SirRobinII Posted December 28, 2016 Share Posted December 28, 2016 Won't the mercenary/commando dcds on dps be fixed if you removed the 70% Kolto Overload/Adrenaline rush UT and give it to the powertech/vanguard instead. As a healer I don't use the utility since I want to have uninterruptable UT and another one for kiting. Even without the 70% kolto overload the merc dps will still be a very strong class. The UT gives you like 8s invincibility. The powertech/vanguard feels like a lost cause during this patch, every other class get strong defensive utilities while yours relative stays the same. Link to comment Share on other sites More sharing options...
Thaladan Posted December 28, 2016 Share Posted December 28, 2016 (edited) it's so obvious that i believe devs created kolto surge for PT and just put it to mercs by mistake dear bioware, you missed a very good idea for once, kolto surge to PT is a good add for AP and THE ideal complement for pyro to have at least a decent survivability. Edited December 28, 2016 by Thaladan Link to comment Share on other sites More sharing options...
Mega_Fallos Posted December 28, 2016 Share Posted December 28, 2016 Sign. Excellent poit. Pvp developer is lamer. Link to comment Share on other sites More sharing options...
Kirpputori Posted December 28, 2016 Share Posted December 28, 2016 /signed imo this would fix both, mercs and pt's Link to comment Share on other sites More sharing options...
QuiveringPotato Posted December 28, 2016 Share Posted December 28, 2016 What utility would they bake it into? Link to comment Share on other sites More sharing options...
benmas Posted December 28, 2016 Share Posted December 28, 2016 they should give mercs and PTs the same dcds Link to comment Share on other sites More sharing options...
Raynezazki Posted December 28, 2016 Share Posted December 28, 2016 (edited) What utility would they bake it into? Efficient suit or liquid cooling I'd presume. KO purging stuns right now is actually pretty **** since you lose the stun DR I hate that I have to take it to get the cannons with non crap range. Edited December 28, 2016 by Raynezazki Link to comment Share on other sites More sharing options...
QuiveringPotato Posted December 28, 2016 Share Posted December 28, 2016 Efficient suit or liquid cooling I'd presume. KO purging stuns right now is actually pretty **** since you lose the stun DR I hate that I have to take it to get the cannons with non crap range. Oh, it could probably be baked onto the utility that makes your rockets heal you, too. That'd make sense thematically. Link to comment Share on other sites More sharing options...
Lhancelot Posted December 28, 2016 Share Posted December 28, 2016 I hope they give PTs 70% Kolto Overload. Then we can hear all the moaners cry about how after 8 secs the PT is still melted down too fast. Link to comment Share on other sites More sharing options...
DerSchneider Posted December 29, 2016 Share Posted December 29, 2016 (edited) they should give mercs and PTs the same dcds No. Merc is a caster and ranged class, PT has insane mobility and giving them same cooldowns would be utterly stupid. They need some buff, however. Edited December 29, 2016 by DerSchneider Link to comment Share on other sites More sharing options...
benmas Posted December 29, 2016 Share Posted December 29, 2016 No. Merc is a caster and ranged class, PT has insane mobility and giving them same cooldowns would be utterly stupid. They need some buff, however. making a PT like a merc on the dcds wouldn't make them much different from a juggernaut, which aren't exactly the strongest class in the game. Link to comment Share on other sites More sharing options...
Raynezazki Posted December 29, 2016 Share Posted December 29, 2016 Oh, it could probably be baked onto the utility that makes your rockets heal you, too. That'd make sense thematically. While they're at it they could make the rocket healing not garbage. Link to comment Share on other sites More sharing options...
stoopicus Posted December 29, 2016 Share Posted December 29, 2016 (edited) OP is spot on. This is the conclusion a bunch of people have come to in separate threads. There's a suggestion petiton up for it here: http://www.swtor.com/community/showthread.php?t=908573 go sign if you agree. This is such an obvious fix for two different problems. I can't believe that BOTH KO and Trauma Stabs were meant for mando/merc and not one of them for pt/vanguard. Edited December 29, 2016 by stoopicus Link to comment Share on other sites More sharing options...
RACATW Posted December 29, 2016 Share Posted December 29, 2016 PTs are already the best tank, they don't need that. Link to comment Share on other sites More sharing options...
Lhancelot Posted December 29, 2016 Share Posted December 29, 2016 PTs are already the best tank, they don't need that. That's the problem. People attach these giant blanket statements and fixes to a class forgetting that different specs will be affected differently by supposed fixes. People wear blinders and only see what they want to see. Link to comment Share on other sites More sharing options...
