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JeffIncredible

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Everything posted by JeffIncredible

  1. Flame burst gets auto replaced by whatever newer version your tree has, since they shared a cd anyways they just take it away as soon as you train the new one.
  2. I think a better option to improve madness is to give it an Expunge kind of ability. Basically consume your dots on a target for either remaining dmg on the ticks or for a set lower value if that burst is too much. Even if it's execute it would still be nice.
  3. But it will not trigger the health regen, they changed the wording in the patch notes specifically for this.
  4. Replays and YouTube uploading worked into the client, where/when?
  5. Electro Net now can. But seriously this ability is so overpowered it's ridiculous. Without or without a ball this can't go through this way.
  6. I get this mostly when i'm Knocked back near the corners of the entrance.
  7. FYI Open World PvP will bring all the complaints about stealth classes again.
  8. why do you cut off your ability bar?
  9. The change to overload to be instant is huge, don't know how many times i've started the animation and got kb'd myself only to still have overload go off wherever I landed.
  10. You are so far off sorry to tell ya. Polarity shift grants immunity to interrupts not stuns and Force Speed is one of the most critical skills a Sorc has. I am of course referring to end game type of play to include pvp and pve so if you don't do either of those then I understand why you feel that way.
  11. You are kidding me with the resolve change right? That is the complete opposite of the problem that folks complain about. Why would you cater your change to a pick up group situation? All that is going to do is make being stun locked that much easier, at least that's how it sounds. Stun =/= fun
  12. When you have to work twice as hard then there is something wrong. If you are leading your WZ in damage there is something wrong. And unless you don't have an Agent Healer or some ridiculous protection you shouldn't be leading the WZ in healing either. Just the reality of things.
  13. You make a good point and a valid question. There would definitely have to be some discussion on which abilities would fit the criteria. DoT's would be an interesting wrinkle too. As far as which abilities there are some main class defining abilities such as Rail Shot and Smash that you can spec into to increase their overall damage. I suppose you could tie into those skill boxes the mechanic that if you increase this damage you will make this ability be a CC breaker. Just a thought. Not entirely sure about the DoT's since they take so long to actually deal their damage.
  14. Now that's a good idea too. The way I would see that working would be you get stunned and essentially that stun would have HP and as you take damage it eats away at the duration of the stun. So if you that stun had 4k HP as soon as you took 4k damage the stun would end. Is that along the lines of what you were saying? As another alternative I would still just like to see a second stun breaker in the form of a relic. That way the devs wouldn't have to change the system at all. Even if they upped the CD of the ability CC breaker to 3 minutes and put the relic on a 3 minute CD too you would be able to use them more tactically rather than spammably.
  15. So what are you then? The same way ppl come to complain about things other ppl will come to defend them. The reality of the situation is that if enough people don't like something for whatever reason they aren't going to play. And like someone else suggested to move on, what are you all going to do when those people do move on? Enjoy your server transfers? Even though it's not fact i'm sure that the folks that defend the stun/resolve system are playing the classes that can make the most of them. Contrary to to somes belief not every class can benefit from the system as well as others. So the answer is L2P instead of actually caring about balance. BTW I do just fine in PvP, 72 (with a break) Sorc on Jung'Ma, Fulgur. Even having success it's obvious when things aren't right.
