changes that come about may actually make us have 2 viable specs for both PvP and PvE. We should be aiming for that, not settling for 1 very good spec that will introduce a tonne of FOTM wannabe's in to the AC....

 

You should be trying to get all three of merc's tree buffed. bodyguard is the worst healing in the game. sniper dps is way better than arsenal, and pyro is just bad. Get merc some optimal specs. Mercenary should at least be parsing higher than sniper because it is more difficult to play, and should get other things to make up for it not having many things sniper does have. No execute, only 30 meter, interruptible, 5% ranged defense, no complete cc immunity, no heal reduction, relies on luck for procs, has a poor energy resource, and inferior damage to sniper.

Edited by MarkXXIV
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Great discussion all, some good ideas in here that I'll be compiling soon and start a new thread for people to give their final thoughts....I think mighty hit on one of my biggest pet peaves of the mercenary dps...this illusion of off heals/AED/Armor Debuff/Cure etc as being these great 'utility' abilities is just silly when it comes to nightmare content and comparing to what maras and snipers can bring as utility with heals/shields/group dps boosts etc.....a sniper does not lose very much dps if required to apply shatter shot....and then on top of that dps untouchable by a merc with few fight exceptions.

 

Proc reliant (RNG) and heat mgmt. across all specs...being heat reliant in bodyguard yet not being able to rapid shot yourself sux...and Arch I hear what ur saying on playing to our strengths and ignore pyro in questions but I will definitely be trying to give each spec at least some sort of love in the questions cuz I'm jelly of snipers getting 3-4 viable specs to play with.

 

Just a few of my thoughts so far I wanted to share.

 

Thanks for addressing this. The more I think about it, the more I like this suggestion:

 

Would the devs be willing to flip Bodyguard and Peacekeeper in the tree, unlink Peacekeeper from Kolto Shell and turn it into a passive that has a [50/ 100]% chance to heal you when firing Rapid Shots at an enemy?

 

I'd even be willing to cut the Rapid Shots self heal to 75% Bonus Heal for this change.

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[...]

 

I think that Pyro should be made into a more run and gun spec. Take the cast time off PS via talents and reduce its damage output to compensate but keep its proc chance for RS.

 

There also needs to be a heat reduction to the abilities abilities across all specs. Not too much, but if BW truly want us to be a unique utility class it has to allow us to mix it up a little with less heat/ammo punishment that it currently creates.

[...]

 

^^That,^^ but I'm thinking....Missile Blast(/Explosive Round)?

 

Maybe it should be the one to have the chance of proc'ing Proto-Accelerator(/Ionic Accelerator)? I mean, it already proc'es CGC(/Plasma Cell)'s burn-effect at 100% chance if talented, and doesn't do too much damage, and has very high heat(/ammo) cost for what it does, but is insta-cast, and at least theoretically kinda spammable. The cost, nerfed CGC (which needs to be reverted to pre-2.0, by the way) and low-ish damage would keep it from being O/P, IMHO. Also, additional talents to PowerShot(/Charged Bolts) as you stated.

 

Yeah, at long last MB(/ER) should be much more useful, wouldn't we all agree?

 

I adore my Arsenal --proud wrists-crossed-and-pumping dual blaster wielder since the last Beta weekend, TYVM-- but no AC should EVER have only one really good spec (and look how long it took for Arsen/Gunny to get there :/), one kinda average (though viable if played well and geared), and one only worthy of descriptive words that would probably get me forum-banned.

 

I've said this elsewhere, but it bears repeating:

 

What is the Pyro/Assault Specialist supposed to be?

 

Is it run-and-gun with burst, run-and-gun DoT-spamming nuisance, "all-rounder," or what?

 

I'm not even sure EAWare really has an idea at this point in time, which compels the further question:

 

Should Pyro be re-invented, and if so, then how?

Edited by midianlord
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Thanks for addressing this. The more I think about it, the more I like this suggestion:

 

Would the devs be willing to flip Bodyguard and Peacekeeper in the tree, unlink Peacekeeper from Kolto Shell and turn it into a passive that has a [50/ 100]% chance to heal you when firing Rapid Shots at an enemy?

 

I'd even be willing to cut the Rapid Shots self heal to 75% Bonus Heal for this change.

 

rapid shots is a pretty terrible heal. Merc is lacking in every spec why would u need to nerf something to fix a problem? You guys are always optimist and overrate your favorite ac's ability. you guys need to get the class properly buffed so that it is just as strong as sniper.

