Jump to content

class balance


Meturato

Recommended Posts

Hello dear community,

I'm a new player and I'm a bit confused about the current class balance. I created a commando and was made aware relatively quickly that I should rather delete this class because it does no harm and is not usable.

I've been using google for the past few days to find an answer, unfortunately there doesn't seem to be a unanimous opinion.

My wife and I are not hardcore gamers we just want to have some fun after work and enjoy the game, on the other hand we don't want to be banned from group content because of our class choices.

I would be very happy about answers.

PS: I'm sorry for the bad English, I created the text with Google translator

Link to comment
Share on other sites

34 minutes ago, Meturato said:

My wife and I are not hardcore gamers we just want to have some fun after work and enjoy the game, on the other hand we don't want to be banned from group content because of our class choices.

You'll be fine playing commando, especially in casual group content. Anyone who kicks you over it needs less screen time.

Is it true that gunnery specifically is not in a strong position? Yes, but... it also doesn't really matter. There's only a few places where your choice of class makes a difference, and based on your description of your goals, you're not going to be playing in that tier.

So have fun with the big gun! I wish you and your wife the best. :)

  • Thanks 1
Link to comment
Share on other sites

On 12/9/2022 at 1:48 PM, Meturato said:

Hello dear community,

I'm a new player and I'm a bit confused about the current class balance. I created a commando and was made aware relatively quickly that I should rather delete this class because it does no harm and is not usable.

I've been using google for the past few days to find an answer, unfortunately there doesn't seem to be a unanimous opinion.

My wife and I are not hardcore gamers we just want to have some fun after work and enjoy the game, on the other hand we don't want to be banned from group content because of our class choices.

I would be very happy about answers.

PS: I'm sorry for the bad English, I created the text with Google translator

 

I wouldn't worry about players like that, this game so casual now-a-days, that you don't need to be a min-maxer type to do endgame content, i would suggest finding other players with the same mindset as you and your wife and time permitting, stick to them.

Players now-a-days tend to be impatient, elitist and think if you don't have the best spec, the best class or the best gear, you are useless and i avoid those players like the plague.

Link to comment
Share on other sites

On 12/9/2022 at 2:48 PM, Meturato said:

I'm a new player and I'm a bit confused about the current class balance. I created a commando and was made aware relatively quickly that I should rather delete this class because it does no harm and is not usable.

 

On current balance, I downed all Master Mode Operations aside from God of the Machine and Apex Predator - and those for a lack of trying and not because I failed - with a Commando/Mercenary DPS. Whoever is telling you that Commando DPS is not doing enough DPS doesn't know what he's talking about.

 

However, it is true that with current balance, Melee DPS are doing more DPS on average. Among the Commando Combat Styles, Assault Specialist is performing better than Gunnery. AS is a bit harder to play and has a more difficult resource management. Nevertheless, Gunnery is, if played well, doing more than enough Damage to defeat any Veteran Mode Operation content and most Master Mod Operation encounters.

 

This to be said, it is easier to monkey around on a Marauder or a Powertech and do more damage without knowing what you're doing (been there, done that), as it is with a Commando. But on the other hand, it's easier to learn Gunnery and be decent with it than most other classes. And AS is not that hard to learn either. And if nothing pans out, you can always play Heal. Commando Heal is the easiest and most stable Heal these days in my opinion.

 

Edited by Exocor
Link to comment
Share on other sites

3 hours ago, Exocor said:

However, it is true that with current balance, Melee DPS are doing more DPS on average.

If you're talking about training dummy damage, that's normal because training dummies give maximum "up time" for both ranged and melee styles.  On "real"(1) foes, maximum up time is rarely achievable, and less achievable for melee than for ranged, or so the theory goes, and that's why BioWare gives a bit extra to melee classes compared to ranged.

If melee still does more even when that's taken into account, then there's a problem.

(1) A debatable word for a video game based in a fictional universe.  What I meant was foes that fight back, which training dummies don't.

Link to comment
Share on other sites

On 12/13/2022 at 8:57 PM, SteveTheCynic said:

On "real"(1) foes, maximum up time is rarely achievable, and less achievable for melee than for ranged, or so the theory goes, and that's why BioWare gives a bit extra to melee classes compared to ranged.

 

That is not necessarily correct. Ranged DPS often have casts or channels in their best rotation, while most Melee DPS don't. Let's say for example Grob'thok, since all players interested in Operations should be familiar with that fight: As a Melee DPS, you don't ever lose uptime. If you have the fire-thingy, you can just dance around the boss and continue with your rotation. As a ranged DPS, you have to play very smartly to not lose DPS - fire tends to kill faster with increasing difficulty. In Storymode, you can probably get through every cast and move when you do your instants - in VM and MM it's harder and you will most certainly lose uptime in favor of surviving.

 

No doubt that range is an advantage in some cases - but in some cases, casts and channels are disadvantages. So I wouldn't categorically say that Ranged DPS have a better chance at maintaining uptime. To compensate that, we've gotten all sorts of Movement Abilities over the years: Mad Dash for Juggernauts and Marauders, Charge for Powertechs, Phantom Stride and Holotraverse for Assassins and Scoundrels. Back when the aforementioned Grobthok was released, Marauders even still had to use their stacks to use Predation if I remember correctly. This problem is being addressed. Now Melee DPS have AoE Damage Reduction, while RDPS don't. So it's handle in two ways now. We don't really need it to be handled in three different ways at the same time. Nowadays, most people want to play MDPS because the difference in damage and survivability is so large and on the highest level, skill makes the uptime issue you mentioned almost meaningless.

 

Link to comment
Share on other sites

16 minutes ago, Exocor said:

Nowadays, most people want to play MDPS because the difference in damage and survivability is so large and on the highest level, skill makes the uptime issue you mentioned almost meaningless.

OK, fair enough.  What I cited *was* the thing that *BioWare* cited back in the day for why they pitched MDPS slightly higher against dummies than RDPS were.

Link to comment
Share on other sites

×
×
  • Create New...