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Why dosen't force leap/charge fills resolve bar?


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Posted
Force leap interrupts whatever your doing, it freezes you in the same place, and it takes has long has it takes the marauder or knight to get to you. It's absurd, even assassin overload fills the resolve bar...
Posted
It's a root. Roots or snares do not fill resolve and I am sure your class has them as well in some way, shape or form.

 

Good guy Technohic.

 

Giving a proper response so I don't have to get a warning or infraction.

Posted
Good guy Technohic.

 

Giving a proper response so I don't have to get a warning or infraction.

 

Yeah. Haven't had any caffeine yet today so I'm not quite ready to go over the top and mock anyone yet.

Posted (edited)

The only thing their leap does that other roots don't is interrupt. Big whoop. They have something cool that is not smash. Get over it.

 

EDIT: Wait. it does server as a gap closer as well. Still. No big deal.

Edited by Technohic
Posted
A root dosen't paralize you for seconds and dosen't interrupt simple as that

 

Mate, force charge adds a root (which can miss via defensive stats/cooldowns), you still have control over your character, a bloody interrupt does not control your character it only stops the casted ability in which you are trying to activate. None of these actions completely takes away your ability to perform an action which is what a stun does or a push or knockback do by creating space from melee on melee.

Posted
A root dosen't paralize you for seconds and dosen't interrupt simple as that

 

Leap doesn't work all the time for one...come up short or it does not root like it should. Roots are suppose to stop you and do not fill resolve, interrupts do not fill resolve either even if you are casting. "Ill take my warning" Stop crying about stupid ****. You have knockbacks, stuns, roots, mezzes, grenades to use at your disposal with im sure some getaway tactic. Stop standing in one spot and getting your *** beat. HAVE A NICE DAY!

Posted

First of all roots are suposed to slow you not freeze you, that's the difference between stun and root.

Second of all mates, I know you would be all raging to defend marauders 90% of you play with them. it freezes you on spot, it interrupts any abbility you're triyng to cast.

Put it this way spike, like charge, interrupts you and frezes you on a place, if you take down the animation you fall, it's the same thing as leap, and it fills the resolvw bar.^

HEVE A NICE DAY

No wonder that pvp it's unbalanced, whenever someone notices something the trolls afraid of a nerf all came out of caves

Posted
First of all roots are suposed to slow you not freeze you, that's the difference between stun and root.

Second of all mates, I know you would be all raging to defend marauders 90% of you play with them. it freezes you on spot, it interrupts any abbility you're triyng to cast.

Put it this way spike, like charge, interrupts you and frezes you on a place, if you take down the animation you fall, it's the same thing as leap, and it fills the resolvw bar.^

HEVE A NICE DAY

No wonder that pvp it's unbalanced, whenever someone notices something the trolls afraid of a nerf all came out of caves

 

Do you know the difference between a root, a snare and a stun/mezz/push/knockdown/knockback?

 

I did not think so. Go and educate yourself on these things, then you have my permission to complain since you obviously lack the basic understand of what a CC is.

Posted
Of course the educated come to say inform yourself, this is undoubtly a waste of my time. Everithing is good on swtor world unless you speak bad of marauders, go on go cry that sins need a nerf since that's all you really take seriously.
Posted
First of all roots are suposed to slow you not freeze you, that's the difference between stun and root.

Second of all mates, I know you would be all raging to defend marauders 90% of you play with them. it freezes you on spot, it interrupts any abbility you're triyng to cast.

Put it this way spike, like charge, interrupts you and frezes you on a place, if you take down the animation you fall, it's the same thing as leap, and it fills the resolvw bar.^

HEVE A NICE DAY

No wonder that pvp it's unbalanced, whenever someone notices something the trolls afraid of a nerf all came out of caves

 

You clearly don't know the difference between a root, snare, mezz, stun, push, knockback and knockdown right?

Posted
Of course the educated come to say inform yourself, this is undoubtly a waste of my time. Everithing is good on swtor world unless you speak bad of marauders, go on go cry that sins need a nerf since that's all you really take seriously.

 

Now you're just trying to confuse us with your stupidity instead of trying to understand the people in this post trying to give you answers as to why charges and interrupts don't add resolve and why other abilities do.

 

C'mon man.

Posted

Snares: Slow your ability to move up to 100%, do not take control of character

Roots: Stop your ability to move completely, do not take control of character

Stun: Takes away control of your character, does not break on damage

Mezz: Takes away control of you character, breaks on damage

Knockbacks: Force your character to move to a different location, interrupt action, and may have a knockdown or root

Interrupts: Stop the current cast and may prevent that ability from being used for a certain period of time

 

Only stuns, mezzes, and knockbacks affect resolve. Since leap is an interrupt and a root, it clearly would not affect the resolve bar. Other abilities like Overload for sorcs affect resolve, but if you are talented to add the root, the root portion is not affected. So, while the player wouldn't get knocked back at full resolve, they would still be rooted in place.

 

Hope that helps.

Posted
Ok you're right now i finally see it, but i think is too op. But now I understand

 

So would you rather see force-user melees being roflstomped by any ranged class with slows with no hope of retaliation at all, all the while they squirm around at 50% movement speed or less, being hammered with any cast/channeled power at the caster's whim?

 

That your opinion on "balance" and "not being overpowered"? :rolleyes:

Posted
So would you rather see force-user melees being roflstomped by any ranged class with slows with no hope of retaliation at all, all the while they squirm around at 50% movement speed or less, being hammered with any cast/channeled power at the caster's whim?

 

That your opinion on "balance" and "not being overpowered"? :rolleyes:

 

Lets not go overboard. He doesn't like getting rooted and interrupted at the same time that melee is closing the gap on him as well. I understand the feeling, but as he gains more experience on a ranged class, it will be far easier to handle this type of ability.

Posted
Can you give me some tips in you to avoid this because i'm getting killed on both bounty and sniper all the time, being bounty of course the worst case
Posted
Can you give me some tips in you to avoid this because i'm getting killed on both bounty and sniper all the time, being bounty of course the worst case

 

Should be in cover at all times unless changing position so you shouldn't be getting leapt to. As for BH use your electronet with your knockback or use hydraulic overrides and run away.

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