Edited by MarkXXIV
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rapid shots is a pretty terrible heal. Merc is lacking in every spec why would u need to nerf something to fix a problem? You guys are always optimist and overrate your favorite ac's ability. you guys need to get the class properly buffed so that it is just as strong as sniper.

 

Because if we ask for a heat free, spammable, instant self-heal that also builds CSC charges they're probably going to want to take something. I thought I would preempt that with my suggestion. If anything that makes me a realist, not an optimist.

Edited by Phrase
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Because if we ask for a heat free, spammable, instant self-heal that also builds CSC charges they're probably going to want to take something. I thought I would preempt that with my suggestion. If anything that makes me a realist, not an optimist.

 

Though I agree in principle with what you're saying, there is the problem that this could then be applied to other abilities; "Well they are happy to have that reduced to have this buffed so why not the same for that ability and this one too?"

 

Rapid Shots is a terrible heal and its something we can't even apply to ourselves. Sure its a free resource heal so it cant be strong but at least lets make it useable. Give it a Dual effect; Rapid Shot also heals the user for X value over Y seconds when applied to another player.

 

But in my opinion, we need to be looking at the amount of Charges that are required or at how being Supercharged works. Being Supercharged is good, but we're still able to be shut down easily due to interupts, so either add an interupt immunity to it or make it so that we can cast and run for its duration. Could be a bit OP that but it would at least make us a more desirable choice for PvP. Alternatively there should be less charges required to get to Supercharged and then have a heat reduction to all heals whilst Supercharge is active.

 

Bodyguard may be OK in PvE, but its miles away from the other 2 healers in PvP and its this side that really needs to be looked at for this AC in all specs. The only way you can perform in PvP is by playing at your peak in every game. Operatives and Sorcs are cake by comparison in every way, that does not mean that I want the complexity and the fun taken out of what this class gives, but we do need our output improving.

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Whilst you may be happy having to play Arsenal/Bodyguard, some of us are not. I love my Merc and my Mando, and being forced to play either Gunnery/Arsenal or Combat Medic/Bodyguard, there are (I'm sure) many of us that are not. There is no reason a spec should be ignored just because... Which is essentially what you are saying here. Pyro for Mercs has constantly been on the receiving end of nerfs due to its over represented (at one stage) and stronger Pyro brother in Powertechs and sadly Bioware were too inept to separate the shared AC specs in order to ensure that nerfs were not doubly damaging.

 

I've always preferred the play-style of Pyro and it shouldn't be the bastard-child of an advanced class that doesn't exactly already have over powered specs to choose from. Playing a Merc competitively in either PvP or PvE requires much tighter resource management and possibly more skill than any of the specs than any of the other advance classes in my opinion.

 

I think that Pyro should be made into a more run and gun spec. Take the cast time off PS via talents and reduce its damage output to compensate but keep its proc chance for RS.

 

There also needs to be a heat reduction to the abilities abilities across all specs. Not too much, but if BW truly want us to be a unique utility class it has to allow us to mix it up a little with less heat/ammo punishment that it currently creates.

 

Arsenal, as it is, is in a good place in both PvE and PvP, Bodyguard can cut it in both too but certainly less so in competitive PvP however. Sadly Pyro is lacking in both area's. Sure there is a hybrid (i think at least) that is doing OK in PvE currently, but a hybrid should be a secondary choice over a Full Spec. Pyro needs fixing not ignoring.

 

The problem is one that shadows are facing, and that's one of triage. I'm not saying that Assault/Pyro is fine and doesn't need fixing. Quite the opposite. It's broken and needs complete overhauling. The fact is that merc/commando, much like shadow, has way more than 3 specific issues. But we only get three questions. Now as much as possible, I feel we should try to fit in as many issues into each question as possible. I have advocated in the past having the PVE overall question be the general suboptimality of all three specs and then detailing for each spec the specific issues under that general idea. That might still be doable, but it might not be too.

 

What I don't think should happen is focusing an entire question on assault/pyro. The fact is that if it's a question of being able to meaningfully address two specs that are *just* shy of coming fully into their own, and are individually played more than pyro/assault, or addressing pyro/assault, then I feel we should focus on them.

 

I'd feel worse about this, because if I had my druthers we wouldn't be forced to make this choice, but the fact is that Vanguards have already asked about assault, and as we fell with them we may rise with them. It wouldn't fix everything mind you. I know that. Even when Pyro PT was the best burst spec in the game, pyro merc was still sort of the red-headed step child. So if we have to make this choice, it's somewhat reassuring to me if the spec we have to leave out is one that might at least get buffed by accident thanks to PT/VG concerns. There's no chance of that when it comes to arsenal or bodyguard.

