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Hello, i have been playing this game since about b17 and enjoyed it thoroughly however the current patch is such a large departure from the previous in terms of the gunner vs jedi dynamic that I have to point out some issues. Now i understand in spirit what the devs were trying to do with this rebalance and removing stance perks. So they gave all jedi more damage reduction, made force drain extremely low for stationary sith/jedi, and in turn gave an occasional stagger that lets you get one or two, massively reduced in damage shots on a jedi or sith occasionally. Because it seemed dramatic at first the prior buffs to jedi/sith seemed justified but on further play and players adapting to the new patch, it has revealed to be a massive over buff. Facing one or even two gunners without perfect aim hitting every shot with a high RoF weapon, a jedi/sith must simply hold walk and block, and the laser shots are ineffectual on the saberist. Now of course there are concs, blobs, and sec nades to knock down saberists however unless someone is using a ridiculously powerful weapon like Cr3 or t21 the damage reduction leads to the brief shots to be only a minor punishment especially when playing with a team. Given the ease of avoiding these knockdown enablers or a gunner shooting the class aiming for the knock down punishment should be harsher.
However the most ridiculous change by far is the swing block at any time to apply q3 to your saber swing against a gunner. Now for absolutely no point investment a sith or jedi can ignore normal gunner restraints and guarantee a safe attack. Given the low damage from lasers thanks to damage reduction a jedi or sith can stagger multiple times, and still manage to make a safe swing block kill despite missing multiple swings. In the past if a gunner was skilled and timed their shots appropriately between the gaps, and the saberist did not invest into q3, or did not disable the gunner, or use acrobatics to trip the gunner up, a gunner could rightfully high damage punish or kill a reckless saberist. Now as long as this swing block mechanic is understood a gunner no longer has a chance to punish reckless saberists besides some measly damage on a stagger. This would be fine if force drain was in a similar state to what it was previously where jedi or sith tanking for long periods of time would leave them forced to use acrobatics and running, but that is no longer the case.
What all this has led to is a balance state in which only a handful of gunner classes, played well have even a chance in hell against a competent saberist, those classes being Clone, Wookie, and SBD. Thanks to the ability to not get pushed they can ignore the stifiling pressure of threat of push + enemy gunners which leads to an inability to even begin to fight the saberist as the q3 swingblock and low force drain negates almost any chance of counterplay. However even these classes struggle, after all one must simply crouch and the knock down that the SBD/Wook must risk life and limb to get into range for is negated. Clone must also hit a high accuracy blob compared to the massive cone of push threatening to happen at any time. One solution would simply to make the classes that counter saberist, actually counter saberist so they must actually rely on team mates to deal with them.
Another solution would be to keep the current high power and defense of saberists and nerfing their utility powers like push, lightning, and grip. Many people complain about grip on this patch, but the problem is not grip's strength but the fact the negligible force drain makes reasonable counterplay impossible on this patch. Adding a large damage bonus to any jedi or sith hit by lasers while using grip, lightning, or in the push cooldown animation would be a sufficient fix as well to punishing reckless jedi and sith. Simply removing the q3 swingblock and adding back into the point system would aslo be acceptable. As now anyone using the very powerful utility powers also has access to q3 safety, which is unprecedented.
As it stands gunners must play extremely well, and the saberist must either not understand the mechanics of the game or swing mindlessly in a straight line to even be threatened. This combined with the games long standing balance where a gunner + push threat opresses any one gunner's play into the ground lead to almost no room to outplay jedi or sith if one is not playing the power classes, Clone, Wook and SBD.
I advocate either a return to a more reasonable balance state that punishes sith/jedi not using utility, acrobatics, or team mates or a buff of the counter classes so there is actually a rock paper scissors element to gunners and saberists. A return to old cortosis and improved wookie charge would be a start.
Thanks and I hope discussion will be constructive.
However the most ridiculous change by far is the swing block at any time to apply q3 to your saber swing against a gunner. Now for absolutely no point investment a sith or jedi can ignore normal gunner restraints and guarantee a safe attack. Given the low damage from lasers thanks to damage reduction a jedi or sith can stagger multiple times, and still manage to make a safe swing block kill despite missing multiple swings. In the past if a gunner was skilled and timed their shots appropriately between the gaps, and the saberist did not invest into q3, or did not disable the gunner, or use acrobatics to trip the gunner up, a gunner could rightfully high damage punish or kill a reckless saberist. Now as long as this swing block mechanic is understood a gunner no longer has a chance to punish reckless saberists besides some measly damage on a stagger. This would be fine if force drain was in a similar state to what it was previously where jedi or sith tanking for long periods of time would leave them forced to use acrobatics and running, but that is no longer the case.
What all this has led to is a balance state in which only a handful of gunner classes, played well have even a chance in hell against a competent saberist, those classes being Clone, Wookie, and SBD. Thanks to the ability to not get pushed they can ignore the stifiling pressure of threat of push + enemy gunners which leads to an inability to even begin to fight the saberist as the q3 swingblock and low force drain negates almost any chance of counterplay. However even these classes struggle, after all one must simply crouch and the knock down that the SBD/Wook must risk life and limb to get into range for is negated. Clone must also hit a high accuracy blob compared to the massive cone of push threatening to happen at any time. One solution would simply to make the classes that counter saberist, actually counter saberist so they must actually rely on team mates to deal with them.
Another solution would be to keep the current high power and defense of saberists and nerfing their utility powers like push, lightning, and grip. Many people complain about grip on this patch, but the problem is not grip's strength but the fact the negligible force drain makes reasonable counterplay impossible on this patch. Adding a large damage bonus to any jedi or sith hit by lasers while using grip, lightning, or in the push cooldown animation would be a sufficient fix as well to punishing reckless jedi and sith. Simply removing the q3 swingblock and adding back into the point system would aslo be acceptable. As now anyone using the very powerful utility powers also has access to q3 safety, which is unprecedented.
As it stands gunners must play extremely well, and the saberist must either not understand the mechanics of the game or swing mindlessly in a straight line to even be threatened. This combined with the games long standing balance where a gunner + push threat opresses any one gunner's play into the ground lead to almost no room to outplay jedi or sith if one is not playing the power classes, Clone, Wook and SBD.
I advocate either a return to a more reasonable balance state that punishes sith/jedi not using utility, acrobatics, or team mates or a buff of the counter classes so there is actually a rock paper scissors element to gunners and saberists. A return to old cortosis and improved wookie charge would be a start.
Thanks and I hope discussion will be constructive.