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Tokosteef

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Everything posted by Tokosteef

  1. You forgot that the paycheck you could get out of the fanny pack has a possibity to be a copy of the paycheck you already turned in. You will have to wait until you get a fresh paycheck you didnt use before.
  2. Nope, they are there. The obvious point I was trying to make with this thread is that Ops/Scoundrels are getting the nerfbat, while already being the most useless class in 1/3 warzones.
  3. One of the following teams will be your setup alongside you. 4 Sorcerer/Sage 1 Assassin / Shadow 1 Powertech/Vanguard 1 Merc/Commando 0 Operative/Scoundrel 1 Sorcerer/Sage 4 Assassin / Shadow 1 Powertech/Vanguard 1 Merc/Commando 0 Operative/Scoundrel 1 Sorcerer/Sage 1 Assassin / Shadow 4 Powertech/Vanguard 1 Merc/Commando 0 Operative/Scoundrel 1 Sorcerer/Sage 1 Assassin / Shadow 1 Powertech/Vanguard 4 Merc/Commando 0 Operative/Scoundrel 1 Sorcerer/Sage 1 Assassin / Shadow 4 Juggernaut/Guardian 1 Merc/Commando 0 Operative/Scoundrel 0 Sorcerer/Sage 1 Assassin / Shadow 1 Powertech/Vanguard 1 Merc/Commando 4 Operative/Scoundrel Now according to you, which of these groups would have the lowest percentage of winning Hutball? And to add, which is the one you would least want your group setup to be?
  4. 2x rakata for Scoundrels/OPS = 15% crit on backstab. So hell yes.
  5. Bioware did state all classes would do the same amount of healing, and while this is true, it seems they intended Sawbones to be the advanced mode class. A buff to Kolto Cloud would go a long way.
  6. Sorry, what do you want me to prove?
  7. Almost 30 pages, still no proof.
  8. So far in this topic: 5 videos of 50's geared OP ganking lowbies and undergeared with adrenals up Pre-1.1 patch. 1 video of a 50 geared OP on a similar geared player damaging said player for max 30% of his HP 1 video of a 50 geared OP on a naked player critting 5k maximum. Seriously, everybody is proving OP's point like this. It's not possible to do 7k/8k crits anymore, and its also not possible to 3 hit someone remotely geared. Show the proof OP asks for, because until then you are only making a fool out of yourself by saying 'it's simply a lie, they still do these crits'. No, they don't. And thats why you can't show it.
  9. So far in this topic: 3 videos of 50's geared OP ganking lowbies and undergeared with adrenals up Pre-1.1 patch. 1 video of a 50 geared OP on a similar geared player damaging said player for max 30% of his HP 1 video of a 50 geared OP on a naked player critting 5k maximum. Seriously, everybody is proving OP's point like this. It's not possible to do 7k/8k crits anymore, and its also not possible to 3 hit someone remotely geared. Show the proof OP asks for, because until then you are only making a fool out of yourself by saying 'it's simply a lie, they still do these crits'. No, they don't. And thats why you can't show it.
  10. I agree I have fun dueling with my pvp buddies to kill time, learn a bit, but to have to get everyone to travel to Ord Mantell everytime is kind of lame. My suggestion for a dueling area on the fleet would be Gav Daragon on the Republic side.
  11. I think most of you misread my question. My question is: Beside the correct nerf of the Scoundrel's opening damage, why is the overall damage still getting nerfed in both PVP and PVE while a sorcerer's overall damage AND combined healing is apparently totally acceptable?
  12. As an about to be nerfed Scoundrel, I stumbled upon the following picture on one of the topics: http://imageshack.us/f/842/screenshot2012012215355.jpg/ Its a Sorc, who, after a Warzone, ends with 300k damage AND 300k Healing. I'm a fully Champion geared scoundrel with some Rakata mixed in and I average about 250k damage in a WZ round. Now let me say that a nerf to a Scoundrel/Operative's opener was completely justified. However, instead of just lowering the damage of our opener, Bioware is now for some reason also messing with our sustained damage by lowering the flechette round armor buff with 20%, decreasing the damage of ALL our attacks. So my question is this, Bioware: Why are you still messing with our overall damage, (in PVE too!) when these kind of results from a sorcerer are completely acceptable?
  13. For some reason my thread got closed and I got pointed to here, so my post will be placed here as requested. The PVE consequences of a Scrapper/Concealment Note: As I am a republic player, I will be using the Republic equivalent for my example. A Scrapper's opener in PVP was too strong, I am the first to admit this. However, in PvE a Scrapper was already underpowered. On a boss, it's all about a strong opener, but very low sustainable DPS. The only way to even remotely keep up the damage was to reapply Flechette round whenever avaiable. Now, with the PVE game already being heavily ranged favoured, (no disadvantages for ranged, a lot of bosses with AoE attacks, knocbacks, adds always spawning right next to the boss, there is even a boss with a pure anti-melee shield) you are making it even worse for the melee. Basically what this patch does for a PvE scrapper: 20% less armor penetration on flechette round The biggest and most important one. This decreases our already below-par sustainable dps, because it gives 20% less on all attacks. Hidden Strike decreased by approximately 20% to control burst damage Decreases our only DPS increase, and gives us nothing in return. Jarring Strike: This ability now knocks the target down for 1.5 seconds. Making this talent close to useless. For clarity, 2 point have to be put into this tree for the extra 1,5 second stun. With the 3 seconds, you had time for a blaster whip, a suckerpunch, and then a free cost backstab. The free backstab made our energy managable. Now however, you will have to open with the backstab, thus decreasing our output even more. My suggestions: Apply the 1,5 second stun, burst and penetration debuffs to Player targets only, or give Scrappers/Operatives higher sustainable dps. You are only acting on whines to statisfy the majority of the playerbase (sorcerers) and COMPLETELY overlooking the PVE perspective.
  14. This thread really symbolizes this poor community on a whole. A lot of shouting and trolling, but when it comes down to constructive critisicm and knowledge about what they are actually talking about, it's non-existent. I hope you read this and learn, Bioware.
  15. The trolls here are pathetic. I'm still waiting for someone to constructively answer my questions, but it seems all that is drawn to my thread are the whiners Bioware gave in to, and who have absolutely no idea what they are talking about. Again, Question 1: Why does my new 1.5 sec stun give full resolve? Question 2: Do you have any suggestions for me on how I can do reasonable damage in PVE environments? How to stop a ballcarrier? How to kill a T2-geared sorcerer without any burst? Please explain all 3 to me.
  16. So we are now a no trick pony? You are hereby banned from this thread. I will only allow people with at least minor knowledge of the class to respond to my still unanswered question:
  17. L2P what, exactly? Do you have any suggestions for me on how I can do reasonable damage in PVE environments? How to stop a ballcarrier? How to kill a T2-geared sorcerer without any burst? Please explain all 3 to me. I would really appreciate that.
  18. That would not make sense, because they do this to point Bioware to the true issue, Stim Stacking. The operatives profited the most from this. I am happy to accept the 20% damage nerf. Absolutely. But decreasing our already low sustainable damage AND the biggest culprit, 1,5 stun for full resolve, is just not thought out overkill.
  19. I sincerely hope it was not trolls like you Bioware listened to.
  20. You are aware this is suited for the Gunslinger, not scoundrel? Oh wait, that would mean you would actually have to do some research?
  21. I would like Bioware to clarify why they think a full resolve bar on a 1.5 stun is the proper answer.
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