 

So no. I'm not saying assault/pyro should be ignored just because. I'm saying that if we are essentially forced to cut a spec out due to the limitations on our number of questions, it should be assault/pyro, for all the reasons I've stated above.

 

By all means though, if we don't think it'd be overdoing it, I'd much more prefer the "general question which can be turned into detailing how that applies to each spec", and the free question should be all the abilities and talents which are kind of rubbish because of their cooldown, cost, or talent point investment.

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We're not that limited, as you already pointed out, you can make sub-questions to main questions...and we get 6 questions overall, even if the 2nd round isn't for a while...I'll probably go the 'general' direction for this first round....I want to hear how the Devs feel about our AC in comparison to others in the game and see if the community and the Devs are even on the same page lol Edited by odawgg
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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.

 

Everyone already has distraction. But I think you meant diversion, in which case I have to ask what you've been smoking.

 

A sniper can be knocked out of cover or stunned out of it. When they hit their CC protection, it's like mental alacrity for sages or reactive shield for healmercs. They want to put out some serious damage with no interruptions (and although it is a bit better considering they're already interrupt immune, and now get CC immune too).

Diversion is the only thing that both forces a sniper out of stealth AND keeps them from entering it again. The only sniper that even suffers thanks to that is the marksmanship sniper... the people who get it in the first place. The other two have enough out of cover damage to wait it out before jumping back in.

 

As for flashbang not getting nerfed... honestly, I never thought the range nerf was a good idea to begin with. But I recall one of the devs saying it wasn't an oversight. It was intentional, as the range was integral to their gameplay.

PVE stuff, I doubt you'd care about it.

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Though I agree in principle with what you're saying, there is the problem that this could then be applied to other abilities; "Well they are happy to have that reduced to have this buffed so why not the same for that ability and this one too?"

 

Rapid Shots is a terrible heal and its something we can't even apply to ourselves. Sure its a free resource heal so it cant be strong but at least lets make it useable. Give it a Dual effect; Rapid Shot also heals the user for X value over Y seconds when applied to another player.

 

But in my opinion, we need to be looking at the amount of Charges that are required or at how being Supercharged works. Being Supercharged is good, but we're still able to be shut down easily due to interupts, so either add an interupt immunity to it or make it so that we can cast and run for its duration. Could be a bit OP that but it would at least make us a more desirable choice for PvP. Alternatively there should be less charges required to get to Supercharged and then have a heat reduction to all heals whilst Supercharge is active.

 

Bodyguard may be OK in PvE, but its miles away from the other 2 healers in PvP and its this side that really needs to be looked at for this AC in all specs. The only way you can perform in PvP is by playing at your peak in every game. Operatives and Sorcs are cake by comparison in every way, that does not mean that I want the complexity and the fun taken out of what this class gives, but we do need our output improving.

 

We have interrupt immunity, but you have to spec into it. Listen, I get the issue people have with Bodyguard being slightly underpowered, but the solution isn't in asking for godmode. Rapid Shots is a filler heal and always should be. What you're asking for would put us past Ops. Reduce charges for CSC, let Rapid Shots heal us AND another player for full bonus heals, AND add interrupt immunity to CSC? :eek: And people think scoundrel/ ops are OP. :rolleyes:

 

Personally all we really need is to flip Peacekeeper and Bodyguard in the tree to solve the self-heal problem. I just thought I'd ask for a bit more.

 

p.s. If you're being shut down so hard in pvp you either need to find better tanks to queue with or learn better positioning.

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Everyone already has distraction. But I think you meant diversion, in which case I have to ask what you've been smoking.

 

A sniper can be knocked out of cover or stunned out of it. When they hit their CC protection, it's like mental alacrity for sages or reactive shield for healmercs. They want to put out some serious damage with no interruptions (and although it is a bit better considering they're already interrupt immune, and now get CC immune too).

Diversion is the only thing that both forces a sniper out of stealth AND keeps them from entering it again. The only sniper that even suffers thanks to that is the marksmanship sniper... the people who get it in the first place. The other two have enough out of cover damage to wait it out before jumping back in.

 

As for flashbang not getting nerfed... honestly, I never thought the range nerf was a good idea to begin with. But I recall one of the devs saying it wasn't an oversight. It was intentional, as the range was integral to their gameplay.

