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buddytonto

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Everything posted by buddytonto

  1. Use evasion after to remove negative effects that can break you from stealth. I more often than not also use sneak to increase my stealth effectiveness to help get away. But stealth just gets broken a lot.
  2. What are the next updates for UI customization? Will they be in a patch prior to 1.3? It'd be nice to have an option to only show buffs/debuffs we place on a target, instead of trying to figure out when our hots/dots will fall off when there are 3 sets of them on it and wasting energy. Same for debuffs in operation frames, they are so small and difficult to decipher on what is or isn't able to be dispelled. % on focus target health frame, as well as distance notification. It would also be good to have a self buff bar which doesn't have to be attached to character frame. Modifier to show/hide bars/map/etc...when in/out of combat? I really enjoy the Customization offered in 1.2, but would like to see it go further.
  3. I was just trying to think of something for a gap closer, as we do not currently have one. Powertechs get grapple, 30 yard range every 45 seconds. Juggs get intercede every 20sec to friendly of 30 yards. And Juggs/marauders get force charge every 15sec from 30 yards. Assassins get force pull, 30 yards every 45 seconds. And instead of making it similar to everyone else's, physically move to the target or physically move target to you; we have something more unique. You'd only be able to get 2 hits off max anyway. Could change to 4 seconds, just to be able to get another hit or possibly 2; not guaranteed 2. Why does a suggestion of a gap closer warrant a response of an "I Win" button. Its nothing near it.
  4. I'd also like to see an ability like: Mimic Droid: Requires TA + 10/15 Energy; Instant. Cast a droid onto your target, which mimic's your actions of Shiv and Backstab, allowing you to hit your target with those abilities from 8 yards further away. Lasts for 5 seconds. 60 second cool-down.
  5. One of our abilities needs to be re-designed, and I think that ability is Kolto Infusion. RN and DS need to be tweaked, not require a re-design. I have a few ideas for Infusion. Some relate to other abilities, some are on it's own. Will also list my ideas for tweaks on other abilities. Please note, I have not done any math yet to balance these ideas for heal/energy cost. These are just ideas. Also, some of these ideas may not be completely unique, as I cannot be the only person to have suggested anything like this before. If you are reading these and think, "Seen it!", well then I say good day sir/madam. There are too many posts to read every single one. I'm not trying to steal someone's thunder, but I think Op's do need some working to make us better as healers. Thanks for probably skimming over and saying TLDR, it at least shows it was viewed. First Idea: Each cast of Kolto Injection or Kolto Infusion applies a counter-stacking buff to the operative. For each cast of K-INJ, it increases the buff, up to 5. Each stack lowers the energy cost of K-INF at the expense of increasing the energy cost of K-INJ. K-INJ costs 1 more per stack, K-INF costs 3 less per stack. For each case of K-INF, it lowers the buff by 1 stack. There is no timer on the buff, the stack resets to 0 when combat is entered. Kolto Infusion: 2 second cast; 25 Energy; Heals X. Assessment: This will give us another ability to use in normal spell casts outside of K-INJ, K-Probe, and S-Probe. This also helps with energy efficiency in situations where Op's need to spam the biggest heal available. I wanted to put something in to provide more benefit to cast K-INF and not spam K-INJ, even when at 5 stacks; hence the 1 extra energy per stack. Maybe instead of 1 extra per stack, when have a full stack, it increases K-INJ by 5. So we aren't penalized for casting it in succession. Trying to provide a symbiotic relationship with the 2. It would add another buff to check and manage alongside TA, but not sure of a better way to display this information. Maybe once operative is chosen as the AC, you gain a third resource bar in the UI displaying it raise/fall from 0-5. And unless talented in the Med tree (Replace Med-Shield or move med shield down and place it at it's level); the stacks decrease by 1 for every non-healing spell cast as well as K-INF. Or, make a talent to utilize it for Med/DPS based on poisons for DPS. I don't know, I've gone onto some tangent. MOVING ON. Second Idea: Kolto Infusion: 1.5 second cast, 9 second cool-down, 15 Energy. Heals the target for X. For each of the operative's own HOT active on the target, K-INF will additionally heal for Y over 3/6/9 seconds. Assessment: More Hots? Are you kidding? Not really. This will help our tank healing in Ops/FPs; and maybe provide more time allowance for healing the other members with more heals rolling on the tank. I say 3 Hots, 2xKP and 1 by RN. Provides a relationship with the hots BW wants us to cast, which before that relationship was non-existent. Third Idea Kolto Infusion: Instant Cast, Requires/Consumes Tactical Advantage, 20 Energy. Infuses the target's Immune System with Kolto for 15 seconds, providing a