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Petition To Restore Pyrotech/Plasmatech


CobraMG

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I see the threads of people complaining about Pyro, and I myself am wondering why BioWare thought this was a good idea. It completely throws the PERFECT rotation out the door, and reduces DPS by a very significant amount, for the sake of what? PVP? I don't PVP that much, but I can tell you, when I have, I found that AP was way better than Pyro and I didn't feel like I was overpowered using Pyro. So I'm proposing that instead of just complaining about the Pyro nerf, we formally ask BioWare to restore it to its previous state. There is absolutely no reason that Pyro should be played this way, without Railshot proccing flame burst. BioWare. Please please please don't be so stupid. The spec was completely fine how it was.

 

EDIT: I honestly don't care if BioWare reduces the DPS dealt by Pyrotech. As long as the rotation is the same. I used Advanced Prototype Pre-3.0, and its DPS wasn't all that great (single target) but I didn't care because it was so much fun. Pyro as of 3.0 is what AP used to be rotation wise, and I was so happy to know that when I first used it on the PTS.

 

EDIT #2: After some of the replies I've seen to this post, I thought I'd address this. The change that was made that needs to be undone was Flame Barrage. Before it was "Immolate and Rail Shot make your next Flame Burst or Flame Sweep generate no heat." Now, it's "Immolate makes your next Flame Burst or Flame Sweep generate no heat.". The removal of Rail Shot from the proc is absolutely unnecessary and should never have been done.

Edited by CobraMG
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Well this, is the problem. Not enough people play VG/PT. When **** happens to sages/sorcs or sents, all hell breaks loose and they fill up every thread possible. with complaints.

 

When we have the same numbers, we can come back.

 

Otherwise, not only I agree, I think a Plasma/Pyro should be buffed, not nerfed.

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The people complaining about this change apparently didn't bother to read up on what was going on. Shieldtech/Shield specialists were grossly outperforming other tanks as far as DPS is concerned. Bioware deemed that unload was the culprit. "Okay so just remove it from the tanks." Welp apparently that's just not how it works. I play both tactics (AP) and tank spec. I don't miss it thus far. I always felt it was a clunky and unnecessary part of my rotation, so I removed it from my hotbar a long time ago.
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The people complaining about this change apparently didn't bother to read up on what was going on. Shieldtech/Shield specialists were grossly outperforming other tanks as far as DPS is concerned. Bioware deemed that unload was the culprit. "Okay so just remove it from the tanks." Welp apparently that's just not how it works. I play both tactics (AP) and tank spec. I don't miss it thus far. I always felt it was a clunky and unnecessary part of my rotation, so I removed it from my hotbar a long time ago.

 

The problem isn't the removal of Full Auto/Unload. That doesn't really affect the spec changes. The problem was that they changed ammo management in Pyro/Plasmatech. The rotation doesn't really flow anymore and we aren't able to consistently use Pulse Cannon/(PT ability name for Pulse Cannon) with the full 3 stacks while maintaining ammo. I think it is more annoying to a lot of us that this change wasn't part of the original 3.1.1 PTS and didn't show up in the patch notes until it was pointed out as a bug (and later confirmed as intended design by Tait) on another site.

Edited by MulletManTim
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And that is the issue. Want to nerf our damage a bit, fine. Leave the damn rotation alone. Funny how BW states that they want dot specs to do more sustaned damage and there for more overall damage than burst specs, but obviously they forgot that when throwing in this nerf.

 

So here is what you get to look for if running pyro/plasmatech

 

- Least amount of defensive cooldowns. (Two)

- borked rotation where you cant even get off you power move at full charge every other rotation (Pulse Canon/Flamethrower) without over heating/running out of cells.

- due to being Powertech/Vanguard no move to quickly get you close to a boss without burning Hydralic/HTL

- The damage nerfs. (I can deal with the damage nerf if they fix the heat management/rotation)

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Would now be a good time to mention that I also think the Rocket Jump should be part of the Powertech advanced class? Why in the world does Bioware think that it's only necessary as a tank? It is most DEFINITELY necessary as a DPS, because being melee is already a downside, but when marauders and juggernauts are jumping to the next target in a raid, you're just walking over there like an idiot, maybe hitting railshot if you're lucky it's off cd with the proc. Remove the extra 40% speed from Hydraulic overrides for all I care, just give us the effing Rocket Jump for DPS. Edited by CobraMG
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/signed

 

Would now be a good time to mention that I also think the Rocket Jump should be part of the Powertech advanced class? Why in the world does Bioware think that it's only necessary as a tank? It is most DEFINITELY necessary as a DPS, because being melee is already a downside, but when marauders and juggernauts are jumping to the next target in a raid, you're just walking over there like an idiot, maybe hitting railshot if you're lucky it's off cd with the proc. Remove the extra 40% speed from Hydraulic overrides for all I care, just give us the effing Rocket Jump for DPS.

 

/signed

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I honestly don't care if BioWare reduces the DPS dealt by Pyrotech. As long as the rotation is the same. I used Advanced Prototype Pre-3.0, and its DPS wasn't all that great (single target) but I didn't care because it was so much fun. Pyro as of 3.0 is what AP used to be rotation wise, and I was so happy to know that when I first used it on the PTS.

 

I think this is the bottom line (and what VG/PT player would like to see) is if the damage needs to be nerfed, fine. If bioware thinks the rotation is too energy friendly, fine. But having something that's built around building up 3 stacks of flamethrower and then changing it so that you can't use 3 stack flamethrower all that much just seems goofy. Seems that there are a lot of ways to re-weight damage or energy costs to achieve the desired results, or tweak what generates stacks if the desire is to put in more decision points with energy management (i.e. can go all out, in a small window before overheating vs having to hold back and autoattack)

Edited by MeatbagTitan
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/signed

 

i don't understand why they needed to make an already tight energy management speck ten times worse. sure nerf the damage but dont **** the whole rotation up to the point of it being a nearly useless speck. HIB should still Prok Iron pulse there was no reason to remove that.

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