PVE stuff, I doubt you'd care about it.

 

So you're fine with the interrupt immunity, 20% ranged defences, immunity to ranged attacks after half a second if doing nothing, immunity to leaps and pulls and the only non interruptable abilities to take a sniper out of cover at range being only owned by snipers?

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These are the 3 main changes I think need to happen for the merc class. My perspective is strictly from a progression PVE standpoint.

 

1. Overall increase in damage. When compared to the other damage classes, the merc isn't quite where it needs to be. In a majority of progression groups dps are maras and snipers, with a couple of other exceptions such as ops. I would do one, or a combination of the changes listed below:

 

a. Decrease the cooldown of electronet to 1 minute.

 

b. Increase the proc rate of unload

 

c. Increase the accuracy of the offhand to put mercs in line with commandos

 

d. Increase the crit chance of unload (ability or tree spec)

 

2. The merc class is an overly RNG dependent class, making it a hesitant pick for raiding. I believe the second item that needs to be addressed is the RNG factor of the merc. The following is what IU would do to fix this:

 

a. Alter the proc system for unload for the merc so that the overall damage isn't RNG dependent

 

b. Make the crit system more viable for the merc

 

3. Fix pyro and bodyguard. These classes have far too much wrong with them for me to cover on a message board. The pyro tree isn't anywhere near being viable for ANYTHING. This spec needs an overhaul. I personally would love to play this spec in pve if possible. Put it in line with arsenal. Bodyguard needs a boost to put its healing powers in line with the other two classes. There are a multitude of ways to do this, it just needs to happen. I believe my third point is a NECESSITY for the progression of the game. I personally have been waiting patiently for the devs to put the merc class in line with the others, but am running out of patience. These are my thoughts, take them as that, not fact, only opinion.

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Bodyguard isn't gonna get fixed with some random idea. It's probably gonna need a buff to its over all numbers. I don't know much about arsenal/pyro but IMO that may be the best way to fix them too.

 

Might wanna ask:

 

Would they ever consider raising our overall damage and healing?

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We're not that limited, as you already pointed out, you can make sub-questions to main questions...and we get 6 questions overall, even if the 2nd round isn't for a while...I'll probably go the 'general' direction for this first round....I want to hear how the Devs feel about our AC in comparison to others in the game and see if the community and the Devs are even on the same page lol

 

I DO think we should include specifics. The best answers we've seen were to very specific questions by sentinels. Going into details isn't bad because the fact is we aren't going to be on the same page because I don't think they play our class, certainly not in any real end game capacity.

 

We NEED to be pointing out our specific gripes. A general umbrella absolutely, but specific grievances for each spec under that general umbrella as well. It's a LONG time to November. I don't want to wait 8 weeks before we can get into specifics. The quicker we can get specific grievances to them the quicker they can address those concerns.

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I've only got one single question, the others i'll leave down to others.

 

- Why does Hydraulic Overrides not do what it says on the tin?

 

Grants 8 seconds of immunity from movement-impairing effects, knockdowns and physics and increases movement speed by 30%.

 

Yet I can still be stunned both in PvE and PvP while this is activated, as far as i'm concerned that's a "movement-impairing" effect (anything that stops me trying to close ground or gain distance in a fight).

Edited by Transcendent
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I've only got one single question, the others i'll leave down to others.

 

- Why does Hydraulic Overrides not do what it says on the tin?

 

 

 

Yet I can still be stunned both in PvE and PvP while this is activated, as far as i'm concerned that's a "movement-impairing" effect (anything that stops me trying to close ground or gain distance in a fight).

 

If I'm reading the tool-tips correctly, then a hard-stun/blind/sleep is a mental effect, not a physical one. (Mouse over the debuff-bar for a target you've Conc-Missile'ed for instance, and you'll see the icon's tool-tip say "Asleep (mental)."

 

It doesn't say anywhere that HO makes you immune to stuns/sleeps/blinds, just strictly physical impairment (roots, snares/slows, knock-back/knock-down, grapples/pulls. I misremember about being leapt on ATM).

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in pvp we definitely need more survivability and utility. Kolto overload is pretty meh and once energy shield drops you are done for. Would be nice to get some more protection and something that could help with group survivability like snipers have. I would love to see a disengage type skill put in that lets us jetpack back 15m or 20m and makes us immune to charge for 6s. I also think we would benefit from a much shorter cd on EN.

