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Jarlaxb

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  1. Jarlaxb

    Force Barrier

    to be honest,its not that OP and I dont care for it much, bit it has its uses one is putting a big dumbarse hat on bad melee. You cant avoid a cap for 10 seconds once you move to perfom an action it ends. On a side note, I would have MUCH rather got phase walk and the assasins and shadows got Barrier
  2. I am very happy that Bioware made this change, it was a problem from the beginning, the gear gap in PvP content and the grind to not get destroyed by others that had more play time. After the many many threads about this they fixed it, and now those that were used to having gear crutches to faceroll people are butthurt. I grinded Champion gear, then Battlemaster when you still had to buy bags and get a "chance" of an item not buy one outright, then war hero and EWH, and I am thrilled with the change; because, no one should go through what I just explained to participate in a "feature" of the game.....the game is 95% PvE after all. The bolster works both ways, I have read a lot of posts about how PvE is best in slot.... its not. If your not wearing PvP gear or PvP gear not equal to the lowest "new" set of PvP gear you get "changed" to that set of stats. This means that if I had a full set of end raiding armor it would "change" their stats to be on level with the base PvP set. So no, PVE gear is not better for PvPing. Another thing why does everyone think PvP gear should scale with PvE? You cant say, so that PVE gear doesn't trump PvP gear, but because of the bolster system in place now that would reduce a max PvE players stats. In PvE content scales in difficulty, bosses and mobs deal more dammage and have more health to create a challenge for players at that level of play. So my question is what content is increasing in difficulty in PvP ? The answer is none, so why have gear scale up and inflate dammage health and everything else causing imbalance between PvP and PvE class abilities, and why create large gear gaps making expirenced PvPers even more powerful against fresh players learning? Well they just fixed that and now there is at least a base line to work from to make balancing things easier, and no large gear gap to give people crutches that don't need them. The only reason I can see so many folks upset is because waste of warcraft has a system set up that way, so what. Everquest 1 had PvP and NO PvP gear, and end game raiders would stomp your face. People asked for PvP gear, they said no, if you want to get better stats get raid gear end of story. Just like many would agree here that no one should have to suffer to participate in a "feature" of a PvE based game.
  3. So here recently I made a smuggler, and have also watched a few streams of folks playing one. After comparing the two classes, I realized that the two diffrent teams developing the two classes in general must not have spoke much to one another. At launch our class was more balanced than it ever has been, and the thing that really gets me most of all is the cries of overpowered melee about the dammage output of a casted abiliy. It typically goes something like this : That hits to hard for a 30 meter attack - well its a 2.5 second cast time how many abilities can you use in 2.5 seconds and whats their dammage total? - Well it's 30 meters so its OP - This could be true if I were a sniper immune to gap closers, but I am not so 30 meters is 0 meters in 1 global cool down, where then 2.5 seconds of you beating on me hits me 3 or 4 times for how much vrs my 2.5 single hit nuke again? I say this and mention the smuggler because they have the same output if not more that us but look at the tools they have. ops healer: can go into cover before casting and then be immune to leaps and pulls Sorc : no defence from leaps and pulls at all ops heals: vanish and stealth out of combat ops heals: has stealth to set up with before entering combat Sorc heals : Assasins can stealth , so why cant we again? ops heals: wears medium armor Sorc heals: Light armor that just got 25% lighter ops heals: has a roll now with no cooldown and it breaks roots and snares, but it costs energy sorc heals: can force speed every 20 seconds, but you have to use skill points for it to break roots ops heals: has dodge ability for 4 or 5 seconds to avoid mostly all incomming dammage for that duration sorc heals: no dammage mitigation cooldowns - 2.0 one disableing us from combat for 10 sec every 3 minuites ops heals: instant flashbang sorc heals: 2.0 = no 30m instant CC, and it was OP for PvP for ours to effect 3 targets like the trait says so its nerfed to 1. ops heals: groin kick instant stunn sorc heals: eletrocute 10m Stunn ops heals: not sure if they have a knockback sorc heals : conal knockback ops heals: can regenerate resources by consuming upper hand every X seconds sorc heals: can regenerate resources, but we have to eat a % health loss even though our health scales with items, but force does not. I am sure people can think of some more, like being able to heal and move, but my point here is this. I understand you dont want to make us overpowered, I can live with that, but we can NOT be balanced for dammage and healing equally UNLESS we have a COMPARABLE set of defensive tools. Think about it, why are our ranged abilities so weak when we have 0 defence from leaps and pulls, but a sniper does have defence from leaps and pulls, and does more dammage, or an ops healer does and heals for a compareable amount? Why is it that Assasins have shared force abilities with us but we have ZERO usefull assasin type abilities? Why is things like stealth and flashbang shared with ops, but not with us. A SUPER awesome example of this is 2.0, the arguement has always been well you suck because your some type of dot kite utility class, stick and move. So assasins get the stick and move Phase Walk, and we get the tank 10 second oh crap button, am I wrong here? If we continue to be this squishey then we should be able to do things like: - If I am so weak I must be sneaky about where I position myself I should be able to stealth there, Assasins can stealth as well as ops healers and both have more armor and defences. - Give us Phase Walk and delete force barrier - Static barrier while active should make the caster immune to leaps and pulls. 