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DarthWraiith

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  1. 1 - Why should there be talents which are worthless? I know I can throw my talents somewhere else in tier 1, but it makes me have no choice like "oh, if I take X i lose Y, but if I take Y i lose X" Control issues - I don't have problems with killing healers/people myself, but I don't think that's because I'm good, probably just because they're bad. On paper, playing a healer you can simply outplay a DD 1v1 without thinking much about, let's say, your positioning or faking casts. Fear etc - well, it's just a raw suggestion, I simply like fear mechanics myself, don't really know what will balance be like if it's implemented though tbh. And the last one, "people don't use purge". Again, that's not because they shouldn't, that's because they're, well, underestimating it's power, let's say. I always wait for a madness sorc (or balance sage) to throw at least 2 dots on me, even if it's CT+affliction (though ideally I'm waiting for CD and CT debuff w/o immobilize to minimize the damage), slows from FL when I'm breaking LOS/just running away etc. And it makes me come victorious out of every mirror 1v1. Lightning sorcs don't deal any damage since I dispel affliction as soon as i see it on me and Thundering Blast hits for nothing (not to say Lightning is already really really gimped, at least in PvP). Well, as I said I don't have any problems myself and most often when I play warzones I'm top1 on damage, have descent amount of healing, am in top3 on objectives list and have least deaths. Not bragging, just saying I am totally satisfied playing sorc, but there are things which could be improved/rebalanced etc.
  2. ...and few suggestions on PvP system at all. Let us begin. 1) Sith Defiance talent, tier 1 Madness. 2 points for 2% damage reduction? This is ridiculous. I suggest either increasing the damage reduction (like, 2% for 1 point 5% for 2 points, or 3% for 1 5% for 2, varies) or adding something (like, 2% damage reduction AND 2% increased healing received, or 2% damage reduction and 2% damage increase, also varies). 2) Implement some Fear mechanics! I've enjoyed Sith Dreadmasters' appearance on the final stages of my storyline, and I think that Fear mechanics perfectly fit a Sorcerer. Let's say, Madness specced sorc will have Whirlwind transformed into Force Terror, or Force Fear, or Force Horror (something like that) and will Fear the target instead of cycloning it. Fear mechanics could be the same to ones WoW has (doesn't instantly break on damage, runs mindlessly across the terrain), also varies. Lightning and Corruption specced sorcs can have their own control rebalances, but I haven't yet thought of it tbh since I'm Madness specced. 3) Plus I'd suggest reworking the whole control and Resolve systems, because people REALLY rarely control anybody except their primary target, and all you can do is throw a single stun (stealth classes can do 2). It is practically impossible to down a GOOD healer having only a stun and an interrupt that closes only ONE spell. 4) One minute CD on a simple control spell coupled with awkward resolve system ruins the whole control system and makes it completely unviable compared to just trying to burn down somebody. I haven't thought really much about how it can be changed, but I'd suggest either dramatically lower the cooldown on control spell, or simply refresh the CD when it's broken/duration's finished. Resolve will keep the target from being constantly controlled, and you will have a potent control spell whenever you have needs. Of course, it will have to be casted (e.g. Haunted Dreams talent - Madness tier 4 - will have to be reworked. Can be combined with Fear mechanics suggestion I've written above). 5) Dispel-protection mechanics are a must at least for Madness specced sorc, because a healer OR another sorc/sage can dispel 2 dots with 1 gcd, and we have only 3 dots, 2 of which have cd. It can be either implemented into Death Field's Deathmark (can't dispel any of sorc's debuffs until Deathmark fades/you take extra damage while dispelling something under Deathmark, varies) or be made into completely different spell (e.g. Unstable Affliction/Sin and Punishment (Vampiric Touch modifier) talents in WoW). Those are all suggestions I have yet. I understand, it's raw and awkward in many ways, but imho if shaped and rebalanced/thought through and made into something different from WoW equalents, they can be really useful. Post your thought and suggestions, sticky this if possible. English is not my native language, feel free to correct any mistakes in this post. Thanks for any feedback!
  3. 1) Allow people to access all planets in the world (sith to jedi, jedi to sith). I've seen screenshots of Coruscant and I'd really like to visit it (not just to gank people, but to enjoy the views). This so-called "gank protection" is utterly stupid and wipes out whole world pvp. If people don't like to get ganked - they can call friends and counter-gank, it's a social game afterwards, not a single-player RPG. Still remember those days back to classic WoW when me and my friend ganked people in Silithus and Tarren Mill, then lotsa highlvls came and were hunting us, that was really fun; I bet, same fun for the high lvls and for lowbies who were satisfied being avenged. What now we see in WoW - people staying in capitals/flying around (inventing flying mounts was a first huge "good-bye" to world PvP) hoarding stuff and not willing to fight at all. You press the button and wait to be invited to PvP/PvE through some annown matter of fact (how the hell you still get there? warp-drive?). I'm tellin you that so you don't repeat the same mistake, since you've taken a lot of good things from WoW and invented a lot of good things yourselves, but there's still much to be done. 2) Implement rewards for killing people outside Warzones (not low-lvls, of course). Edit: tried to make it read-able, since it's a huge wall of text
  4. http://www.torhead.com/skill-calc#201Zfc0MdMbZfrzRkrkR.1 any thoughts?
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