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Elracor

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Posts posted by Elracor

  1. I get it that the ability bloat has to be addressed...

     

    but in that context keeping slash, that's the dictionary definition of garbagio ability, that doesn't see any use past the early game or complete bottom tier last resort filler, while forcing choice between saber reflect, a staple defensive utility, and blade blitz, a stable movement skill, is frankly put perplexing.

     

    If you're doing this get rid of useless abilities or better yet, follow the suggestion someone posted a thread about to roll abilities together.

     

    100% agree on this one. Slash should be the first on the chopping block - and the fact that is Bioware clearly don't agree is worrisome.

  2. If this is the wrong place for this feedback, I apologize. I selected Focus and Loadout "A". Yes, so far it still "feels" like a Guardian. I am curious, how extreme will my choices be? If I'm running a "Sage/Telekinetic" will I be able to choose Saber Reflect? If I'm running a "Guardian/Focus" will I be able to choose Salvation? I would think that at least a Knight would be able to trade out Saber Throw for a Consular's Project, but something tells me Knights won't be getting Powers like Salvation. Although it would be really cool if we had that much freedom, (although I wouldn't choose that particular power as a Knight). Maybe Consular Healers would be casting mad defense powers on ppl instead of healing them? and Tanks would be overcoming damage via crazy self heals vs damage reduction or defense. I'm totally pumped to find out! When is the next round of testing going to be available?

     

    It's nothing like this mate. Basically the loadouts will turn your Guardian into the class of your chosen loadout. If you play a Sage and pick Defence, your character will play exactly like a Guardian, with Guardian animations and everything. You'll just still be a Sage when doing story content.

  3. So... we gain the ability to gain 5 levels and lose a couple quickbars worth of abilities with no warning, no explanation? Do you really want to know how I feel about that? It's hard to test because not much is bolstered and pvp didn't pop when I q'd.

     

    Testing PvP wouldn't help much either way as you'd be playing against an overweight of Guardians. Even if any other classes are present, you'll be fighting classes that haven't been "nerfed" yet.

  4. I feel that the purpose is to differentiate the advanced classes more which I think is fine (my opinion). The defense guardian preset with the saber reflect works best IMO.

     

    Which is really the issue here. Either we'll see a "generally best" preset of choices that 99% of players will be picking, or we'll see players use specific loadouts for specific fights and thus potentially swapping loadouts many times every day.. I'm not sure which is worst.

     

    At least with the current system you're dealing with the choice during the fight - which defensive cooldown will you be using right now to best deal with the situation, while knowing you'll have a couple minutes where the other cooldowns will have to do the job. With this new system, you'll just be using the cooldown you have.

  5. I see. I'll wait till the deep dive and another PTS version before i come to a conclusion though, cause for all we know this could be poorly explained too.

     

    It's pretty clearly explained though:

     

    ...

     

     

    ~Level 70 - Choose one Ability


    • Saber Reflect
    • [A] Blade Blitz
    • Enure

     

    ...

  6. Didn't they make it clear that these were just predefined loadouts and they weren't indicative of what we would experience in later sessions?

     

    Yes and no. These are predefined loadouts, but some skills will be exclusive. For a Focus Guardian, the choice at Level 70 is currently between Saber Reflect, Blade Blitz and Enure. The Loadouts reflect this somewhat as Focus Loadout B has Saber Reflect and Focus Loadout A has Blade Blitz.

  7. Just a quibble on your point regarding saber throw.

     

    Saber throw, the whole concept is launching an offensive by tossing your lightsaber.

     

    The whole concept of a Jedi guardian is one who defends, hence the more tanky ideas.

     

    I would argue that saber throw belongs more for a Jedi Sentinel than a Jedi Guardian.

     

    That depends on what you throw it at:

    • Does this feel like a Jedi Guardian? Please explain why or why not.
    • Is there anything that feels missing or out of place in the combat rotation?
    • What are your initial thoughts with the effectiveness of the Jedi Guardian against enemies?
    • How are you enjoying or not enjoying this class?
    • If you have feedback on the different disciplines and ability paths, please note your feedback accordingly so we can track it.

    Feel free to answer in as much detail as possible to help us understand your thought process and line of thinking. Please include the specific Discipline and ability path you chose.

     

    Thank you!

     

    A lot of it still feels like the Guardian, but I'm disappointed about which skills you decided to prune/keep. I'm also really concerned about survivability when you're removing so many DCDs from the specs.

     

    What I'd remove:

    (Vicious) Slash: As much as Slash is a starting ability and always has been, Slash is basically bottom-of-the-list once you're higher leveled. I'd either want to see Slash reworked completely or removed.

     

    What I'd modify:

    Riposte/Retaliation: This one seems fairly useless in Vigilance

    Guard: I suppose others like this skill in all specs, but I'd rather have this skill pruned from Focus/Vigilance rather than some of the skills you actually removed.

     

    What I'd return to base Guardian:

    Saber Throw: it seems straight up ridiculous to me that you'd make this skill optional. It's a skill with a ton of uses and the idea of throwing your lightsaber is part of what makes the class IMO.

    Saber Reflect: Same reasons as the above. Being able to reflect with your lightsaber is just one of those things I like being able to + it can be really useful.

