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If you cry hard enough, it will pay off. You just have to believe in yourselves


HaoZhao

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http://www.swtor.com/community/showthread.php?t=793947

 

Removed the health penalty from Undying Rage.

 

So I'm sure some of you are thinking something to the tune of "hey, I've been crying like a champ about DPS operatives for years!" Well, obviously your crying is lacking in some aspect. Don't fault BioWare because concealment and lethality players don't cry with the intense passion that fury players do. Fury players EARNED this. Perhaps you lazy operatives should stop blaming everyone else for your problems and learn to cry like men. BioWare will fix your specs when you can show them the tears to prove that you deserve it.

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ha ha ha ha, GBTF/UR health loss as the beginning of the ability was over powered so BW moved it to the end of the ability. Ooops that is under powered lets make it far better than it was when we considered it OP...

 

Given the length of a round in Arenas the increased CD on GBTF/UR has no impact, right?

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ha ha ha ha, GBTF/UR health loss as the beginning of the ability was over powered so BW moved it to the end of the ability. Ooops that is under powered lets make it far better than it was when we considered it OP...

 

Given the length of a round in Arenas the increased CD on GBTF/UR has no impact, right?

 

It was OP in the 2.0 era-meta. Now...not so much.

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ha ha ha ha, GBTF/UR health loss as the beginning of the ability was over powered so BW moved it to the end of the ability. Ooops that is under powered lets make it far better than it was when we considered it OP...

 

Given the length of a round in Arenas the increased CD on GBTF/UR has no impact, right?

 

It was op'd when smash sents with pvp set bonuses (and healers joined to them at the hip) could pop it every 45 secs. In 3.1.1 it's useful but nothing like it was in s1.

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Still wont help with staying on target, since there is nothing that stops a mara/sent from being stunned for the duration of GbtF.

 

 

Not to mention that the dynamic of pvp has changed so much since those times. Now virtually all classes, especially ranged ones, has something to break out of roots and snare. Some have multiple ways. So yeah, not that big of a deal AT ALL. Try playing a sent/mara in its current form, its a joke.

Edited by gofortheko
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It was OP in the 2.0 era-meta. Now...not so much.

 

You mean, except for the fact they also increased the CD from 2 to 3 minutes? :p

 

why is it not OP now? The cooldown change has impact in warzone but you were never using undying rage more than once per round in Arenas so how can it be "OP in 2.x era" but not OP in 3.1.1? Is it because of the relative strength of other classes (e.g. force speed + knockback root)?

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still don't think this fixes the problem with marauders/sentinels in pvp. it's a good QOL adjustment, but they need something else, i'm not to sure what though...

 

I would rather them do a few changes over the course of a couple patches then all at once. BW has the habit of taking a UP class/spec and making 5 or 6 changes that wind up way over buffing it.

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The got a 10m root :confused:

 

Not so much 'got' as 'can get'. All for the low low price of 1 Skillfull utility point, and 1 Heroic utility point. Shame so many classes will just break out of it (without using their main CC break), or be outright immune to it in the first place. Still, it might help.

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Not so much 'got' as 'can get'. All for the low low price of 1 Skillfull utility point, and 1 Heroic utility point. Shame so many classes will just break out of it (without using their main CC break), or be outright immune to it in the first place. Still, it might help.

 

band-aid for a shotgun wound coupled with a machete to the head.

This in no way makes mara's viable again in pvp...just last perhaps 10 secs longer before death due to the no HP loss

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band-aid for a shotgun wound coupled with a machete to the head.

This in no way makes mara's viable again in pvp...just last perhaps 10 secs longer before death due to the no HP loss

 

agreed, they need something that prevents them from being able to be CCed with impunity.

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why is it not OP now? The cooldown change has impact in warzone but you were never using undying rage more than once per round in Arenas so how can it be "OP in 2.x era" but not OP in 3.1.1? Is it because of the relative strength of other classes (e.g. force speed + knockback root)?

 

That's it exactly. In the 2.0 era there just wasn't any cooldowns (until very late in 2.x) that were as good as GBTF/UR. But now, several classes have immunity or close to immunity to damage DCD.

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