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  1. #21
    Deleted
    Almost every class has a knockback and a stun. That one of the main reasons I will get bored of SWTOR soon. Very obvious class homogenization in PvP. In WoW every stun is different and not every class has them.

    ---------- Post added 2012-02-10 at 10:10 AM ----------

    Quote Originally Posted by asharia View Post
    its completely over the top. an operative has no defense against it. they cant even get back quickly.

    yes, i actively try to align myself so i wont get thrown off. but all they have to do is snare or slow or stun you and you're screwed. also, depending on where you are, some of them have such a ridiculously huge effect, theres no safe place to stand

    knocking a melee off a bridge (except warriors), completely eliminates their dmg and effect on the fight/chase for anywhere from 10 to 30secs. its just too much for an instant, aoe and low CD ability.
    If target is on low HP, take cover and Snipe. But yeah, Operatives are gimped.

  2. #22
    Quote Originally Posted by Chaozu View Post
    On the other hand you have the benefit of being immune to interrupts, force/jet charge and grapple like abilities. As a sniper you are only good in just such situations, when you can shoot people from afar.
    actually, charges pretty bad for us also. we cant go toe to toe with other melee specs, because now that our dmg is equal, they still retain higher armor, defense, shielding and way, way better defensive CDs. i very often end up trying to kite other melee, especially marauders (omg marauders), because i just cant stand there get hit without dying super quick.

    the only time i can stay in melee with them is when i get the opener, and i have CDs up to minimise their dmg (mostly evasion and debilitate)

    ---------- Post added 2012-02-10 at 06:42 PM ----------

    Quote Originally Posted by Arsi View Post
    If target is on low HP, take cover and Snipe. But yeah, Operatives are gimped.
    yeah, cover and explosive probe/snipe. but thats rare, most of the time they are out of LoS, or just too far away. :P

  3. #23
    Quote Originally Posted by asharia View Post
    its completely over the top. an operative has no defense against it. they cant even get back quickly.

    yes, i actively try to align myself so i wont get thrown off. but all they have to do is snare or slow or stun you and you're screwed. also, depending on where you are, some of them have such a ridiculously huge effect, theres no safe place to stand

    knocking a melee off a bridge (except warriors), completely eliminates their dmg and effect on the fight/chase for anywhere from 10 to 30secs. its just too much for an instant, aoe and low CD ability.
    Operatives aren't alone. Unless an assassin/shadow is tank spec and can grip, their in the same boat. No/limited ranged abilities, and no way to get quickly back to the target and on the ramp. It's irritating, but huttball has given me some of the best and most intense games. I do have an aoe knockback though so that probably helps a lot, I usually just try to knock people off before they get the chance to knock me off.

  4. #24
    Deleted
    If you ask me, there's nothing wrong with knockbacks, and having them and using them doesn't automatically mean they're "cheap" or that they don't require "skill" to use.

    You want to know what's cheap and doesn't require any skill to use? The whole concept of denying a player all action through some sort of fear or stun. I'm highly disappointed SW:TOR went the way of WoW in this. Adding stuns to (PvP) combat is highly unimaginative. What would be infinitely better would be a combat system with reactive counters, much like a beat 'em up such as Virtua Fighter would have. We already know counters work, since we have interrupt abilities, which in WoW for example can be used to interrupt casts as fast as one second.

    SW:TOR Huttball though? Stun stun stun stun stun stun stun stun stun stun stun stun stun stun stun, hey my resolve bar is full! *dead*

  5. #25
    Deleted
    Quote Originally Posted by Sydänyö View Post
    If you ask me, there's nothing wrong with knockbacks, and having them and using them doesn't automatically mean they're "cheap" or that they don't require "skill" to use.

    You want to know what's cheap and doesn't require any skill to use? The whole concept of denying a player all action through some sort of fear or stun. I'm highly disappointed SW:TOR went the way of WoW in this. Adding stuns to (PvP) combat is highly unimaginative. What would be infinitely better would be a combat system with reactive counters, much like a beat 'em up such as Virtua Fighter would have. We already know counters work, since we have interrupt abilities, which in WoW for example can be used to interrupt casts as fast as one second.

    SW:TOR Huttball though? Stun stun stun stun stun stun stun stun stun stun stun stun stun stun stun, hey my resolve bar is full! *dead*
    Stuns with DR wouldn't be nearly as bad. Right now you have 90% resolve bar, means you have been through some tough shit and BAM - another 4 second stun!

  6. #26
    Quote Originally Posted by Cereyeth View Post
    Just curious what people's opinions were how strong and prevalent knock backs are in PVP, specifically in Huttball. It can be fun sometimes, but I feel it takes away from the overall skill required to PVP in the game at times. I see players all the time just waiting to stun people in fire pits or blow someone off a bridge. Reminds me of players that camp their Shamans in mid in Eye of the Storm or Lumber Mill just to send people flying off the edges. Thoughts?
    Huttball is a great design for team play and I love it, from that perspective, yet it's far from perfect as a few classes have a solid advantage. One Jugg and two SI's with pull and heals, in trio, can dominate huttball even against solid premades.

    I have very mixed feelings on knockbacks. Some matches I will spend half of my time trying to get to the ball without much I can do about it.

    I think if the game were to focus more on skill there would be a hard counter to knockbacks even if it was hard to achieve, like a split second interrupt, getting behind the person at the last second, or jumping to avoid knock back animations (this actually works sometimes for whatever reason).
    Last edited by Standing; 2012-02-10 at 08:48 AM.

  7. #27
    Resolve seems broken. I mean it probably works as it is intended but I don't see any results from it. They should have something like where after you get cc'd you are immune to cc's for the next 15 seconds.

