As expected the boost to Guardians/Juggernaut also helped boost an already stronger than needed Sentinel/Marauder population. Pre 1.2, one Mara was already enough to make me never want to heal again. Add more DPS and a non cleansable heal debuff and you can guarantee I wasn’t excited.
The effects have been a new experience. In many ways I enjoy the PVP changes. In most other ways, I see far too many difficulties. The obvious flavor Post 1.2 is Warriors/Knights. With their new found DPS, capable of killing you in 3 GCDs in many cases, anything below heavy armor has difficulties. Meaning without guard, you probably aren’t going to make it. Which is what you’ll find on the forums. Many are calling the new system not so much a healing nerf as in a force to play better. I tend to disagree and agree in parts. Yes, you can’t just be an invincible healing bot. But no, it’s not a good system to require healers to find Premades for Guard just to be somewhat successful.
I spent most of the weekend and yesterday building up a full set of Battle Master and started aiming on receiving my first War Hero item on my Sage. Where I loved my Sage Pre 1.2, I’m starting to resent him after. The amount of CC, is beyond what I can combat. I literally explode very fast, even with full Battle Master. This constant new experience of instantly dying and the facing of newly improved DPS Mercenaries, had my log on to my once thought of retired Commando.
Sporting a Valor Rank of 58 and gear mixed with Champion and Centurion, I expected to run into quite a few problems in PVP. Being on the 4th lowest population server, there are only roughly 2 Warzones going on at any one time. Meaning, that those that are the best stay the best. And currently on Bondar Crystal, the Empire has a new formation guild called B.A.D, and these guys are nothing but. Some of which I know from Warhammer, others are an accumulation of decent skill and coordination. I won very few with them on the other side. When I logged in on my Commando, I knew my Warzone options had a very high chance of meeting this group. Still, I queued with guildies; Healing Commando, Guardian (just bought a War Hero Lightsaber, no joke) and a DPS Sage.
In 3 back to back warzones, I did well. Things that I noticed:
My Sage seemed to always be primary. They would jump through 4 opponents to get to me in many cases. On my Commando, very little stopped to even care about me, more than some CC to hold me back. Which, I realized from my own DPSing ways. Find the lowest armored opponents first. You cut down their numbers and therefore win the field faster. No wonder my Sage was first down, I was going after Sorcs first as well.
The DPS has (as predicted) very much improved. The 10% nerf to Grav Round is minimal, and the effects of Demolition Round are heavily increased. The new changes to Mortar Round are ridiculous. It is lightening fast and hits for 5 hits instead of 3. It’s absolutely amazingly strong. Compare this to the Sage’s AOE and you are talking giant differences. Cast time, Proc timing, and Damage Values, almost double in values across the board.
I was never able to be top DPS and in most cases not able to out DPS or Heal my Sage, but, the single target focus is much better. Now that Sage/Sorcs are out, and Maras/Sents are in, having Heavy Armor is a big deal. It’s now real survivability. And doing Tech damage and with the passive ability to bypass much of an opponent’s armor, the abilities of the Commando are looking better with the changes in the flavor of the month classes.
It’s a sad road. Go back 4 days, and I would now be full Battlemaster on my Commando instead, but I have another route of grinding to attend to. Hopefully I can catch my Commando up.
Overall patch 1.2 has some quick tweaks that it needs:
Civil War: The 3 Second Wait for riding side speeders to outside nodes was removed. Needs to be put back in.
Combating AFKers by making a 3 medal requirement has adversely encouraged players to giving up much faster. Now when players simply get outright beaten in a couple of fights, they simply give up and pile up on 1 node, trying to get their 3 to 4 medals for defending. Healers, try and hurt themselves to see if they can get their 1 to 2 healing medals to match.
Expertise bonus to damage is getting out of hand. 20% boost is basically ridiculous. One fresh 50 in your warzone is likely to lose you the entire match. Two guarantees it. Without open PVP, these players have no other way to earn gear, making them forced to contribute to losses.