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Yeah blaster users are able to maintain fire while being pushed or knocked down. It’s been a long standing issue with blaster users that really reduces the effectiveness of abilities because blasters can keep landing shots when they’ve been disrupted.
as for nerds; no. There had been an adjustment to block and dodge abilities some time ago which ended up being reversed when another game tester on this forum did a lot of work and brought the issues to light.
the current dodge issues with blaster users was altered in TROS update. Part of the overall buff given to most blasters saw a change in how their dodge works. Now rather than being evasive blaster dodge abilities are immunity based. For the duration of the dodge ability strikes and abilities are not recognized. This is definitely OP; especially when you realize that the actual dodge ability mechanic timing doesn’t align with the characters animation. This means that “proper” ability timing on blaster users is VERY haphazard at best.
charcaters like Luke who have instant cast abilities don’t see this as effective but other characters who have longer ability cast times see the game timing amount to nonsense at this point; especially when you factor in the bad input stacking.
blaster user damage output is enough that this dodge mechanic is overpowered because it enables blaster users to ignore strikes for at least two dodges plus sees the dodge recharge rate very low so baster users can dodge a lot and often. Finn & Phasma do NOT benefit from this mechanic. Whether that was by design or mistake I don’t know.
so to recap; blasters can do high damage from a distance without consequence, if an opponent closes distance the blaster user can then rely on a combination of crowd control and dodge to manipulate their opponent and still deal high damage. That’s not balance. Some attributes need to be adjusted to balance them out.
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