  8. #28
    Deleted
    Quote Originally Posted by asharia View Post
    actually, charges pretty bad for us also. we cant go toe to toe with other melee specs, because now that our dmg is equal, they still retain higher armor, defense, shielding and way, way better defensive CDs. i very often end up trying to kite other melee, especially marauders (omg marauders), because i just cant stand there get hit without dying super quick.
    Dispell their dots. I got no issues with marauders on my scoundrel, simply because they are all the same spec and everytime they get a stack of dots on me I will dispell them, after that they don't do nearly as much damage and you will take them down. I must say that they can really wreck havoc with some support around them...

    On topic: As scoundrel I hate the knockbacks. I dont really mind the consular/inquisitor one, as that one is easier to manage, but commando (gunnery) and mercenary (arsenal) as well as juggernauts/guardians, really got some annoying knockbacks that is very hard to counter, simply due to having no time to anticipate it. It is of no issue in voidstar and alderaan, but in huttball it really can change a map. Guess I am just a bit envious on them having one

    With that said, I do find it gives a more interesting play in huttball with the knockbacks, I just wish there was a small (1 sec) animation before commando and mercenary knockbacks happened, kinda like with inquisitors and consulars.

  9. #29
    I enjoy knocking people back. It's a necessary evil as a clothy.

  10. #30
    Quote Originally Posted by Sydänyö View Post
    SW:TOR Huttball though? Stun stun stun stun stun stun stun stun stun stun stun stun stun stun stun, hey my resolve bar is full! *dead*
    It's more like all those stuns then *dead* then revive with a full resolve bar ticking down in your respawn area. That's always helpful.

  11. #31
    I play a rage marauder and I don't mind knockbacks in pvp since I make sure to position myself so they won't knock me off the catwalk, hazards, or into the pit. I also have 2 gap closers that I can use if necessary.

  12. #32
    Deleted
    Quote Originally Posted by NoSalvation View Post
    I play a rage marauder and I don't mind knockbacks in pvp since I make sure to position myself so they won't knock me off the catwalk, hazards, or into the pit. I also have 2 gap closers that I can use if necessary.
    10 m range charge isn't really a gap closer, as you can force scream, deadly throw, even force choke till slow wears out. And then vicious throw.

    Unless you meant force camo, now invisible + 30% speed increase is a gap closer, but every spec has it.

    Annihilation gets third gap closer - 80% sprint.

  13. #33
    Bloodsail Admiral mirodin's Avatar
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    Knock backs are absolutely essential for my merc. Without it im just a dead meat when i melee jumps me. With close to no instant attack we need to make a gap so we can be effective. On my sorc on the other hand feels a bit like a cheat, knoc back, slows, stun, interrupt sprint and an instant cc. Also assassins can sprint to their targets when they get knocked back.
    It's coming in 1.2!!!

  14. #34
    Seems excessive to me when a player can run along side his ball carrier on a catwalk and instant knock back five opponents off the edge. Considering most people aren't going to be able to get back to the ball carrier for awhile, it's essentially like one shotting a whole team. Maybe it wouldn't be so bad if they at least had a 3 second cast time and could be interrupted or something.

  15. #35
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    The knockbacks and stuns are kind of fun, but I have seen some ridiculous cases of it though. I've been in hutt balls where the opposing team is more than half sorcs, and its nothing but knockbacks, stuns and sprints for the win for them. It sucks mostly cuz I'm on my juggy when that happens lol
    What doesn't kill you, only makes you stranger

  16. #36
    Knockbacks are fine, what needs work is resolve and making sure everything that fully incapacitates your character is on it, worst I seen was a ball carrier with full resolve being stunned for literally 20 seconds about 1 meter from the goal line.

    Either resolve needs a fix or a redesign depending on if it's bugged in it's current state or not.

    Their logic for group creation could use some work as well, a full melee team with no healers vs a full ranged with two healers is mostly a given outcome to begin with.

  17. #37
    Quote Originally Posted by Synbaby View Post
    The knockbacks and stuns are kind of fun, but I have seen some ridiculous cases of it though. I've been in hutt balls where the opposing team is more than half sorcs, and its nothing but knockbacks, stuns and sprints for the win for them. It sucks mostly cuz I'm on my juggy when that happens lol
    Oh i have been vs 6 sorcerers once as well, telling you guys, they do win hutball in that case -.-

  18. #38
    Quote Originally Posted by Cereyeth View Post
    Just curious what people's opinions were how strong and prevalent knock backs are in PVP, specifically in Huttball. It can be fun sometimes, but I feel it takes away from the overall skill required to PVP in the game at times. I see players all the time just waiting to stun people in fire pits or blow someone off a bridge. Reminds me of players that camp their Shamans in mid in Eye of the Storm or Lumber Mill just to send people flying off the edges. Thoughts?
    As somebody stated before ... Huttball is designed around having the knockbacks and CCs, it's really the entire purpose of the game.
    REAL ID was merely a setback!

  19. #39
    Quote Originally Posted by DragoonV View Post
    As somebody stated before ... Huttball is designed around having the knockbacks and CCs, it's really the entire purpose of the game.
    I know it is, but I have seen alot of people doing the same thing in Void Star while trying to extend the bridge or cross it, and just kind of camping there. These excessive knockbackers are like the noobtubers of my warzones : p

  20. #40
    Stood in the Fire
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    Make sure you know which classes have knock backs and anticipate their use. You can often negate the knock back through positioning, but sometimes you can't and you're just screwed. Then get some payback by Harpooning that Sorcerer Healer into the Acid Pit and hitting him with a Cryo Grenade. Storming the ball carrier and his 3 escorts on a fire trap then aoe stunning them is win. It's all good. ;P

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