The nerf to
Scoundrels (Operatives) caused a lot of discussions at the official forums. Not
only was it a heavy blow against an already underplayed class, but it was the
first real PVP nerf since launch. The truth is people really have it hard
dealing with frontloaded burst classes in PVP situations when they are the
target. It is not fun getting knocked out relative fast while feeling
completely out of control. What people fails to notice is the fact that these
bursts classes often gets killed just as fast if things goes wrong for them. So
we get to a situation where the outcome of the fight is decided before it
begins. And each time a scoundrel/operative/rogue/thief/whatever successfully
executes one of these stealth attack, there’s a high chance of spawning another
forum warrior. Which results in a nerf and often the burst class gets left
behind the rest.
The game
designers have to make an important choice. Either accept that such class
doesn’t belong to the game or step up and tell the community that that’s the terms
for that class. If they choose the former option they have to give their
stealthy class some other tools so they are still viable without the burst and
if they choose the latter it requires some delicate balancing and create a pvp
environment that allows such a strong 1v1 class. The problem is, however, that
most game designers get stuck between those 2 options and it’s easy to see the
results. The 2nd option is rarely the solution for an MMO game. It’s
only in EVE online where I have seen it viable. However in SWTOR, and WOW and
RIFT for that matter, we have to face it that a stealthclass with frontloaded burst doesn’t belong to these games, which
means that the Scoundrel/Operative class and especially the Scrapper(Concealment)
tree have to find a new role. This doesn’t mean that our class shouldn’t be
able to pop out of stealth and take out a vulnerable target. It just means that
we should do it in a slightly longer fight rather than a few seconds of burst.
The first
step is to make the class less reliant on the opener. It is not our role
anymore so it shouldn’t be such a powerful toolI made a post at the official
forum about a week ago. (http://www.swtor.com/community/showthread.php?t=224672) suggesting that our opener should
be split into different abilities so we had one for burst dmg, one for CC and
one for sustained DPS. Pretty much like the wow approach, and for that reason I’m
starting to dislike my own suggestion. Remember that the rogues in wow are
still very dependent on getting the opener. Instead we should keep Shoot First(Hidden
Strike) as the only opener, but give the class a passive ability that makes any
attacks from stealth proc UH( TA) and give it a 2nd effect as well. It could be
a reduced cost, increased effect or something like that. This changes 2 things.
First of all there are suddenly several options and which for example allows
Dirty Fighting (Lethality) specs use one of their dots as opener and still get
the UH(TA) proc to get their dps going. It also makes stealth more useful in FP
where you otherwise have to waste time sneaking behind the mobs while the rest
of the melee classes just rush in. And second it does also allow low lvl
scoundrels (operatives) to get their rotations going since they don’t have
Shoot First (Hidden Strike) for the initial extra UH (TA) proc. Shoot First (Hidden
Strike) will still be a good burst ability and it should still be the preferred
way to start the fight as Scrapper (Concealment) The 20% nerf seems fair since
it shouldn’t be the sole thing deciding the outcome of the fight, but still give
the Scoundrel (Operative) an edge when allowed to get the opener.
So now we
have stripped the trademark from the class and it’s time to recreate one. That
means we should get a small boost to sustained dps (atleast for
Scrapper(Concealment)) and extra utility, both offensive and defensive. There
are several ways to buff the sustained dps so that’s not what I am going to
cover. However for the utility our cooldowns should be powerful and we should
be granted some neat tricks to gain control in the fight. We aren’t gonna win
in a pure dps race. To gain this extra utility many of our abilities should get
an overhaul. Got a few suggestions and might add some more later.
Flying Fists (Collateral Strike)
This isn’t
one of my own suggestions though I can’t remember the user’s name. However I find
his suggestion very good.
Lacerate: The Collateral Strike triggered ability stuns weak/standard enemies, but doesn't stun strong enemies (or players). Have it do a 0-second stun (i.e., an interrupt) against any enemy too strong to be stunned for the normal duration, even if the CS damage needs to be reduced slightly to compensate. Since you'll only have these on 50% of your Lacerates, and you won't be delaying Lacerates just to interrupt the right things, it won't be the sort of thing you can depend on to shut down a caster, but it'll make our intended victims a bit more vulnerable to our opening burst.
So it basically
makes Scrapper (Concealment) a pain in the ass for casters and healers. Instead
of killing them within a few seconds we just make life harder for them.
Dodge (Evasion)
Currently
this ability is very weak in a pvp environment. Most abilities simply ignore it
making it useless and the short duration isn’t making it any better. The first
step is to increase the duration. 5 seconds seems to be more reasonable. It
should also protect against more abilities rather than the basic attack + a handful
of often weak abilities. The improved version, which Scoundrels (Operatives) get
should also grant immunity for slows and snares giving us something to
compensate for the lack of gabclosers. Knockbacks are a huge counter to
Scoundrels (Operatives) so the CD on dodge (Evasion) should probably also be
reset each time we are knocked back. It makes other classes think twice before
they knock us back.
[New Ability] Nullifier
The name is
just a suggestion. The concept is simple. Casting this ability gives the caster
a short buff, 3-4 seconds, which absorbs the next force or tech ability (maybe
limit it to direct ability). So basically it covers a hole in our defense. It
should have a relative short CD and a low cost. Is the big bad Sith sorcerer
about to cast a deadly lightning ability? No worries just pop Nullifier and
laugh at his face. A nice little ability that buys us some time and improves
our defense :)
Dispel protection for DF (Lethality)
One of the
biggest issues this spec struggles with is how easily a competent healer can
counter their dots. Some sort of protection against dispel could be useful or
even better have some consequences if they get dispelled. My suggestion is to
make Vital Shot (Corrosive Dart) instantly tick for 70% of the remaining damage
if it’s dispelled. The number should probably be adjusted. This should only be
achieved by DF (Lethality) specs so a relative high placement in the tree is
needed.
Well that’s
a few suggestions I got. Any other suggestions are welcome but the developers
should be creative as well.
What this means for PVE players
We have to
remember one thing. This game has a big PVE part as well and we can’t ignore
that when making changes. However these changes will make the class, especially
the Scrapper (Concealment) specs, more viable in PVE. It will be a helping hand
to our former burst class which rarely got a role in raiding. None of these
changes will make the class OP in PVE either.
What this means for healer Scoundrels
(Operatives)
These
changes will give the class a higher survivability which is needed in pvp. Especially
low lvl Sawbones (Medicine) find themselves as vulnerable as wet paper bags.
Final thoughts
By
sacrificing some of the high burst we will gain extra dps and utility for the
longer fights making us less reliant on the burst. It will make the game more
enjoyable for everyone and it will prevent us from being viewed as the OP
noskill class. It’s hard to argument against the videos with people getting
killed in few seconds by a scoundrel (operative) and they would rarely accept it
if they were told that that’s how the terms are. Let’s face it: The one trick
pony doesn’t belong to this game.
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