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Zunayson

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Everything posted by Zunayson

  1. I recall the original vanilla skill trees used blue borders around passives and green borders around active abilities. that's an existing UI pattern they could bring back
  2. Not sure if it is intended, but if we take the trauma talent for marksman, it seems penetrating blasts also applies trauma. But still, I think "Snipe applies trauma" should be base for all snipers. I like the idea of trauma being a goody for pure DPS classes. I think it was a bit silly tanks were given it for free in their main rotational abilities. In a way, this becomes a buff: Shatter shot used to cost a lot of damage, but snipe is way more powerful. On Countermeasures/Evasion -- Very disappointed this is becoming a Swiss Army Knife ability. Threat dump, Movement speed boost, and Dodge Chance are all so random, and have no real unifying purpose behind them other than a mindless "Oh crap" move. Sometimes I want defense chance while I am stationary, and (although fewer) times I want movement speed but dont need the defense change. Putting these together when they used to be separate really feels bad, like I'm being forced to waste a cooldown. Would prefer these split out again. The remainder of this post used to be a monologue on how no other ability in the game is mobility and defensive and how Countervasion should be reverted immediately to how it is on Live. This is of course, motivated reasoning. Actually, blade blitz and Concealment roll are 2 easy examples of mobility and defense wrapped up into 1 ability, and I dont cry about those.
  3. It's clear that all classes get abilities at levels 2, 3, 4, and 5 (and probably more abilities before 10). However, trainers are disabled/not working properly. I dont know if BW will have a PTS testing round for leveling experience (maybe after the Inquisitor/Consular and BH/Trooper rounds), but the current round is *not* for testing the leveling experience, so it is borked right now for sure.
  4. I'm going to nitpick this: Concealment's Crippling throw talent always uses the throw animation, and never uses the slice animation. Could we make this ability use the melee animation in melee range? I'm reminded of: Hew/Dispatch's melee animation vs its throw animation -- and also the utility where the Mara Deadly Throw was worked into Leg slash. I suppose to be consistent with how the Mara/Sentinel Utility was, "Crippling Throw" wouldn't be a new ability, but merely, "Increases the range of crippling slice to 10m" and it's still called crippling slice.
  5. explain why why a random assortment of good players, who aren't premading, still destroy a premade of bad players
  6. Maybe charge isn't an iconic and identity-defining ability for PTs then. Relatively early on you'll get your pull & Hold The Line/Hydraulics, which both serve as gapclosers. Also, your abilities are still 10m range, so PTs are not *really* a melee spec the way knights/warriors are. Often times you'll need to walk to your next target while still attacking your previous one, in order to be in range of your next target as soon as possible. Even from the launch of the game, the 30m range abilities that a PT had access to were mostly trash. The only thing that has changed since then is the mobility creep. Now, all classes seem to get important mobility skills late in the game (sorcs get phasewalk, sins get shadowstep, mercs get jet blink, snipers get roll/phasewalk, operatives get roll/shadowstep), so its mostly fair. But I agree, PT (especially AP/Tactics) is the most mind-numbingly boring spec in the game
  7. Don't know if OP ever got an answer on this by now, as playing the game for about an hour should cue him on this: Volatile takes about 3 seconds to "set in" before poisons will detonate it; whereas with Volatile Strike tactical, veiled strike will instantly detonate it, so really just ensure that you have veiled strike available whenever you use volatile substance. Even if the target is poisoned and takes poison damage, the poison shouldn't detonate it for awhile. So no need to change your rotation really at all
  8. Zunayson

    Skanktanks

    That is exactly what I was envisioning, and that can only be a reality if DPS gear is made unavailable to today's tank spec's. Since artificially preventing DPS stats to apply to tankspec'd players feels really... 4.0ish and gross, it makes the most sense to nerf passive tanking talents while buffing the defensive stat curves. Ideally, pve tanks would see identical stats as they currently have, and pvp skanktanks would just be DPS players with less DPS and a *little* more survivability
  9. Zunayson

