Poeple were complaining about scoundrel's cc when tenacity wasn't implemented, and devs nerfed it.
So it was like a double nerf to that tree. Now that tenacity affects the cc's duration. Would it be possible to boost that class giving it back how the cc was.
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That cc can be longer if the tr have high crit rate or hit your back for a maximum of 4 sec (cut in half in pvp = 2sec) and then again affected by tenacity etc.. another lag.
They were using ineffective dailies, encounters and at-wills... but kept trying to kill me. The only time I died at their hands is when I had less than 25% life and had just killed them.
A Scoundrel is about the stuns and the CC, but with the new rings you need to branch out. My Scoundrel build works VERY well in PvP, but I do not rely on my CCs.
2. Scoundrel nerfs were in bad taste and thoughtless. That much is true. Been fighting against some people throughout the entire duration of mod5 and people still didn't get it. It was only with mod6 that people finally realized the real "enemy" to the game balance is (and have always been since mod5) the Sabos. That being said, the complaints were well expected.
3. Around mid-mod6~mod7, Scoundrels adapted to the change. So no biggy now -- at least, from the standpoint of mod7. I have no idea how the worthless pile of krap they've dumped on PvP in mod8 have effected the Scoundrels, tho.
Bulletpoints
■ Scoundrels relying on long-chain CCs are a thing of the past. Nowadays (at least upto mod7) Scoundrels in PvP have become more of a well-rounded and action-packed path that relies on many different strengths and unique traits available to the path, so to be a successful Scoundrel in PvP, you truly need to become proficient in all of the aspects which make TR a TR.
■ Scoundrel PvP builds don't got no broken OP chit that makes its player overly dependent on. It's not like the "throw daggers from totally safe invisibility while picking your nose until the AP fills up max every 30 secs to spam SE" krapchit the MI/Sabos do. It had the chain-CC aspect in mod5, but that's gone now. Your CCs aren't in anyway more or less significant than other builds. It's a Jack of all trades and master of none, hence requiring the player skill factor to be able to uplift the base performance to 'mastery'.
■ In other words, it's an excellent testbed for singling out which people are just nubs relying on imbalanced easymode tactics that's been screaming for balance since mod5, and which people really know how TRs work.
If you know something to be broken, stop using it.
Otherwise, you've got no right to be speaking of 'balance.'