ArthasDaracon Posted December 10, 2014 Share Posted December 10, 2014 I don't normally post on the forums, but I haven't seen this brought up anywhere and I thought it should be. Ok so its a 30 meter interrupt right? and functionally Identical to Jolt and Distraction used by Sorcerers and Snipers. Why then is our interrupt as mercenaries now a base cool down of 24 seconds, compared to the Sorcerer and Sniper having cool downs of 18 seconds? What is it that warrants an extra 6 seconds of cool down time on our interrupt that does the EXACT same thing as the other two 30m interrupts? Link to comment Share on other sites More sharing options...
Khevar Posted December 10, 2014 Share Posted December 10, 2014 It would be nice if Supercharged Reserves brought the CD down to 18 seconds, instead of just 21 seconds. Link to comment Share on other sites More sharing options...
Ryannnnnnn Posted December 10, 2014 Share Posted December 10, 2014 Anyone remember when mercs didn't even have an interrupt? Took to about 1.4ish I think, no idea about Dev logic behind the merc class, especially its survival in arenas Link to comment Share on other sites More sharing options...
Darth__Reaver Posted December 11, 2014 Share Posted December 11, 2014 Anyone remember when mercs didn't even have an interrupt? Took to about 1.4ish I think, no idea about Dev logic behind the merc class, especially its survival in arenas I miss the old rocket punch Link to comment Share on other sites More sharing options...
Koarria Posted December 11, 2014 Share Posted December 11, 2014 Easy... cause otherwise you're to powerfull. The weakness of the Mercs/Comms was no interrupt. Now you have it, be pleased with it. Link to comment Share on other sites More sharing options...
venomlash Posted December 11, 2014 Share Posted December 11, 2014 Easy... cause otherwise you're to powerfull. The weakness of the Mercs/Comms was no interrupt. Now you have it, be pleased with it. And also no combat rez and no interrupt protection. The 'Mando was GIMPED at launch. Link to comment Share on other sites More sharing options...
Floplag Posted December 11, 2014 Share Posted December 11, 2014 same reason our heals all have longer cooldowns, and they do not... i dont have a clue what that reason is mind you, but its probably whatever that is... Link to comment Share on other sites More sharing options...
DariusCalera Posted December 11, 2014 Share Posted December 11, 2014 Easy... cause otherwise you're to powerfull. The weakness of the Mercs/Comms was no interrupt. Now you have it, be pleased with it. That really makes no sense when taken with the fact that the other two ranged classes have shorter CDs on their interrupt. Link to comment Share on other sites More sharing options...
Tailsfortales Posted December 15, 2014 Share Posted December 15, 2014 (edited) I don't normally post on the forums, but I haven't seen this brought up anywhere and I thought it should be. Ok so its a 30 meter interrupt right? and functionally Identical to Jolt and Distraction used by Sorcerers and Snipers. Why then is our interrupt as mercenaries now a base cool down of 24 seconds, compared to the Sorcerer and Sniper having cool downs of 18 seconds? What is it that warrants an extra 6 seconds of cool down time on our interrupt that does the EXACT same thing as the other two 30m interrupts? There's a utility---in the heroic tree I believe---that reduces the cooldown by 3 seconds. However, in my opinion, that's a waste of a utility. But that's the only reason I can think of for the longer cooldown and it doesn't even bring it down to 18s. Edited December 15, 2014 by Tailsfortales Link to comment Share on other sites More sharing options...
ArthasDaracon Posted December 15, 2014 Author Share Posted December 15, 2014 yeah that utility is all around a bad utility in my opinion, it reduces the interrupt but still makes it the longest cool down in the the game, it lets you build supercharge with recharge and reload but you can already easily do that with kolto shot, leaving its only really useful effect the shorter cool down on your cure which is rarely going to be an issue for non healers. Link to comment Share on other sites More sharing options...
Floplag Posted December 15, 2014 Share Posted December 15, 2014 I would guess its the same reason our heals are on longer cooldowns from theirs.. which is to say i have no friggin clue... Link to comment Share on other sites More sharing options...
Glower Posted December 16, 2014 Share Posted December 16, 2014 Heavy armor i guess. Maybe bioware still thinks how powerful is the heavy armor. The pure lifesaver!... Link to comment Share on other sites More sharing options...
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