HaoZhao Posted January 29, 2015 Posted January 29, 2015 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.
funkiestj Posted January 29, 2015 Posted January 29, 2015 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?
Master-Nala Posted January 29, 2015 Posted January 29, 2015 LMAO! I love the bitter sarcasm that you only get on the PVP boards. That said, this is a good change and I'm happy for players who main a Sentinel/Marauder.
Master-Nala Posted January 29, 2015 Posted January 29, 2015 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.
Defecter Posted January 29, 2015 Posted January 29, 2015 You mean, except for the fact they also increased the CD from 2 to 3 minutes?
Ursus-SUON Posted January 29, 2015 Posted January 29, 2015 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...
Savej Posted January 29, 2015 Posted January 29, 2015 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.
gofortheko Posted January 29, 2015 Posted January 29, 2015 (edited) 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 January 29, 2015 by gofortheko
DarthOvertone Posted January 29, 2015 Posted January 29, 2015 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... They need their range root back.
Savej Posted January 29, 2015 Posted January 29, 2015 They need their range root back. They're getting one (10m).
funkiestj Posted January 29, 2015 Posted January 29, 2015 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? 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)?
gofortheko Posted January 29, 2015 Posted January 29, 2015 They need their range root back. see my post above, this wont solve nothing.
TezMoney Posted January 29, 2015 Posted January 29, 2015 They need their range root back. The got a 10m root
Capt_Beers Posted January 29, 2015 Posted January 29, 2015 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.
Okod Posted January 29, 2015 Posted January 29, 2015 The got a 10m root 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.
DaFet Posted January 29, 2015 Posted January 29, 2015 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
gofortheko Posted January 29, 2015 Posted January 29, 2015 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.
Master-Nala Posted January 29, 2015 Posted January 29, 2015 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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