  8. To be honest, i'm not seeing any good set bonuses for tank, especially for PVE. If it was up to me, i'd pick Strategist(4) and Meteor Brawler(2) or Right Price(4) and Meteor Brawler(2). Reduced CD on Neural Surge has it's perks, especially in PVP and 10% dmg. reduction under BF with Ion Cell is mediocre at best, but still better than nothing, i guess...

     

    I thought the 10% dmg reduction with BF set bonus only worked when you were not using Ion Cell?

     

    For PvE I'm mostly considering Amplified Champion so I can stack some more dmg reduction amps, but I'm not sure if that's the wisest choice

  9.  

    Also curious how you borrowed the full set. I'd like to know so I could test it too

     

    When you buy an item, it has a 2 hour refund timer, that only ticks when you're online.

    That makes it possible to: farm 3k fragments on another toon - log on sniper/gs - buy 1 item - log off - repeat

  10. Set bonuses:

     

    I'm generally really disappointed, most of the bonuses are just plain boring. Some of the bonuses seem great for PvP, but PvE bonuses seem meh at best. For PvE I don't really see an alternative to the Berserker set, especially as you can combine Berserker set with another 2-set bonus.

     

    Escape Artist: This one seems fine, though quite dependant on Reestablishing Range utility to be of much use.

     

    Established Foothold: This is what, a 2% increase in damage overall in best case? The bonus seems weak and extremely boring.

    I'd rather see a more extreme version, e.g. "Reduces your damage by 5%. Sitting in Cover builds stacks of Offence, stacking up to 12 times" so you actually have to consider the pros/cons of moving and losing your damage boost.

     

    Outlaws Parlay: It's fairly situational but seems alright. I'm not sure how energy management holds up here, since Takedown is fairly costly.

    Perhaps add a -energy cost to Takedown as well?

     

    Precise Targeter: It's possibly better than our current set for the first minute, then starts dropping off.

    Perhaps make it restore like 5-10 energy when you use Laze Target to restore the energy regen we have on the lvl 70 set bonus?

     

    Quick Thinker: Easily the worst set bonus. I'm not going to waste Adrenaline Probe just to stun someone for 2 seconds, and the chance I need energy and need an attacker stunned at the same time is just very small.

     

    Repositioning: This set bonus feels very strong, especially for PvP. On one hand I like it, on the other it seems a carbon copy of Marauders Predation - not a problem in itself, but we're already stealing Phase Walk from Sorcerers too.

     

    The Slow Road: I don't see myself using it outside of PvP, and I very much prefer Repositioning over this one

  11. Not that I'm a fan of arenas to begin with, but I do not like this arena at all. I don't even know where to begin to make this arena any fun, and frankly I'd prefer if the arena was just scrapped. It's closer to being a decent Quake 3 map than a decent SWTOR arena at this point

     

    I like the decoration theme though.

  12. Snave " plz put knockback on ball respawn because my fat fingers are to slow and people can click the ball faster than me "

     

    Something that requires a little skill and you want it removed ?

     

    Then your argument is that double click hutball requires no skill and needs to be removed

     

    Make your mind up mr hypocrit

     

    AFAIK you can still use a macro to grab the ball in current Huttball games and have a vast advantage over regular players. With the knockback, the advantage of macros will be way smaller.

  13. It obviously depends on which difficulty you intend to play on, but for Story Mode it's usually a MASSIVE advantage to be a DPS Guardian if you play through Group Finder. Most Story Mode Ops can easily be done with just 1 tank, but Group Finder requires you to queue with 2 tanks. As a Guardian, you can queue as the second tank but play as DPS.

     

    (It also works for Shadows and Vanguards)

  14. Something about Trauma Regulators too? or what's the name of the 75% heal :D

     

    I'm concerned that the survivability of Mercs/Mandos in PvP which was not addressed will still remain drastically higher than other classes. I believe the Merc/Mando survivability rather than damage is the main complaint against them. The fact that survivability doesn't factor into your balancing (per the balance post from earlier) is very concerning. It's critical to compare how classes survivability stack up against each other.

     

    While these issues obviously need to be addressed, none of them are specific to Arsenal/Gunnery, and these changes are specifically Arsenal/Gunnery. We'll need to wait for the (hopefully coming) change logs to see if they address the DCD issues.

  15. It's a really low chance now, someone did a couple thousand pulls and got like 3.

     

    They're definitely rare, but at the same time I think you'd be better off hammering the slot machine than if you were to buy the packs on GTN.

  16. Some of the species are gated behind paid unlocks, you'll need to make a character and buy the unlock on the Cartel Market to access them.

     

    Other species again are gated behind either reaching lvl 50 with the species on a different class or buying the unlock on the Cartel Market.

  17. Thank guys - questions:

     

    • For the JK I assume I should try Sentinel since I already did the Juggernaut style, yes? Which tree to Sent use to level? I loved Vengeance but it felt weak on dps soling heroics - my guess is a Sent/Marauder will feel much more powerful.
    • For the Gunslinger, why? I played them to 20 and liked hiding behind my little blue energy wall and hosing everything with Sweeping Gunfire but I was worried that might get boring. Maybe the story is so much fun it does not matter?

     

    Thanks again.

     

    I'd give Sentinel a go, I myself prefer playing Jugg/Grd but you need to try both to find out which one you like most.

     

    I prefer Scoundrel gameplay over Gunslinger for the same reason as the one you describe. Sweeping Gunfire is your go-to skill for pretty much everything, which makes it boring to play. The Smuggler story is decent, but only if you like its special kind of humour.

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