15 sec CD on barrier, whats the CD of cover again? - Static Barrier's dammage absorbtion should scale with Willpower and Power; why? Dammage does, so it keeps getting worse and worse, but not bad enough because you nerfed it another 10%. even though it wouldn't absorb a single big hit from a melee class only some. - Not rootable and snareable during force speed should be basline for the advanced class - 360 overload should be baseline for the advanced class - Eletric bindings - could stay where it is if static barrier gave defence against leaps and pulls and thats what bubble stunn did pretty much and thats what we need. - Polarity shift should have a lower cooldown timer and also enable us to cast and move for the 10 second duration. I defend this with, how can it be OP when how much compareable dammage does a melee class do in the same time frame? My nukes are weaker by an extremely large margin and I have the weakest armor rating in the game. Something just needs to be done, it's totally rediculous how my dammage is balanced around me being at 30m, but I can be pulled or leaped to instantly from my max range meaning I dont have the advantage of distance. At least make Static Barrier make the user immune to leaps and pulls it has a 15 sec hard timer so if a melee is activly pursuing me I can only reapply it after 15 seconds which would really only effect PvP, unlike "cover" which is a LOT shorter and adds dammage mitigation traits not one hit its gone and you still take dammage.
  4. PvE I think things are improving, but for pvp - Lets look at a little history : We have been nerfed directly and indirectly repeatedly sense the game launched. All traited dammage increases were reduced Force regen was nerfed for healer Electrocute nerfed to 10m Overload nerfed to directional cone Dark Infusion cast time reduction nerf Stat weights all changed to add a +20% DPS boost over healing Dropping adrenals and just making relics have that much power/ surge all the time, but read above. - healing nerf Changed expertice to cancel out the dammage boost on a player instead of players reducing another players dammage all the time, another healing nerf. healing is already nerfed 40% by trauma --- new nerfs---- Instant whirlwind gone "because of assasins" Electric bindings moved to the almost top of the lightning tree Bubble Stunn nerf " agree with this",but I think now it only AE blinds if you click it off if a player breaks it it dont do anything - why even bother now? not to sure about that last part. Melee got more roots and snares on top of leaps and pulls -25% armor - 10% increase to traited static barrier @ 5% per point from 10% per point What I would LOVE to see is somthing like this : Force Barrier has been removed and sorcerers can now phase walk. Static Barrier now scales with Willpower and Power and while static barrier is active the sorcerer is immune to Force Charge "leaps" and pulls." at least make melee beat it off me first not just leap from 30m away from the start it has a hard CD debuff and now all the new snares and roots this is needed." Lightning Barrage can now be triggered by Lightning Strike critical hits as well as Affliction critical hits. Electric Bindings has been moved and is now a T2 ability in the lightning tree. Eletric bindings now also causes your Overload to knock back targets in 360 degrees. The cooldown on Polarity Shift has been reduced to 1 minuite. Polarity shift now also grants the ability to cast while moving for 10 seconds Force Lightning is now considered a "periodic effect" as well as a channeled ability replace the 2% defence increase per point in madness "sorcerer only" with Pain mastery - All perodic effects are now hasened by 50% 25% per point allowing dammage over time effects to do their total dammage in 1/2 the duration, - near the top of the tree, and yes it effects force lightning. Put back instant whirlwind This would be a good start
  5. from what I gather from it its even better, Static Barrier heals for a % while active, then when it is broken it refreshes force speed, the new bubble on channel ending refreshes force speed. Lightning strike reduces the active CD of Polarity Shift by X "per cast" and polarity shift also increases movement by 50% as well as alacrity by 20%, as well as giving forked lightning x2 proc chance with instant "0" force cost chain lightning once every 10 seconds. Chain Lightning roots then snares for 50% with this ^^^ So here is your situation, "your already bubbled" your healing and you notice ctp cavesmash heading your way so you activate phase walk and mark your place, and force speed away, he sabre throws you then leaps, this breaks your bubble and refreshes force speed, you speed away again, he persues you then you activate phase walk again and "poof" your back where you started and now the guy after you is effectivly out of the fight for 15 seconds while he runs back. or your dpsing and do this same thing except every time he beats your barrier off you then your @ max range again or "poof" your at max range again tearning his azz up with polarity shift running. Starting with Thundering blast and spamming lightning strike. ( that now has a % chance to double attack for 30% dammage, while lowering your cooldown on polarity shift each time you cast it ) I believe I also seen traited change to lower the CD on polarity shift even more, as well as traited change to lower the active lockout to apply Static Barrier by x seconds, its 15 now - 3 seconds from PvP set bonus = safe to assume 7-10 sec on Static Barrier....that on ending refreshes force speed . Be nice to see the official changes on PTS
