MasterAtin Posted December 24, 2016 Posted December 24, 2016 In my experience, operatives/scoundrels have the absolute worse AOEs in the game, next to sentinels. Makes regular questing take longer. Would be nice have our flyby back.
Darkchip Posted December 24, 2016 Posted December 24, 2016 That's been asked for countless times and everytime we get the same answer no. The reason it was removed was it make us too powerfull and we even used it in single target it was that good. Honestly i want it back on my scoundrel and oprative but i don't see it coming back or if it does it will be so weak and bad it will be pointless, also we just got a new AoE ability that is insta cast and does about the same only it doesn't look the same.
dxlolman Posted December 24, 2016 Posted December 24, 2016 Well in response to this they added Bushwhack/Toxic Haze they basically are and do the same thing as XS flyby/Orbital Strike. Heals spec these can be used at longer range but DPS is on spot instant attack and having a lower cool down than the old AOE's making it better than XS flyby/Orbital Strike.
QuiveringPotato Posted December 24, 2016 Posted December 24, 2016 Our new AOEs do decent damage. They could work on the cone/targeting of Noxious Knives (it still has the same issues as carbine burst), but tech/poison AOEs are good.
Smuglebunny Posted December 25, 2016 Posted December 25, 2016 Toxic haze is better than flyby, its instant and does poison damage. Id like to see the TA requirement removed though.
ExeErdna Posted December 26, 2016 Posted December 26, 2016 Because the healer can throw it 30m it has to be on TA since it'll be broken as hell. That dot is powerful on my healer throwing that on the tank when they're clearing trash mobs or in pvp is a dream.
Jepac Posted December 27, 2016 Posted December 27, 2016 I wish they'd just adjust damage/dot/range and such on the existing AoEs instead of replacing them with new ones. I *loved* the Orbital Strike effects on my Agent, it really brought home the point that this was somebody with the full might of the Empire behind them, somebody who could call in that sort of backup. Being able to throw a fistful of knives or leave a bad smell in the area gives no sense of importance whatsoever. Might as well be any back-alley Nar Shaddaa street fighter. The Jedi and Sith still get their lightsabers and force lightning and flashy moves, Agents and Smugglers have lost everything that was iconic for them. Let us have the Orbital Strike effects back, I don't mind if they keep the toxic cloud mechanics to keep the pvp'ers happy. Just let me feel like an Agent of the Empire again. Meanwhile, my operative can stay in the carbonite. (Tried to play her once after 5.0, ye gods that was slow and boring. RIP PvE Agent.)
Darkchip Posted December 27, 2016 Posted December 27, 2016 I wish they'd just adjust damage/dot/range and such on the existing AoEs instead of replacing them with new ones. I *loved* the Orbital Strike effects on my Agent, it really brought home the point that this was somebody with the full might of the Empire behind them, somebody who could call in that sort of backup. Being able to throw a fistful of knives or leave a bad smell in the area gives no sense of importance whatsoever. Might as well be any back-alley Nar Shaddaa street fighter. The Jedi and Sith still get their lightsabers and force lightning and flashy moves, Agents and Smugglers have lost everything that was iconic for them. Let us have the Orbital Strike effects back, I don't mind if they keep the toxic cloud mechanics to keep the pvp'ers happy. Just let me feel like an Agent of the Empire again. Meanwhile, my operative can stay in the carbonite. (Tried to play her once after 5.0, ye gods that was slow and boring. RIP PvE Agent.) Honestly i agree 100% with this in the i don't really feel like i have the might of the empire on my side when i play my agent anymore but i can understand atleast from a lore standpoint. The whole point of being a Operative is that we are meant to be the secret agents of the empire and we don't want anyone to know we are there or that the empire is looking into a area so we don't have the luxury of having backup or support from the empire other then the gadgets they have given us. So sadly we can't call in a orbital strike on a area because we would basically be alerting everyone in the area to our presence so we have to sneaky and take them out with poisons and knifes.
NRieh Posted December 30, 2016 Posted December 30, 2016 we have to sneaky and take them out with poisons and knifes. Sneaky? You must be kiddin. From my experience 90% of the current solo content seems to be about spawning the scripted waves that target you directly and ignore stealth\escape. I admit, I haven't got to the KotET yet. I've played a month of sub a year ago as they had released the KotFE (up to the chapter 9). Now I'm on a free week from a referral, progressing with the further chapters. Will it get any better. I wonder? Because if I wanted to play a ranged no-stealth 'hack-them-all' DPS, I'd have preferred trooper or a gunslinger, not a sawbones scoundrel, you know...
Darkchip Posted December 31, 2016 Posted December 31, 2016 Sneaky? You must be kiddin. From my experience 90% of the current solo content seems to be about spawning the scripted waves that target you directly and ignore stealth\escape. I admit, I haven't got to the KotET yet. I've played a month of sub a year ago as they had released the KotFE (up to the chapter 9). Now I'm on a free week from a referral, progressing with the further chapters. Will it get any better. I wonder? Because if I wanted to play a ranged no-stealth 'hack-them-all' DPS, I'd have preferred trooper or a gunslinger, not a sawbones scoundrel, you know... Honestly with the new story content no it won't get better. Alot of the adds that spawn when you trigger them will take you outta stealth as soon as they spawn which kinda defeats the purpose of stealth in the first place doesn't it. Also can't forget the slows for day effect alot of them have which is why they gave us a charge ability.
NRieh Posted December 31, 2016 Posted December 31, 2016 (edited) Alot of the adds that spawn when you trigger them will take you outta stealth as soon as they spawn which kinda defeats the purpose of stealth in the first place doesn't it. Prety much this. yeah. No stealth, no combat-stealth (which is either broken or resets the scripted fight), CC (no stun droids, no tranq dart), no smart single-target pulling with a harpoon shot, no ****** flyby... The only remaining 'true scoundrel' thing I've got is our fabulous "nut-cracking" short stun. Edited December 31, 2016 by NRieh
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