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Corrupted Barrier vs. Kolto Surge vs. Defensive Safeguards


BlissDivine

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Feel free to test these numbers on your own toons.

 

Corrupted Barrier for Sorc

 

I used the Bolsterizer on the training area of the Fleet. I have around 130k HP bolsterized. I used force barrier a few times and watched how much it healed for with Corrupted Barrier. I sat in it for the full 8 seconds and got a 38482 heal.

 

Kolto Surge for Merc

 

Kolto Overload heals twice as fast and up to 70% of max HP. This last 10 seconds and heals though damage taken in that 10 seconds. 70% of 130k HP = 91k. But it's more healing than that if it's healing though damage taken in those 10 seconds. (Merc's also have another +90K heal "Trauma Regulatior")

 

Defensive Safeguards for Sniper

 

I used the Bolsterizer on the training area of the Fleet on my Sniper. When you use Ballistic Shield you are healed for 3% of total HP over 25 seconds. You also get 5% damage reduction. I watched the healing and it was 159146 over 25 seconds.

 

Now how is this balanced?

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Sniper has a real H2F 159k when HP is around 130k.

 

Merc has 2 "Heal to 70%"

 

Sorc has a "Heal to 30%"

 

I want a developer to justify this. Where is the rational for this? How is this balanced?

 

Probably because both sorcs and mercs have offheals, mercs have 2 other nice healing cds (as long as the enemy is tunnelling them), and sages have their 30 second bubble and off gcd self heal as well.

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Sniper has a real H2F 159k when HP is around 130k.

 

Merc has 2 "Heal to 70%"

 

Sorc has a "Heal to 30%"

 

I want a developer to justify this. Where is the rational for this? How is this balanced?

 

...as someone who's used all three heals. Just no. Sniper h2f is pretty much trash unless you're being healed during it. It's easily burst through. it's impossible to burst through the sorc heal since they're immune to damage during it and the merc heal has 2 other heals to supplement it (disregarding them simply healing).

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I used the Bolsterizer on the training area of the Fleet on my Sniper. When you use Ballistic Shield you are healed for 3% of total HP over 25 seconds. You also get 5% damage reduction. I watched the healing and it was 159146 over 25 seconds.

 

Now how is this balanced?

130k hp / 100% = 1300 hp = 1%

3% * 25 sec = 75%

75% * 1300 = 97500

97500 ≠ 159146

Go to school boy.

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130k hp / 100% = 1300 hp = 1%

3% * 25 sec = 75%

75% * 1300 = 97500

97500 ≠ 159146

Go to school boy.

 

Your 1st mistake is you tried to make a math equation out of it, and then put in the wrong numbers.

 

I actually got on my Sniper and used the Bolsterizer on the fleet training area. I then actually used the ability and watched the heal in real time. The heal I saw was 6121 and it ticks 26 times.

 

6121 X 26 = 159146

 

I did this over 3 times to make sure the numbers were correct. Feel free to get on a Sniper and do the same to see for yourself.

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Your 1st mistake is you tried to make a math equation out of it, and then put in the wrong numbers.

 

I actually got on my Sniper and used the Bolsterizer on the fleet training area. I then actually used the ability and watched the heal in real time. The heal I saw was 6121 and it ticks 26 times.

 

6121 X 26 = 159146

 

I did this over 3 times to make sure the numbers were correct. Feel free to get on a Sniper and do the same to see for yourself.

 

Then it seems you've caught some sort of bug. 6.1k seems 4.7% (~5%) of 130k HP. Your total number is then 125% of 130k HP, which is all fine and good.

 

Of course, 75% of health over 25 seconds every 3 minutes is nothing compared to the burst survivability of mercenaries.

 

I'm sure 2 stacks of kolto probes are massively powerful on paper.

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First of all, everyone acts like everyone grabs kolto surge.

 

If the merc grabs this as a choice, he/she misses out on other very nice utilities. Assuming this is an automatic pick is wrong.

 

Picking kolto surge also doesn't make the merc some impossible to kill class either.

 

Just as juggs have enraged defense, mercs now have kolto surge. With mercs, they actually have to use a utility point to make the ability kolto overload useful. Juggs get it automatically as a skill without wasting a utility point for it.

 

Pro tip: When you see kolto surge has been popped you back off the merc. It's not hard to know when you shouldn't attack them.

 

As for defensive safeguards, this probably wasn't a necessary ability to grant the Merc/Commandos. I guess BW felt for the sake of retribution Mercs deserved some real love in 5.0.