  16. The extra force is useful to be able to toss heals and bubbles without thinking about it.
  17. Whether you think there is a problem with stuns/resolve doesn't matter, just by looking at the PvP forums you can see a lot of ppl do have a problem with the mechanic. Here is a constructive feedback post to address that problem, that is unless you want no one left to play with. Select several high damage abilities, you know the ones but there is room for discussion on this, that will break any CC currently on the target. i.e. You were just electro darted and now you got wrecked by a Rail Shot. That Rail shot will break any and all CC on you. And in case you haven't thought that far ahead yet this wouldn't effect 1v1 situations much at all since a knowledgeable player will wait to use their stun breaking ability til the stun is almost over anyways. Where this would have a big effect is the focus fire situations since it will be harder to control your whole team. The other way this would be of benefit is those chain stun situations. Even the Senior Game Balance dev said in the latest Q&A that not being able to fight is no fun. Obviously the mechanic would have to be tested to see its effect and to be honest I wouldn't be surprised if there needed to be a 1 second CC immunity attached to it as well. In conslusion: LET US FIGHT
  18. If you don't have LOS of a sniper you just force run out of his range. Snipers are the only class I smile at when I engage. If the sniper wastes his CC immunity on a sorc then your job is already done.
  19. A lot of the sorc/sages are fine posts are from people that only play normal warzones. Go play a rated and see how "fine" they are. It's embarrassing having to constantly run away and then not even being able to do that because of the insane amount of stuns/roots/snares in this game.
  20. The real beauty I find in 21/2/18 is that you can always be doing something useful. Either you are spamming lightning and using wrath procs or you are casting innervate and bubbling while mixing in CC's. Not to mention tossing afflictions and shocks and slows while on the run. Basically you can support your team in a pinch with pretty decent healing or pretty decent dps. Although not a master at either. I find this great for Solo Q. It's unusual to not be top 3 dps and top 2 heals in normals. However if you get focused you are toast just like every other sorc build. The 21 heals at least lets you prolong that death a little bit.
  21. I have been running 21/2/18 for a while now and I feel your pain in this question. Any class that can jump has a steep advantage on us because their damage is also faster than ours (just like every class). The jumping negates our ability to kite. In general you have to play cat and mouse with almost every class, LOS can not be stressed enough really against anyone. I thoroughly thrash snipers/slingers that don't reposition very well, it's so easy to just affliction, crushing darkness, deathfield, shock them all the while peeking out around a corner or jumping to gain LOS. DPS BH/Troopers are the same way, our mobilty and CC shine against them unless you just get caught out in the open and they can free cast for a bit. I know the real point is what the hell do we do against PowerTech's and Marauders and somewhat against DPS Juggs. Basically if any of them decide to focus you and follow you around you are just SOL unless your team can assist you. Between chokes and jumps and fears you can barely get heals off all the while soaking up multiple 3-4k hits as you watch your affliction tick for 500 maybe. So pretty much you have to stun and run without any realistic expectation of dealing a significant amount of damage. Unfortunately Marauders and PT's are big time FotM for good reason imo, so that's just the game we have to deal with right now. They counter us ridiculously.
  22. It's even easier to solve, add in relics that work just like your cc break. No stats or crap stats at best. Same cooldown as ability. Problem solved and no coding changes, just additional item.
  23. Jason Attard (Senior Game Balance Designer): In the long run our intent is to make sure PvP gear is never competitive in end-game PvE situations. Unfortunately, it’s still too early in the design process for us to give an ETA or release any details on what we’re planning for PvP gear. We currently have no plans to change the PvE relics. In theory the active abilities on the PvE relics do not provide quite as much sustained damage-per-second as a passive relic at the same item level. In practice, when used at the correct time they can deliver a huge amount of damage when you actually need it, and can make you much more effective overall. This is especially true when the relic is paired with powerful cooldowns or burst damage attacks. This is the primary reason we changed the PvP relics into passive relics, as skilled players could wipe out their opponents much more quickly than intended, and nobody likes to be killed before they get a chance to fight back. On the PvE side we decided to keep that extra bit of gameplay, since it helps break up rotations and adds a extra little optimization element to damage dealing in boss fights. So seeing as how you have pointed out it's no fun when you don't have a chance to fight back maybe it's about time Mr. Senior Game Balance Designer takes a long hard look at the resolve system and the overwhelming amount of stuns in this game. Not to mention the TTK in relation to those stuns.
  24. I guess I should have included the huttball but I thought mentioning the node thing was clear enough about objectives.
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