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Posted (edited)

I'm guessing most people have seen the threads regarding the dev feedback on sorcerers' questions. One of the answers they gave on why the BW combat team wouldn't be addressing any survivability issues with sorcerers in PvP is due to the fact that they can "heal to full" while pure dps classes (i.e. BW's precious marauders and snipers) don't have that ability to.

 

While this is obviously true, that doesn't necessarily mean the player can just stand there and take an onslaught while "healing to full". This is especially true for scrappers as, yeah, we have the ability to heal as well. That in no way, shape or form means the player is able to stay alive killing their opponents while keeping themselves topped off.

 

The sorcerer community obviously outnumbers the scrapper community, probably exponentially. They have been stating that "sorcerers are the most vulnerable of any class in PvP" and have been very vocal about the dev's response given their ability to "heal to full". I don't personally agree with them being "the most vulnerable" (scrapper, anyone?) but just posting this to make those few hopefuls aware that this is probably the same reason why scrapper spec's survivability has never been addressed in all this time. In other words, all the time anyone has been spending forming opinions on what might or might not improve the scrapper spec for PvP, it has likely fallen on deaf ears. The dev team has probably been brushing it off as a "learn to play" (L2P) issue for the past 1.5 years, given that their opinion is likely "what are they complaining about, they have the ability to heal themselves even while in combat". This perception only leads me to believe that either 1.) None of the devs have now, nor ever have played, the scrapper/concealment spec to see that it actually has problems, or 2.) None of the devs even play their own game (hell, they might not even be gamers in general).

 

TL;DR: Don't hold onto that last shred of hope that you still have, you're not going to see any class balancing until at LEAST 2.5 or 2.6, and even then you should not expect to see any changes for your beloved spec.

 

P.S.: And yeah, I've disappeared from the scoundrel forums as of late, and the above is the reason why. Good luck to any of you still playing the class/game. I'll be on the Shadow/Sin forums (if any).

 

- formerly Crackshot/Covert-Ops @JC

Edited by randiesel
Posted

Or you can make sure the three questions asked account for past answers and questions and react smartly to them. The amount of Erage on the forums from the latest is making me sick for everyone involved, as it's not helpful.

 

The best thing to do is make sure our three questions show specifically to the devs what our concerns are and that there is a factual basis in our concerns (not that "players perceive Scoundrels as being weak," as that just asks for a war over perceptions, and we've seen how well that does).

 

You don't want the three questions to get overly complicated, but accounting for our healing will be a good idea (and how that should not enter the equation for the DPS trees). Even with the Scrapper spec I'm aiming for that dips into the healing tree, I'm not going to be able to heal much and that's not my purpose when I'm going Scrapper. I'm damage and if I'm healing more than I'm doing damage, I'm a detriment to my team and should have aimed for the healer tree. At best, healing a bit as Scrapper or Dirty Fighting is like the defense skills a tank gets. They'll help you a bit, but they're not your main thing.

 

Doing this won't guarantee the answers all players want, but it will ensure that we're making the best case possible, and that's the most we have control of.

Posted
They should just turn it into a tank tree. I hate Scrapper now. It's limiting and Dirty Fighting is everything this class should be and more.

 

Ummm, okay. I know you're not happy and the tank thing is just being not happy, but... I actually find Scrapper to be really fun and enjoy sticking through fights out of stealth. Dirty Fighting looks and feels too slow in comparison, even if logically I can see how it works. *shrugs* I can see the issues people are noting elsewhere and would like them looked at, but I'm not going to go too far with it, either.

 

I think some tweaks will get it where it needs to be, and that's what it needs. I know from my PVP rounds that Scrappers and Ops in this tree can be really tough to take on if a skilled player is at the wheel. For that reason if nothing else, I'm guessing that's why they haven't gone too crazy with adjusting it yet. But we can make a good case for what needs to be done.

Posted
A good Scrapper can take DF even further. Still can win any 1v1, has better burst, more utility, more survivability, more ways to approach combat and can deal with more then one target. Saying they should turn it into a tank tree was a joke because a majority of the skills are intended to improve survivability but don't. It actually would be pretty cool to have smuggler tanks, though.
Posted

I actually look at DFs and think they're the odd man out in pvp too. Even with a skilled player behind the keyboard. Best DF (lethality op actually) is even squishy as hell and had to roll off to great distances just to heal up. And when you see that enough when playing another class, it kinda makes dps scoundrels seem like wusses having to roll off to heal (I understand fully though).

 

Even if DF is great burst, a ton of your damage is dots ticking on5 targets in an ability that had no cooldown. That's pretty easy to rack up top dps per my experience. Marauders and Sins still contribute to the group more than they do.

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