Also this is for pvp and pve with regards to people talking about adding an execute type ability. Maybe instead of giving us an actual skill to use they can just incorporate it into the talents. Like give arsenal mercs 20% increased missile dmg on targets under 30% or mercs on the whole 20% increased UL dmg to targets under 30%.

 

My main concern with mercs though still revolves around heat management. The heat management system on the whole needs an improvement either venting more heat per second or making alacrity worthwhile.

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I believe we should skip the heat/ammo management for our questions and go more hard ball up front about the specs. Since as mercs we have the easier resource to manage since it is pretty much backwards of sniper energy management and is easy to track if you pay attention.

I find ammo harder to control simply cause (for me at least) the way it drops and is used feels clunky and unnatural. Especially it's regen since it comes back in portions. Where as heat is just a bar that you can watch to keep below a certain limit in order to keep that fast heat dissipation level up.

 

Also since my opinions on healing as merc have been stated in my precious post I would like to say that my question if none of the others are possible be that we ask bio ware to tell us what they think is wrong with the merc specs. I am really curious what they think is going on with mercs and commandos atm. Also based on the sniper responses bioware will most likely include pyro/assault in the answering of the question even if we don't ask them directly about it. If they don't then I guess they don't believe they can fix pyro or they don't think it's broken.

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I believe we should skip the heat/ammo management for our questions and go more hard ball up front about the specs. Since as mercs we have the easier resource to manage since it is pretty much backwards of sniper energy management and is easy to track if you pay attention.

I find ammo harder to control simply cause (for me at least) the way it drops and is used feels clunky and unnatural. Especially it's regen since it comes back in portions. Where as heat is just a bar that you can watch to keep below a certain limit in order to keep that fast heat dissipation level up.

 

Also since my opinions on healing as merc have been stated in my precious post I would like to say that my question if none of the others are possible be that we ask bio ware to tell us what they think is wrong with the merc specs. I am really curious what they think is going on with mercs and commandos atm. Also based on the sniper responses bioware will most likely include pyro/assault in the answering of the question even if we don't ask them directly about it. If they don't then I guess they don't believe they can fix pyro or they don't think it's broken.

 

What do you consider to be a hard ball question if not the ammo management? Also keep in mind that though it's the merc rep asking first, he's essentially asking for us commandos as well.

 

I think asking them what they think is wrong is basically a waste of a question. I doubt they have the playtime into the class to talk meaningfully about any of the real problems with the class. This is our chance to tell them what the problems actually are. Not for us to ask them what they think is wrong.

 

Maybe if there seemed a chance for a true dialogue, where we ask, they tell us, we point out what we think, and they respond, you'd be onto something, but their seems to be no followup answers for these questions.

 

Trust me, the problems they see will be plenty apparent.

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We have interrupt immunity, but you have to spec into it. Listen, I get the issue people have with Bodyguard being slightly underpowered, but the solution isn't in asking for godmode. Rapid Shots is a filler heal and always should be. What you're asking for would put us past Ops. Reduce charges for CSC, let Rapid Shots heal us AND another player for full bonus heals, AND add interrupt immunity to CSC? :eek: And people think scoundrel/ ops are OP. :rolleyes:

 

Personally all we really need is to flip Peacekeeper and Bodyguard in the tree to solve the self-heal problem. I just thought I'd ask for a bit more.

 

p.s. If you're being shut down so hard in pvp you either need to find better tanks to queue with or learn better positioning.

 

Interupt immunity is on a lengthy cooldown and is only part of of an oh crap moment. But you you misunderstand my post. I wasn't asking for all of those, that's just stupid, they are merely suggestions for a better quality of life. There are certain areas that require more focus and personally i believe that lies with a reworking of the benefits of being supercharged.

 

And with the greatest of respect to you, if you dont believe that even "good" merc healers are easy to shut down, the easiest of the 3 heal specs in which to do so, then I think the "learning" lies with you. Besides, a veiled dig though it may be, nowhere did I say that "I" was shut down easily, I said "we" are shut down easily, because quite simply, the spec is so easy to shut down.

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What do you consider to be a hard ball question if not the ammo management? Also keep in mind that though it's the merc rep asking first, he's essentially asking for us commandos as well.

 

I think asking them what they think is wrong is basically a waste of a question. I doubt they have the playtime into the class to talk meaningfully about any of the real problems with the class. This is our chance to tell them what the problems actually are. Not for us to ask them what they think is wrong.