QuiveringPotato Posted December 29, 2016 Share Posted December 29, 2016 PTs are already the best tank, they don't need that. Sins are definitely the best atm, what are you talking about? Link to comment Share on other sites More sharing options...
stoopicus Posted December 29, 2016 Share Posted December 29, 2016 Sins are definitely the best atm, what are you talking about? They are trying to divert attention from mercs. In the end it doesn't matter because the numbers won't lie when BW looks at this, and based on personal observation, they are probably winding up their nerfbat swing for the new year. Link to comment Share on other sites More sharing options...
RACATW Posted December 30, 2016 Share Posted December 30, 2016 (edited) Sins are definitely the best atm, what are you talking about? Perhaps an op is fine with any tank including PTs. Edited December 30, 2016 by RACATW Link to comment Share on other sites More sharing options...
danciak Posted December 30, 2016 Share Posted December 30, 2016 PTs are already the best tank, they don't need that. LOL. Are ypu playing this game ? PT is worst tank now. Link to comment Share on other sites More sharing options...
BonnerFett Posted December 30, 2016 Share Posted December 30, 2016 /signed imo this would fix both, mercs and pt's Yep! Signed! Link to comment Share on other sites More sharing options...
Drunken-Monkey Posted December 30, 2016 Share Posted December 30, 2016 Here's my proposal: Take Adrenal Surge/Kolto Surge and Traume Stabilizers/Trauma Regulators from Commandos/Mercenaries and give them to Vanguards/Powertechs, BUT make them no utilities, but integrate them to the two DD specs of Vanguards/Powertechs exclusively, so they cannot be taken both and they don't affect the tank tree. Combine Adrenal Surge/Kolto Surge with the talent Adrenaline Fueled/Automated Defenses. In that way the Dot specs get a proper defensive ability on a fair CD, since you have a nice synergy with the CD reduction, when taking damage. Do the same with Traume Stabilizers/Trauma Regulators. Combine them with the Reflexive Shield/Energy Rebounder talent. Nerf the CD reduction when taking damage from 3 to 2 seconds, to ensure a fair, not too short CD. Survivability for both Vanguard/Powertech damage specs is fixed that way and commandos/mercenaries are finally back in line. Why that change? From what i can remember, all what commandos/mercenaries were really complaining about, was one specific point. And I'm talking about the good commandos/mercenaries with knowledge and skill of the class, not the guys, who are like: "HURR DURR I BE OP LOL, ME GLOBAL YOU, OH YOU DARE TO STRIKE BACK, OK I POP ONE OF MY SHIELDS AND BACKPADDEL WITH S BUTTON BUT MAKES NO DIFFERENCE CUS I NEED NO SKILL WITH OVAPOWERED DEFS LUL". And that point was, that they just don't have a proper, useful anti focus ability. Damage was never the problem and neither were it possibilities to kite. Just an additional "Oh ****"-Button. Echoing Deterrence/Responsive Safeguard is the proper answer. It's usable while cc'ed, it has a fair cooldown and it's possible to counter it (Dots, AOE, CC, LoS), therefore it's not overpowered. But that must be enough. The rest of the survival of this class must be made out of player skill. Kiting i.e. root, snare, knockback, LoS, insta mezz, E-Net, POSITIONING (Yes, maybe some people can remember this "skill". You are not ment to be on the frontline, even though you can afford it now), offheals, "minor" defensive abilities like shield and the aggro reduce. Link to comment Share on other sites More sharing options...
Ottoattack Posted December 31, 2016 Share Posted December 31, 2016 From AP PT perspective, survivability is not the issue, damage is. The changes to range, damage and utilities in 5.0 (and some coming from 4.0) do not work for how the spec is designed to function. A buff to range and damage will be far more useful to a buff to a 180 sec DCD. Pyro, absent major overhaul nothing can help this spec. Worst spec in PvP, and has been since 3.0. I do not see a change in sight. As for Merc, the changes seem to be yolo que driven, which does not remotely matter. In competitive play, mara, snipers and dec sins are better as burst specs than arsenal merc. Link to comment Share on other sites More sharing options...
