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MasterKayless

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  1. Hello as i do agree that marauders are not unplayable at this point. However i do not agree with your statement about us not being meant for great dps. We are one of 2 pure dps built advanced classes the fact that we now have more utility based use in warzones vs damage and survivability is rather disappointing predation is a good ability and are cooldowns at one time were ok, But you have to relise that if most marauders are averaging 600k damage or so in warzones when in pre 2.0 we had more than that. Its not great progression in the class. I cannot say that i have all the answers to marauders issues but the devs have to look into what needs changing with the class to make it more on par with some others.
  2. Something bioware has made a mistake with allowing fire to be resisted or ran through by any class. Back in older days no one had these issues because the abilities were not around, we need to make the fire non resisted and fix rolling . I know allot of agents will disagree but it does not work properly the ability often sends the agent across the map before you can even react, This makes for unbalanced pvp versus things like a warriors charge. However i would be happier if the ball made you unable to use any of these things, Huttball would become allot more fun and challenging and i hope bioware view this and think over updating huttball < not changing anything about the game > just make it slightly more difficult to score because right now its to easy. Waiting for a warzone then getting one of the better ones like huttball and loosing in 3 mins because people are rolling across the map so fast is never fun for no one.
  3. I think more quests will open up after we finish the collection or i hope atleast, but my main concern is the rewards i mean sorry to sound rude bioware but tbh the plague event brought some very nice rewards and this is just no where near up to par. I have a feeling your saving the best till last i hope you don't disappoint.
  4. Hi, Currently i am playing a marauder, i have come to see alot of complaints about the class and my self see some problems so perhaps this is more feedback than a question but. Currently annihilation marauders are dominent in pvp and pve ( ie top dps ), but i feel the reasons behind the marauder being so powerful in annihilation is not because of there damage. The class its self is meant to be a powerful damage dealer, but the survivability is what needs to be called into question with the specs of the class for example. I have played both annihilation and carnage both do equaly good damage how ever in carnage spec i can be killed within 20 seconds if focused in pvp, as annihiliation i get the same situation but i can then pop undying rage, berserk and warzone medpac giving me a total of 8600 out of 17000 back this causes me to become rather hard to kill with such high damage this makes me the ultimate class in pvp. I feel this is a rather bad design and the class not only becomes more poweful than other class but makes marauder choose 1 spec only if they want to play , personaly i find carnage/rage to be more intresting and fun but if i want to be able to live through anything i must be annihilation . what my question here is realy do you plan to reduce annihilation survivability and do you plan to give the other 2 specs some more survivability to make all 3 specs viable? may i add that our damage is not "OP" the class is based around doing damage, annihilation survivability is how ever "OP"
  5. Well in my opinion, The pvp in swtor is focused around group combat yet if you look at my main for instance a marauder in group situations is only good in rage spec. I think the best change to be made is give some classes more stream lining so that things become alittle more balanced ( ie as stated above reduce amount of knock backs, give more/less survivability where it is needed ) The pvp in swtor i enjoy but there are still some balancing issues between classes that should be your main focus james
  6. Hey, My current thoughts are the economy for crew skills is just plainly broken. Synthweaveing has very little if no items to craft and sell, Also the power in stats of these pattern drops from ops should be equal to the loot droped from those ops. Witch currently they are not, It feels as tho taking anything but biochem right now is useless i have to spam dailies ect to make any credits . Were as biochem just farms for a hour to make nearly 300k credits. This needs to be adressed so players can take these crafts and see long term benefits and not just ooo i can sell one item for like 1 week witch people want then i must wait for the next major content patch. Kayless
  7. Hey, here is my thoughts tbh macro's yes can make things far to easy. UI mods yes can make things to easy, But i do feel that addons like recount/omen for example mods that are fun and not game breaking make it feel more objective making sure as a tank your doing enough to keep those mobs on you, dps making sure your doing the right amount of damage a rotation a prio on spells that imo brings more fun to end game atleast. i hope they do bring in small addons that are more fun and intresting yet not game braking
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