Edited by Lhancelot
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First of all, everyone acts like everyone grabs kolto surge.

 

If the merc grabs this as a choice, he/she misses out on other very nice utilities. Assuming this is an automatic pick is wrong.

 

Just as juggs have enraged defense, mercs now have kolto surge. With mercs, they actually have to use a utility point to make the ability kolto overload useful. Juggs get it automatically as a skill without wasting a utility point for it.

.

 

Please tell me which potential great utilities I waste if I pick up Kolto Surge(Heroic) and Trauma Regulators(Legendary)? Ok, I’d be choosing between Stabilized Armor and Energy Rebounder with 1 choice left in Heroic and I’ll choose Energy Rebounder so I could have my H2F shield every minute roughly. Stabilized Armor is a great utility but knowing that smart enemies will keep theirs stuns to avoid fighting me with my shield and Responsive Safeguards on why would I need it?

 

Now with 1 choice left in Legendary I’ll be choosing between Thrill of the Hunt and Tag and Bag and the latter will be my choice because I can almost face tank now and I’m ok to cast Blazing Bolts standing still. I can exchange that mobility for damage boost on netted targets that 15% alacrity increase will provide. And it will be decreasing the CD on my Kolto Overload every time I use Supercharged Gas. So what do I miss here? What would be your pick and why?

 

And, no, it’s not like Jugg’s Enraged Defence. It does not heal you up to 70% automatically. You have to hit a jugg so he could heal. Avoiding hitting a melee class without taking damage yourself is a lot easier than doing so with ranged. Why would you even compare them?

 

 

Pro tip: When you see kolto surge has been popped you back off the merc. .

 

EDIT: You're also mixing up Kolto Overload wich automatically heals you up to 70% when your health drops down to 35% and Energy Shield with Trauma Regulators utility which heals you to full if you were constantly attaked with your shield on. Any terrybad merc has at least a mouse to click on Kolto Overload icon and have it on for 60 seconds. You will deal with it anyhow when you bring him to 35% and it does not matter whether you avoid attacking or not.

Edited by zhezvya
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Defensive Safeguards for Sniper

 

I used the Bolsterizer on the training area of the Fleet on my Sniper. When you use Ballistic Shield you are healed for 3% of total HP over 25 seconds. You also get 5% damage reduction. I watched the healing and it was 159146 over 25 seconds.

 

Now how is this balanced?

 

I would recommend reading the safeguards tooltip. 3% hp over 20 seconds =/= 159k just saying. 3 x 20 = 60. Basic math friend :)

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Please tell me which potential great utilities I waste if I pick up Kolto Surge(Heroic) and Trauma Regulators(Legendary)? Ok, I’d be choosing between Stabilized Armor and Energy Rebounder with 1 choice left in Heroic and I’ll choose Energy Rebounder so I could have my H2F shield every minute roughly. Stabilized Armor is a great utility but knowing that smart enemies will keep theirs stuns to avoid fighting me with my shield and Responsive Safeguards on why would I need it?

 

Now with 1 choice left in Legendary I’ll be choosing between Thrill of the Hunt and Tag and Bag and the latter will be my choice because I can almost face tank now and I’m ok to cast Blazing Bolts standing still. I can exchange that mobility for damage boost on netted targets that 15% alacrity increase will provide. And it will be decreasing the CD on my Kolto Overload every time I use Supercharged Gas. So what do I miss here? What would be your pick and why?

 

And, no, it’s not like Jugg’s Enraged Defence. It does not heal you up to 70% automatically. You have to hit a jugg so he could heal. Avoiding hitting a melee class without taking damage yourself is a lot easier than doing so with ranged. Why would you even compare them?

 

You should pick up Stabilized Armor instead of Kolto Surge because the 30% damage reduction from AoE and 30% DR while stunned, especially the latter, are far more beneficial. The DR from the ability tied with the healing from Reflective Shield will pretty much guarantee that you will survive that burst while you are stunned.

 

With Kolto, you have to make sure you use it at just the right time or it's wasted.

 

Now, if you are really taking Tag and Bag over Thrill of the Hunt then you are just going to be a sitting duck and no amount of extra survivabiltiy provided from those abilities is going to save you. You will find that you will be unable to put your damage out because of the pressure put on you and needing to hard cast your Tracer Missile or Grav Round if your Priming Shot/Vortex Bolt miss or get abosrbed.

 

Though to be honest, having to be told to take Stabilzed Armor and Thrill of the Hunt shows that you are new to the merc/mando class or, if you aren't. you never learned how to play it.

