coulda blobbed you out of the air when you jumped. He arguably played the situation quite wrong.
He was coming off of cooldown at best at that situation. This late into the round, assuming Stam3+Blob1 he could also be looking at a no-blobs situation after the first one.
What do you suggest? Rolling back to the public version, increasing fp drains?
Increasing FP drains on the Clone Rifle is a bad choice as this will easily turn the Level 3 of the weapon into an overpowered monster. The Clone/Sith match-up should revolve around successful Blobs, not FP drain. Homogenizing all weapons to have similar combat properties vs Jedi/Sith is boring design. The more match-ups have a unique kink to them, the better.
I don't think the match-up is nearly as off-balance to warrant these kinds of anti-fun changes as the stagger thing. Gunners fight from a distance for most part and giving Clones a strong spot up close only adds to fun power dynamics and match-up specific strategies emerging, so the Blob should remain a powerhouse. The Sith/Clone match-up has always felt exciting to me.
The Blob damage dropped from 20 to 10. This increases emphasis on a successful follow-up to any knockdown you give. You'll have to land 1 shot more to kill as a result.
Blob amounts adjusted to 2-4-8 to give importance to each use of a Blob and encourage build variety.
Increase Blob cooldown by 2 seconds to add even more weight to using a Blob. You should not be able to fire more than one Blob in a fight. It's either your tool of initiation or last line of defense. Increasing the cooldown will put emphasis on accuracy, timing and strategy.
Right now CR2+Stamina3+Blob1 is the best in the biz followed by CR2+Stam2+Blob2. Running out of blobs is common on the firstly mentioned build, but generally the 3 blobs you have will deal immense hurt. The Stamina 2 build trades off speed sustain during long fights in order to never run out of Blobs. As it stands there is no purpose for Level 3 ever. As a result that should remain strong.
These changes add emphasis for the choice to Blob, landing the Blob and making a successful follow-up to the Blob. All increasing the skill involved.
Stagger on walking targets adds to frustration due to a hard-counter mechanic that can be activated on a split-second's notice. It removes juice from the ability. It muddles the game into boringness. It reduces highs and reduces lows.
Current live version design encourages Sith to play fast and evasive while approaching. This allows us to keep the Clone Rifle 2 FP drains low since Sith will generally run/jump more in the match-up. Clones need to make their blobs count or risk getting lightning or other forms of CC. This is fun gameplay. Balance can be altered, but the gameplay is fun.