 

Maybe if there seemed a chance for a true dialogue, where we ask, they tell us, we point out what we think, and they respond, you'd be onto something, but their seems to be no followup answers for these questions.

 

Trust me, the problems they see will be plenty apparent.

I meant to it to say the next question. I think we should save that for the commando questions. Also as for hard ball questions I think that questions phrased in order to notify bioware of our problems and for possible fixes like

  • Fixing some of our cds such as electro net and our defensive cds
  • Somehow fixing the fact that merc is squishier as a heavy armor class than a medium armor class aka sniper
  • Finding a way to bring merc/commando healing up to par with the other healers without making it overpowered
  • Fix pyro to where it once stood in the game or make it better
  • Finding a way to make arsenal less reliant on Tracer Missile to proc barrage
  • Fixing arsenals problem with interrupts and things that can be listed as quality of life stuff such as us having trouble keeping melee targets away from us

Now if we can fit all that in 3 questions I think we are doing good.

 

As for the question thing yeah I wouldn't ask it for this. I meant for it to be if like no other question was possible for some reason. I really just want to know what bioware is doing with merc/commando or what they think they are doing cause it isn't working.

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I meant to it to say the next question. I think we should save that for the commando questions. Also as for hard ball questions I think that questions phrased in order to notify bioware of our problems and for possible fixes like

  • Fixing some of our cds such as electro net and our defensive cds
  • Somehow fixing the fact that merc is squishier as a heavy armor class than a medium armor class aka sniper
  • Finding a way to bring merc/commando healing up to par with the other healers without making it overpowered
  • Fix pyro to where it once stood in the game or make it better
  • Finding a way to make arsenal less reliant on Tracer Missile to proc barrage
  • Fixing arsenals problem with interrupts and things that can be listed as quality of life stuff such as us having trouble keeping melee targets away from us

Now if we can fit all that in 3 questions I think we are doing good.

 

As for the question thing yeah I wouldn't ask it for this. I meant for it to be if like no other question was possible for some reason. I really just want to know what bioware is doing with merc/commando or what they think they are doing cause it isn't working.

 

I've stated what I feel the three questions should be. PVE Ammo Management, PVP Utility, and Wildcard should be about the pleothra of abilities and talents that make no damn sense (Cost of PG/FM, Cooldown of E-net, TO/PS, RP/TSO).

 

I'm pretty sure most of your questions could be folded under one of those three headers. Fixing Pyro is a good goal, but based on what they've done with VG/PT it's pretty clear they have no damn clue how to deal with that spec.

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I'm just saying ammo management shouldn't be in the first questions mostly cause it is a very hard subject when you get into the fact that we are the only class that actually has a different energy system on each faction since ammo isn't the same as heat when it gets down to it. I'm kinda thinking maybe getting a little more time put into it wouldn't hurt especially cause we have so many problems that our questions can't be wasted on something like this " heat/ammo is the hardest energy management system due to costs and needs to be revised could you somehow lessen the cost of certain abilities or make it so the regen/dissipation rate is increased?" and them answering with "We have found this to be a problem in the past and have already put into effect ways to increase it. We will look into it and try to make it work better in the future. We will try to be quick but due to other classes we will most likely not get it done for -insert long time frame-". I don't think we can afford to use a question then get a yes and no answer we will need to find somehow to not get a answer like that.Also since they did make the two energy systems different it isn't a one time go they will probably make a change for one of the factions then later make the same change for the other if it has to deal with the energy system itself. Also if you noticed the new patch notes for 2.4 they are reducing heat/ammo cost of several thing or increasing it but are making I do less damage. We can't afford that to happen meaning we need someway to deter them from doing that in our question.
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Interupt immunity is on a lengthy cooldown and is only part of of an oh crap moment. But you you misunderstand my post. I wasn't asking for all of those, that's just stupid, they are merely suggestions for a better quality of life. There are certain areas that require more focus and personally i believe that lies with a reworking of the benefits of being supercharged.

 

And with the greatest of respect to you, if you dont believe that even "good" merc healers are easy to shut down, the easiest of the 3 heal specs in which to do so, then I think the "learning" lies with you. Besides, a veiled dig though it may be, nowhere did I say that "I" was shut down easily, I said "we" are shut down easily, because quite simply, the spec is so easy to shut down.

 

So when you make a suggestion we should all bow down. When I make a suggestion it's utter crap. I see.

 

BTW, the dig wasn't veiled at all; I was as explicit as I could be.

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