Murder_Toys Posted March 20, 2014 Share Posted March 20, 2014 Classes + Combat Sith Inquisitor Assassin Spike is now a stun rather than a knockdown, but it will continue to knock down standard and weak enemies. Jedi Consular Shadow Spinning Kick is now a stun rather than a knockdown, but it will continue to knock down standard and weak enemies. Link to comment Share on other sites More sharing options...
mmerry Posted March 20, 2014 Share Posted March 20, 2014 meh who cares.. at least now it will work on Troopers/Bh's with HtL/HO up Link to comment Share on other sites More sharing options...
Xinika Posted March 20, 2014 Share Posted March 20, 2014 meh who cares.. at least now it will work on Troopers/Bh's with HtL/HO up If it adds more resolve then our lock out capability would be nerfed. Link to comment Share on other sites More sharing options...
Altheran Posted March 20, 2014 Share Posted March 20, 2014 And so what ? Link to comment Share on other sites More sharing options...
Xinika Posted March 20, 2014 Share Posted March 20, 2014 And so what ? That's a serious problem for locking out an opponent with utmost efficiency... especially if resolve gets filled in those 2 stuns. Link to comment Share on other sites More sharing options...
Altheran Posted March 20, 2014 Share Posted March 20, 2014 (edited) That's a serious problem for locking out an opponent with utmost efficiency... especially if resolve gets filled in those 2 stuns. It wasn't directed at you, but at the news. By the way, i doubt that the amount of resolve changes. It has been said it's a value "per second", and the AoE Stun of PT/Vg don't fill the bar for more. Edited March 20, 2014 by Altheran Link to comment Share on other sites More sharing options...
Xinika Posted March 20, 2014 Share Posted March 20, 2014 It wasn't directed at you, but at the news. By the way, i doubt that the amount of resolve changes. It has been said it's a value "per second", and the AoE Stun of PT/Vg don't fill the bar for more. I'd hope it doesn't change anything. Link to comment Share on other sites More sharing options...
Evolixe Posted March 20, 2014 Share Posted March 20, 2014 (edited) That's a serious problem for locking out an opponent with utmost efficiency... especially if resolve gets filled in those 2 stuns. That already happens right now.. SK + <GCD> + FS = 100% resolve. SK + <GCD> (x6) + FS = 99% resolve. Edited March 20, 2014 by Evolixe Link to comment Share on other sites More sharing options...
IInox Posted March 20, 2014 Share Posted March 20, 2014 noh probably resolve will not change.. Link to comment Share on other sites More sharing options...
thatPERSON Posted March 25, 2014 Share Posted March 25, 2014 does the stun last as long as the knockdown? if so, why change it, its a stun regardless, its not like spike/spinning kick hit someone for 7k+ like ops/scoundrels. i understand trying to even things out, but this isnt really accomplishing anything (as far as i know). they will still get stunned and still get hit for meh damage like always... Link to comment Share on other sites More sharing options...
IInox Posted March 26, 2014 Share Posted March 26, 2014 does the stun last as long as the knockdown? if so, why change it, its a stun regardless, its not like spike/spinning kick hit someone for 7k+ like ops/scoundrels. i understand trying to even things out, but this isnt really accomplishing anything (as far as i know). they will still get stunned and still get hit for meh damage like always... cuz for animation of char or somewhat..it's not about balancing etc Link to comment Share on other sites More sharing options...
toyfanatic Posted March 26, 2014 Share Posted March 26, 2014 does the stun last as long as the knockdown? if so, why change it, its a stun regardless, its not like spike/spinning kick hit someone for 7k+ like ops/scoundrels. i understand trying to even things out, but this isnt really accomplishing anything (as far as i know). they will still get stunned and still get hit for meh damage like always... Hey, lets band together and whine about Shoots First damage. Since scoundrals whined about our knock down why not lets be fair and they can have Shoots First hit for about 1k. Alls fair in love and war. Problem solved both ability would be in "balance " as things go around in here.......... Link to comment Share on other sites More sharing options...
thatPERSON Posted March 28, 2014 Share Posted March 28, 2014 Hey, lets band together and whine about Shoots First damage. Since scoundrals whined about our knock down why not lets be fair and they can have Shoots First hit for about 1k. Alls fair in love and war. Problem solved both ability would be in "balance " as things go around in here.......... not whining about the damage. i was just simply saying our knockdown wasnt a heavy hitting opening ability (i.e we use spike for the control and a proc, not because its a heavy hitter) and was just curious about why they changed it. part of the reason scoundrels got changed in 2.7 was because they had the KD + high damage in one ability. if assassins had a heavy hitting KD ability like scoundrels do they isnt a doubt in my mind sins would be nerfed. was trying to type that without it sounding "ranty." just trying to get my point across the best i could lol Link to comment Share on other sites More sharing options...
Drudenfusz Posted March 28, 2014 Share Posted March 28, 2014 does the stun last as long as the knockdown? if so, why change it, its a stun regardless, its not like spike/spinning kick hit someone for 7k+ like ops/scoundrels. i understand trying to even things out, but this isnt really accomplishing anything (as far as i know). they will still get stunned and still get hit for meh damage like always... Because of the animation it would even people who use their stun breaker watse that... When I knock you down in huttball on one of those fire traps you are dead regardless of stunbreaker or not, and thus my huttball efficiency will be lower (I play tank, I could do that even without stealth, and trust me, I killed lots of people with that ability in huttball). Link to comment Share on other sites More sharing options...
VigDiath Posted April 13, 2014 Share Posted April 13, 2014 Pointless change! Said it in the assassin forum and I'll say it over here. Make it how it was before and if you want the ability to do something else (like stopping troopers/bounty hunters HTL) then that's fine but leave the ability alone. Ever since the change I've avoided using it in either DPS or Tank spec. Link to comment Share on other sites More sharing options...
IInox Posted April 13, 2014 Share Posted April 13, 2014 Pointless change! Said it in the assassin forum and I'll say it over here. Make it how it was before and if you want the ability to do something else (like stopping troopers/bounty hunters HTL) then that's fine but leave the ability alone. Ever since the change I've avoided using it in either DPS or Tank spec. do you hate to stun people and kill them? lol Link to comment Share on other sites More sharing options...
ProKsnNwk Posted April 17, 2014 Share Posted April 17, 2014 I liked knocking down people on their faces into the fire-pit or off the platforms in Huttball, when they were standing on the edges....Pull and Spike/Spinning Kick on your face ****!You could avoid using your knocback, if they were just on the edge 1-2 meters. Still now that it is a hard stun it's epic too, but that 1-2 meter push was useful.Also most people didn't know that you could actually use your ability in middle of standing back up from knock down.Even more cool thing was that, the knock down bugged sometimes or maybe it was intentionally.If you stunned the person when he was knockdown, when he was still on the ground, he would lie down there stunned, and after the stun he still would have to get back up.Before that they were already dead most of the time though. Anyway, R.I.P. Spike/Spinning Kick! Link to comment Share on other sites More sharing options...
Dantoni Posted June 2, 2014 Share Posted June 2, 2014 Actually this is an improvement in PvP, because you can not knock down a Trooper with HTL or a BH with HO, thus the change Link to comment Share on other sites More sharing options...
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