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Though to be honest, having to be told to take Stabilzed Armor and Thrill of the Hunt shows that you are new to the merc/mando class or, if you aren't. you never learned how to play it.

 

It's the latter. I've leveled a merc with a single purpose to learn how to counter them in 4X and I was running with Thrill of the Hunt and Stabilized Armor back then. These were Heroic utilities if I recall correctly. I found myself terribad at mercing but I got what I needed- some inside knowledge. I play stealths mostly.

 

Now I was asking for what I miss with my understanding (which is not very deep as you can see) what 5.0 merc is. And I’ve directed my question to Lhance because I assume his understanding is not a lot deeper than mine seeing how he defends 5.0 mercs since he returned to forums.

 

I am against any severe nerfs to the class or taking away any of their new utilities. But defending it like it is perfectly fine now is ridiculous, seeing their numbers increase drastically to that of 4X sorcs or even bigger.

 

EDIT:

OK, if I go with Kolto Surge and Stabilized Armor + Thrill of the Hunt and Trauma Regulators, what do I miss in that case? My Energy Shield will be on 120 sec cooldown, but I think I can live with that still, right?:)

Edited by zhezvya
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It's the latter. I've leveled a merc with a single purpose to learn how to counter them in 4X and I was running with Thrill of the Hunt and Stabilized Armor back then. These were Heroic utilities if I recall correctly. I found myself terribad at mercing but I got what I needed- some inside knowledge. I play stealths mostly.

 

Now I was asking for what I miss with my understanding (which is not very deep as you can see) what 5.0 merc is. And I’ve directed my question to Lhance because I assume his understanding is not a lot deeper than mine seeing how he defends 5.0 mercs since he returned to forums.

 

I am against any severe nerfs to the class or taking away any of their new utilities. But defending it like it is perfectly fine now is ridiculous, seeing their numbers increase drastically to that of 4X sorcs or even bigger.

 

EDIT:

OK, if I go with Kolto Surge and Stabilized Armor + Thrill of the Hunt and Trauma Regulators, what do I miss in that case? My Energy Shield will be on 120 sec cooldown, but I think I can live with that still, right?:)

 

You would want Stabilized Armor and Energy Rebounder. The benefits of Kolto Surge are questionable. Sure, it looks good having all those healing numbers rolling quickly over your toon's head but in the long run having the stun DR and more up time on your shield, with its healing, is more beneficial.

 

Now, might the buffs be too much? Possibly. But what could also be happening is that after 5 years of hunting mercs/mandos players developed a complacency with how they handled the class and these changes shattered it.

 

People are having to find a new way to fight them and some, rather than learning how to, are saying that they're OP because they've suddenly learned that they might not be quite as good as they thought.

 

Now as for face tanking on a merc/mando, those doing it tend to be much newer to the class. Those that have had the class as their main for awhile will be using a much different play style with a lot more kiting involved and more use of position and terrain. They know where to set up to give them the best advantage points while attracting the least amount of attention. They also know where to set up to give them the best advantage with their knock backs as well. Will they face tank sometimes? Sure, because at times it is needed. (i.e having to charge a node to prevent a cap)

 

Now, you might ask "Why do they know these things?" Well, the answer is simple. They had to know them in order to survive. Everyone knew that they had crap for DCDs, even those that played the class, so they used what was provided and some know how to use it really well.

 

Take someone that has played the class for 3, 4, or even 5 years and learned all of this and they will be an even harder kill now with the benefits of the new defenses.

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You would want Stabilized Armor and Energy Rebounder. The benefits of Kolto Surge are questionable. Sure, it looks good having all those healing numbers rolling quickly over your toon's head but in the long run having the stun DR and more up time on your shield, with its healing, is more beneficial.

 

Now, might the buffs be too much? Possibly. But what could also be happening is that after 5 years of hunting mercs/mandos players developed a complacency with how they handled the class and these changes shattered it.

 

People are having to find a new way to fight them and some, rather than learning how to, are saying that they're OP because they've suddenly learned that they might not be quite as good as they thought.

 

Now as for face tanking on a merc/mando, those doing it tend to be much newer to the class. Those that have had the class as their main for awhile will be using a much different play style with a lot more kiting involved and more use of position and terrain. They know where to set up to give them the best advantage points while attracting the least amount of attention. They also know where to set up to give them the best advantage with their knock backs as well. Will they face tank sometimes? Sure, because at times it is needed. (i.e having to charge a node to prevent a cap)

 

Now, you might ask "Why do they know these things?" Well, the answer is simple. They had to know them in order to survive. Everyone knew that they had crap for DCDs, even those that played the class, so they used what was provided and some know how to use it really well.