    Skanktanks

    It's really something that tanks seem to be the most consistently overpowered role in overwatch's meta and are without doubt the most problematic role throughout swtor's pvp history (not necessarily the most op at all times, but the problem with skanktanking, etc.). Tanking as a role just doesn't make sense in pvp, it's inherently a pve-based construct. At best, people say "tanks are meant to be annoying" - so I guess that's the solution. Defense, absorb and shield should not translate into survivability, but instead into intermittent chances to stutter, cause FPS issues, and rubberbanding on the enemy team's clients Based on the game's abysmal performance if 16 competent players are doing their rotation; along with Leap through the floor etc./jet boost not working, I'd say jugg and pt are about 50% of the way to being fixed already! In all seriousness: You frame the problem of DPS gear giving too much DPS - but that's a red herring. the problem is prot gear isn't giving enough protection - so it needs to be buffed. Immensely. Of course at that point, you'll say, tanks are even *more* unkillable! The fundamental problem is that the tanking tree affords too much passive defense. If DPS gear is what makes a DPS do damage, and DPS gear is what makes a skanktank do damage, it's unfair that simply spec'ing tank makes someone so much tougher than a DPS. Tank gear needs to make a tank a tank. Nerf all defensive talents across the board. Goal is that a (mostly) naked tank and a (mostly) naked DPS are on equal footing. Today, a naked tank would win just due to passive defensives alone.
  10. this tuning has two effects - a gaseous flame-like effect coming from the barrel, and a holographic tech-y looking panel on the side of the receiver. Before onslaught they were both red (I have a red crystal). After onslaught, only the flame is red. Looks like the holographic panels are always white, regardless of crystal color. Was there a mention of minor cartel market item changes that each couldn't make it into the patch notes? Has anyone else noticed this?
  11. Another poster in AP/Tactics thread mentioned bringing back Death from above/mortar volley channeled. I still have my love for my channeled flame thrower. A tactical to make it once again channeled, and also deal twice as much damage than it does currently (but over 3 seconds). If it could be used while moving, that would be something, but if not - I guess that's okay.
  12. I've heard a couple years ago that they didn't want operatives to have 30m dot spread. Note that the other melee dot classes (pyro, hatred) have essentially 10m range, whereas the warrior dot specs only get 4m range on spread. It makes sense. Personally I don't think giving operatives 30m dotspread would make them OP, and making corrosive grenade only 10m and then having it still spread...might neuter the spec i wouldn't know; I only ever play it in pvp. Toxic haze might not be a bad dot spread, since it's got a massive 8m radius, but we all know how Death Field used to be super easy (too easy) to spread with. Did they ever nerf death field's radius to 5m? I forgot. In my experience a ranged TA generator isn't needed. I always have enough TAs and on absolute emergencies I have stim boost. Come to think of it, none of the 6 agent disciplines *really* use frag grenade. Engineering gets a free one everyone once in awhile and their grenade sucks right? Engineering should have kept full damage on all targets. So trash.
  13. I played a few games and didn't notice an improvement. But maybe i was missing my knife hits and I'm bad...
  14. Sometimes I swear they leave bugs in and only fix them after they nerf a spec.
  15. You're asking the wrong question.... that which you should be asking is, do they even care?
  16. We need to take the energy shield heal talent that mercs have, and GIVE IT to the PTs! patrick star.jpg For real though, that's probably all is needed. It'll fix merc's ridiculous survivability and pt's laughable one
  17. Explosive surge involves the vanguard touching his gun a bit. The surge just starts before you're done pushing with the buttons because of responsiveness. It used to delay until after the animation, until about 1.2 I think, when they made those animations more responsive. What do you mean emitting from the gun?
  18. are arena screens allowed? hmm http://imgur.com/a/auCGi 6151 DPS pyro pt "Deepcrow"
  19. it's probably because the awful design of queshball made it so vertical leaps were.. a little too powerful. Instead of removing the AIDS-infected warzone, they tried to "fix" it.
  20. It won't work in ultra sweaty group ranked, but concealment can work in solo 4v4. Still would prefer sin or merc tho
  21. Then it seems you've caught some sort of bug. 6.1k seems 4.7% (~5%) of 130k HP. Your total number is then 125% of 130k HP, which is all fine and good. Of course, 75% of health over 25 seconds every 3 minutes is nothing compared to the burst survivability of mercenaries. I'm sure 2 stacks of kolto probes are massively powerful on paper.
  22. As soon as I finished a particular chapter, one of my reclaimed companions went away. Because he was gained on the very next chapter in the series. You don't miss out on anything
  23. Obligatory classic that must be linked. https://www.youtube.com/watch?v=1FUGAQ-phbw&t=4m48s
  24. There's little reason to think that CXP or tokens will be proportional to medals. It could easily be based too off of objective points, victory, or whatever other stat caused variance in comm/valor/credit gains. 8 medals will almost certainly be the cap. Getting 8 medals on any class except for sniper or mara is trivially easy. Even with those two it isn't difficult. Winning decisively in less than like 10 minutes gets the winning team lots of medals anyways, so it is not rare to see as many as 25 medals... If you're not reaching at least 8 medals regularly, then PEBKAC.
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