shield which absorbs X amount of incoming damage. If no damage is taken in those 15 seconds, TA is refunded. Cannot be applied to same target for 20 seconds. Assessment: It feels kind of lame to basically copy a Sorc/Sage ability, but absorbs/bubbles are great. Because it consumes 2 forms resources; I wanted to be able to provide at least 1 to be refunded if it met criteria. TA still would not stack greater than 2; but this gives us methods to "store" TA's for 15 seconds instead of let them run out because there is a lul period in damage. Recuperative Nanotech Adjust the healing values to about 2/3 of what they are now; but make it cost 10 energy. RN can be cast 3 times, onto any target. RN can stack up to 3 times, but based on players location they may only get 1 or 2 stacks. Assessment: Gives us a little more control on who the AOE will target, and increases the amount of AOE healing we do. It will be tricky to display how many RN's we have out if they can be cast onto separate targets; which may mean another buff or something to watch for, letting us know we can cast another. Maybe the ability icon in the UI can have a number in it, displaying how many casts are available? Instead of a buff... Diagnostic Scan Keep it the same amount of healing, or increase it a little. However, for each tick of DS on the target (up to 15), it will increase the healing done by the operatives next spell by 1% (Up to 15%) on that target. Buff is consumed on alternate healing spell (K-INJ, K-Probe, RN, or K-INF). Assessment: This would assume RN is not changed from its current form. However, the potential 15% added to RN would apply to all targets who received RN when cast. This adds some benefit to using DS, can preemptively cast it before fights (similar to merc spam) for the stack.
  6. When you made the blog post about the balancing act of what to fix, what to balance, and when; got me thinking about how the items are prioritized, as it didn't really explain that. With Warzones inviting more people than the allotted 8, and forcing them to end early, is pretty game breaking. How do you choose what is and what isn't high priority in patching?
  7. This may not seem like a big thing, but without a combat log, we have no way to validate the need or warrant, for a buff or nerf of a class. Ops receive a pretty substantial nerf, and marauders and assassins are getting a buff, and BH/Troopers still hit crazy hard from range. Maybe Ops really did need as large of a nerf as they received, and maybe assassins/marauders need a buff. But the problem is, we do not know. We have to take everything on faith. If the game is for us, we should have more knowledge of whats going on than we do.
  8. This is like saying damage done has no bearing whatsoever on success of an objective-based match. It plays a huge rule, both do. Well, the key in huttball is not for someone to be a running back and try to carry the ball all the way to the goal line and only pass if they get knocked off the ledge or are about to die. Passing the ball a fair amount spreads cool down usage on the opposing team and makes subsequent scores much easier or getting around the map staying alive much easier. I haven't found keeping a ball carrier alive long enough for a pass to be difficult, but I don't generally get people who try to Forrest Gump it all the way. But that isn't a OP healing thing, its a huttball strategy thing. I agree with you on CC's, it is insanely annoying that our dispel provides no actual benefit. Whether it be that too many debuffs are on the target and it dispels pointless ones, or that it is a force-based debuff and we can't dispel it. It is extremely annoying, but I can understand why BW setup this dispel mechs (force users dispel force, tech dispel tech) but it is frustrating. This is where I'd like to see Recup nanotech changed. We are a melee healer, so why not have a heal that works like guarding? We cast that on someone, and as long as we are in 15m of them, the healing of recup nanotech is active. And for the cost, it drains our energy by 3 every 3 seconds (heals tick every 3 seconds), and for every 15 seconds active, it automatically drops our regen rate by 1; Using Vanish breaks the link. I know it is a set and leave for free healing, but we are keeping at risk standing in melee. It is still active of sorts. I haven't found this to be the case either. Our dots are extremely useful for Void Star and Civil War. I can't count the number of times I've been able to defend a side by myself even against 4 people trying to cap using corrosive dart and frag grenade and quick ride down with the speeder. Vanish, re-dot/die, repeat! And Orbital strike is a very nice tool to decongest areas. I'd say we are more of a defensive objective utility, rather than offensive objective utility. While I agree it could be better, I've not had terrible times keeping myself alive. With TA resurfacing ever surgical probe heal under 30%, I've been able to keep myself alive love enough to get around los, get an injection off, and start kiting someone. Yes there are times when I get destroyed, but I can't expect to heal myself through unending dps. It is your teammates job to peel that pursuer/s off you.
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