 

Take someone that has played the class for 3, 4, or even 5 years and learned all of this and they will be an even harder kill now with the benefits of the new defenses.

 

While I agree with all the above, I think some light tuning should be done.

 

Last time I've played on my scoundrel a merc came to the node I was guarding (NC) and we've spent about 3-5 minutes trying to kill each other. None had succeeded and he ran off when help arrived. I am not saying that I was supposed to kill him by default. What I'm saying is that this merc did not seem to be so good but he was smart enough to time his cd's properly based on him knowing scoundrel's abilities and it was enough for him to feel self-assured and safe. It did not seem like he was a FOTM re-roller. The furthest I could go is getting his Kolto Overload triggered. So about 30-35%. I've flashbanged him during his shield up and did not touch him until it was down, then danced around the node when he had Safeguards on and that was before I've got him to 35%. When I got him down to like 40% again he had his Shield back up and so on. Mind self-heals we both had as well. He could not kill me either (I did not use stealth out even once). The whole situation was quiet funny. I know that any other guy with a bit higher skill would kill me twice during these 3 or more minutes we've spent waltzing.

 

I think it's a bit too much for a ranged class.

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First of all, everyone acts like everyone grabs kolto surge.

 

If the merc grabs this as a choice, he/she misses out on other very nice utilities. Assuming this is an automatic pick is wrong.

 

Picking kolto surge also doesn't make the merc some impossible to kill class either.

 

Just as juggs have enraged defense, mercs now have kolto surge. With mercs, they actually have to use a utility point to make the ability kolto overload useful. Juggs get it automatically as a skill without wasting a utility point for it.

 

Pro tip: When you see kolto surge has been popped you back off the merc. It's not hard to know when you shouldn't attack them.

 

As for defensive safeguards, this probably wasn't a necessary ability to grant the Merc/Commandos. I guess BW felt for the sake of retribution Mercs deserved some real love in 5.0.

 

Everyone takes Kolto Surge unless you only do regs.

 

The only thing worth taking that isn't kolto surge is Power shield and you wouldn't even drop Kolto Surge for it. You would drop Stabilized Armor.

 

Are you really trying to compare Enraged Defense on a juggernaut compared to Kolto Surge from a merc? lol.

 

Defensive Safeguards was the only balanced defensive cd mercs got in 5.0. Kolto Surge is over the top and needs to cap at 50-55% The healing after shield is lmaooo. I beg people who played mercs before 5.0 and weren't even that good at them to stop posting about them on the forums.

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Everyone takes Kolto Surge unless you only do regs.

 

The only thing worth taking that isn't kolto surge is Power shield and you wouldn't even drop Kolto Surge for it. You would drop Stabilized Armor.

 

Are you really trying to compare Enraged Defense on a juggernaut compared to Kolto Surge from a merc? lol.

 

Defensive Safeguards was the only balanced defensive cd mercs got in 5.0. Kolto Surge is over the top and needs to cap at 50-55% The healing after shield is lmaooo. I beg people who played mercs before 5.0 and weren't even that good at them to stop posting about them on the forums.

 

It's pretty clear your biased as a melee main who hates the fact mercs aren't a free easy kill for you anymore. I urge biased and unskilled players who cannot kill mercs now to stop posting about them on the forums.

 

See, I can throw ignorant, passive aggressive insults at you too even when I have no idea of your skill, your gameplay, or your history with melee classes. I am just saying, no need to make it personal.

 

Mercs have a huge toolbox right now. They will get adjusted. Hopefully BW recognizes the vast amount of exaggeration and hyperbole being spewed out about them and adjusts them properly, that's my concern.

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It's pretty clear your biased as a melee main who hates the fact mercs aren't a free easy kill for you anymore. I urge biased and unskilled players who cannot kill mercs now to stop posting about them on the forums.

 

See, I can throw ignorant, passive aggressive insults at you too even when I have no idea of your skill, your gameplay, or your history with melee classes. I am just saying, no need to make it personal.

 

Mercs have a huge toolbox right now. They will get adjusted. Hopefully BW recognizes the vast amount of exaggeration and hyperbole being spewed out about them and adjusts them properly, that's my concern.

 

I'm a merc main who top 3'd last season lol. You're someone who complained about mercs in 4.0 when Merc was fantastic. stop posting about mercs now lul

Edited by Gabzizzle
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