verfallen Posted December 31, 2016 Share Posted December 31, 2016 Here's my proposal: Take Adrenal Surge/Kolto Surge and Traume Stabilizers/Trauma Regulators from Commandos/Mercenaries and give them to Vanguards/Powertechs, BUT make them no utilities, but integrate them to the two DD specs of Vanguards/Powertechs exclusively, so they cannot be taken both and they don't affect the tank tree. Combine Adrenal Surge/Kolto Surge with the talent Adrenaline Fueled/Automated Defenses. In that way the Dot specs get a proper defensive ability on a fair CD, since you have a nice synergy with the CD reduction, when taking damage. Do the same with Traume Stabilizers/Trauma Regulators. Combine them with the Reflexive Shield/Energy Rebounder talent. Nerf the CD reduction when taking damage from 3 to 2 seconds, to ensure a fair, not too short CD. Survivability for both Vanguard/Powertech damage specs is fixed that way and commandos/mercenaries are finally back in line. Why that change? From what i can remember, all what commandos/mercenaries were really complaining about, was one specific point. And I'm talking about the good commandos/mercenaries with knowledge and skill of the class, not the guys, who are like: "HURR DURR I BE OP LOL, ME GLOBAL YOU, OH YOU DARE TO STRIKE BACK, OK I POP ONE OF MY SHIELDS AND BACKPADDEL WITH S BUTTON BUT MAKES NO DIFFERENCE CUS I NEED NO SKILL WITH OVAPOWERED DEFS LUL". And that point was, that they just don't have a proper, useful anti focus ability. Damage was never the problem and neither were it possibilities to kite. Just an additional "Oh ****"-Button. Echoing Deterrence/Responsive Safeguard is the proper answer. It's usable while cc'ed, it has a fair cooldown and it's possible to counter it (Dots, AOE, CC, LoS), therefore it's not overpowered. But that must be enough. The rest of the survival of this class must be made out of player skill. Kiting i.e. root, snare, knockback, LoS, insta mezz, E-Net, POSITIONING (Yes, maybe some people can remember this "skill". You are not ment to be on the frontline, even though you can afford it now), offheals, "minor" defensive abilities like shield and the aggro reduce. Send your resume to Bioware Austin PvP balance team asap please. Nice smart way not to make a giant problem elsewhere (like undying PT tanks). I 100% agree with your post. Link to comment Share on other sites More sharing options...
QuiveringPotato Posted December 31, 2016 Share Posted December 31, 2016 Send your resume to Bioware Austin PvP balance team asap please. Nice smart way not to make a giant problem elsewhere (like undying PT tanks). I 100% agree with your post. I think that's a fair change, although I still think those 2 utilities are a tad bit too powerful. I'd nerd the energy shield healing down to ~50% HP, and the kolto overload to around 60%. Link to comment Share on other sites More sharing options...
Drunken-Monkey Posted December 31, 2016 Share Posted December 31, 2016 I think that's a fair change, although I still think those 2 utilities are a tad bit too powerful. I'd nerd the energy shield healing down to ~50% HP, and the kolto overload to around 60%. Fair enough. If it's too strong, fine tuning is always the way to go. But on the other hand...fine tuning has not always been Bioware's strength.. From AP PT perspective, survivability is not the issue, damage is. The changes to range, damage and utilities in 5.0 (and some coming from 4.0) do not work for how the spec is designed to function. A buff to range and damage will be far more useful to a buff to a 180 sec DCD. Pyro, absent major overhaul nothing can help this spec. Worst spec in PvP, and has been since 3.0. I do not see a change in sight. As for Merc, the changes seem to be yolo que driven, which does not remotely matter. In competitive play, mara, snipers and dec sins are better as burst specs than arsenal merc. Well. I agree with you about the High Impact Bolt/Railshot range. Even if it's just for style reason. I don't feel like it would be overpowered, to give this specific ability back their 30m range, but pls don't quote me on this. Someone may proof me wrong... I cannot talk about Plasmatech/Pyro's damage, since i did't play this spec for a long while, but from my persepective Tactics/AP damage is quite fine. I do not worse, than on my sentinel for example... What i really miss, is an "Oh ****"-Button, like all the other classes already got. Over the years, Bioware followed the mantra, of giving every class additional, very strong defensive abilities. Unlike 1.0/2.0 nowadays it's theoretically impossible, to kill any class on the first attempt. Some classes got anti-get-globaled-abilities, which work even in a stunlock, other classes, rely on the cc breaker, but at least got abilities, which save their life, when able to act. Sage/Sorc bubble, Guarded by the Force/Undiying Rage, Scrapper/Operative roll, Commando/Merc Reflect, Selfheal & Reflect for Guardian/Jugger etc, etc. You can name it. Just Vanguards/Powertechs have to deal with all threats by pure, lets call it "sturdiness". You can pop your shield and Hold the line/Hydraulic Overrides and hope for the best. That's just not enough in my opinion. They need an additional chance to survive heavy bullshît. Link to comment Share on other sites More sharing options...
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