Quote GeorgZoeller Quote: Originally Posted by Hi guys,



There are many different subjects discussed in this thread and I would like to take the opportunity to give you some information on the topics at hand.



First off, we currently have no indication that any class needs a huge buff. Class balance is defined by the interaction between classes and changes we make to one class will, inevitably, move the balance towards or from other classes. Our data and testing currently indicates that the Juggernaut and Guardian AC could use some buffing up in two areas where we see them underperforming against our expectations.



Here are some of the things we're planning to roll out in the short term specifically regarding Sith Warriors and Jedi Knights :

Mobility/Anti Kiting (PvP) – We agree with the sentiment voiced by the community that some Guardians and Juggernauts have to work harder than other classes to stay within effective combat range, putting them at a disadvantage. We intend to address this in an upcoming patch where, as a first step, Force Push will clear the cooldown of Force Leap, granting for more reliable in combat pursuit capabilities to the Advanced Class. Further changes will be made if necessary.



– We agree with the sentiment voiced by the community that some Guardians and Juggernauts have to work harder than other classes to stay within effective combat range, putting them at a disadvantage. We intend to address this in an upcoming patch where, as a first step, Force Push will clear the cooldown of Force Leap, granting for more reliable in combat pursuit capabilities to the Advanced Class. Further changes will be made if necessary. DPS spec survivability (PvP and PvE) – The DPS specs on Guardian and Juggernaut are performing to our expectations when it comes to the ability to create damage, especially of the burst variety. However their survivability is lagging behind our expectations, especially in the later game, and we are going to start addressing that particular issue in an upcoming patch.

-- Georg



I'm also quite confused as to why the tank spec'ed juggernauts are able to do more damage then the marauders. Going up against the tanks in warzones is extremely difficult because of all the control they have, combined with damage that is on par with the marauder damage, combined with their heavy armor and survivability.



Another point of contention, why is the marauder the only class that has a different armor type then it's sister AC? Power tech's and Mercs share the same heavy armor. Why have you seen fit to give mercs access to quite possibly the easiest damage and abilities in one button, as well as fully capable single target healing, survivability, cc, two knockbacks and heavy armor? I mean in one button a merc does what takes us 6+ and does it better. Hit tracermissle and they do great damage, from range, debuff armor, and buff/proc their two higher damage abilities.



For example, to do similar the Annihilation Marauder has to:



Charge > Deadly saber > Battering assault > cloak of pain > rapture > Annihilate > snare > figure out what to do next in a unlimited possible outcomes.



They have to do all this while:

- Staying within melee range

- Overcoming knock-backs, snares and roots

- Relying on a tank to give them the survivability of their target

- Relying on a healer to give them the heals their target has themselves

- Managing the extremely awkward rage resource mechanic

- Managing multiple interrupts because they can not dish out the damage that a merc arsenal can (which they can do 0-30m), nor can they take said damage like a arsenal can



It's virtually the same with every other class in the game. Tanks out last your damage while doing perfectly good damage themselves, healers out heal your damage, ranged classes knock you back and root you, then kill you before you can have much effect, burst classes stun you and kill you before you can do anything about it.



This class requires the player to be either over-geared or have a massive skill advantage over their competition just to be significant. Add to that the garbage animation system, instant abilities being interrupted, ability delay and animations stuttering and you get a class that gives me no reason to pay $15/mo for the punishment of playing it. So you're buffing Juggernaut to be even more effective offensively and have even more survivability while leaving Marauder with it's wet noodle and paper bag armor? Am I reading this correctly?I'm also quite confused as to why the tank spec'ed juggernauts are able to do more damage then the marauders. Going up against the tanks in warzones is extremely difficult because of all the control they have, combined with damage that is on par with the marauder damage, combined with their heavy armor and survivability.Another point of contention, why is the marauder the only class that has a different armor type then it's sister AC? Power tech's and Mercs share the same heavy armor. Why have you seen fit to give mercs access to quite possibly the easiest damage and abilities in one button, as well as fully capable single target healing, survivability, cc, two knockbacks and heavy armor? I mean in one button a merc does what takes us 6+ and does it better. Hit tracermissle and they do great damage, from range, debuff armor, and buff/proc their two higher damage abilities.For example, to do similar the Annihilation Marauder has to:Charge > Deadly saber > Battering assault > cloak of pain > rapture > Annihilate > snare > figure out what to do next in a unlimited possible outcomes.They have to do all this while:- Staying within melee range- Overcoming knock-backs, snares and roots- Relying on a tank to give them the survivability of their target- Relying on a healer to give them the heals their target has themselves- Managing the extremely awkward rage resource mechanic- Managing multiple interrupts because they can not dish out the damage that a merc arsenal can (which they can do 0-30m), nor can they take said damage like a arsenal canIt's virtually the same with every other class in the game. Tanks out last your damage while doing perfectly good damage themselves, healers out heal your damage, ranged classes knock you back and root you, then kill you before you can have much effect, burst classes stun you and kill you before you can do anything about it.This class requires the player to be either over-geared or have a massive skill advantage over their competition just to be significant. Add to that the garbage animation system, instant abilities being interrupted, ability delay and animations stuttering and you get a class that gives me no reason to pay $15/mo for the punishment of playing it. Rincon

Helm of Graush