  6. Man, stop making sense. If you remember they all trolled it this way it didn't start out this way.
  7. For the corruption tree instead of AoE heal being the top ability, I would want a new one added a self only super bubble, add 1k absorb to it for 3k instead of 2k, so one ability will burn it off, or make it baseline negates x number of attacks like 3, this would not have a long CD timer, basically you would have to manage it, but be able to apply it all the time unless you were being attacked, like the current bubble. iI would be self only and also grant immunity to leaps and pulls like a sniper as well as bubble stunn and increased force regen while active. So a re-cap instant cast bubble defensive ability that creates immunity to leaps and pulls, absorbs 1k more dammage, AE stunns on breaking, self only, increases force regen, and can be applied as often as static barrier. Healing tree top teir ability.
  8. I was kind of going along the lines of the more you use a "tank" ability like taunt in a dps form or role "to include all taunting classes" the more like a tank your dammage becomes.
  9. I also agree that they should be able to keep their taunts, but I also see the other arguement and if your not a "tank" so to speak you shouldn't be taunting, thats a tnak ability. I realize the amount of hate this suggestion would cause, but it seems a fair comprimise. I think that "unless the tank is in tank form, spec, or whatever" every player taunted by the "dps" reduces the dps of the person using taunt by 15% stacking debuff x4 so basically , if your reducing the dps of 4 people by 30% = 120% "team dammage reduction" then you take 60% personal dammage reduction or 1/2 that.
  10. I have played a sorc sense beta specifically a healer. When the game came out, the class was balanced minus one bug. We did outheal every other healing class, this was intended, we were the weakest with the least amount of armor, utilities, and mobility. The suriveability utilities are in the other two "dps" trees even insreased dammage absorbtion from the bubble, we have light armor with no passive boosts, we can not stealth like ops or have medium armor like ops, we can't heal on the run, we have no free auto attack heal, no dammage mitigation % for x seconds abilities,and initally resurgance was weak because it was really meant as a setup ability for your other abilities. This was why we outhealed the other healing classes, I was cool with that. Consumption - used to give us a way to regen our force on Innervate critical hits, so you either used the buff from resurgance to lower the cast time on your big heal to around 1 second with alacrity "burst healing but out of force soon ability", lower the force cost of your small heal by 60% ,or AoE heal by 60%, or increase the critical rate of Innervate by 60% granting you the free consumption 100% of the time. This actually made alacrity actually a worth it stat because on lower the channel of Innervate and getting Dark Infusion to one second with the buff. They never fixed the bug only bandaided it and broke us. They need to put it back the way it was and fix it the right way. One thing that has been not mentioned a lot is the simple fact that in a warzone healing is nerfed 40% off the top, this was actually implimented at the start of the game, before all the changes to stat weights, as main stats at one time scaled equally for healing and dps. Now, expertice- dps> healing, power- dps> healing, willpower dps>healing. Now you do realize eventually the gap will become so great that dps=2x heal if its not already. I still remember the giant thread that wen't well over a few new forums about how 1dps > healer. This was justified by saying "well cross healing" with no reguard to the fact that "cross heals"= 2v1. I realize that actually having to focus fire a healer might be a challenge sense every dps and their mom puts target markers on our heads. Now look, they listened to all the banter and forgot that squishey= more dammage or heals because they are squishey. I remember when they nerfed the wrath tree because of chain lightning, an AoE that hits for 3kish and the buff to refresh the cooldown on it and make it instant cast was in the lightning tree. Using wrath to make it instant didn't refresh the cooldown just made it useable, and now an instant AoE that hits for 5 or 6k is ok that can be used while the person has CC immunity, heavy armor and x sec duration god mode abilities. Thundering Blast should be the hargest hitting single target ability in the game and it should definetly hit harder than any area of effect ability. Meaning that 8k is to much, reduce dammage of other stuff on other classes. Or, reduce the casting time to compensate, make it instant. Something to warrent the fact that a: its a long casted ability that can be inturrpted, costs 31 points, and used by the squishest class in the game. It's pretty much destroyed in forms of balance due to the trolls of bad melee who want to be able to stand there and take 5 hard casts before turning to deal with you instead of the target they are focusing. Then being able to kill you anyway. Where as, I cant take 5 abilities from them at all or get away with the 30 meter gap closers, roots, snares, stunns and hard hitting melee abilities. The cast time reduction on Dark infusion was a nessesity for a sorc healer to survive in PvP, It wasn't OP god mode it just allowed me to heal myself for almost as much as I got hit for in 1 second, but I cant keep that up because I will run out of rescources fast, it allowed the class to escape to find help, if I still stood there and tried to face tank I would still go down pretty hard unless I had a guard, at that point the fight becomes 2v1 anyway. Everything has been taken away from the class that defined it as "glass cannon" and we are left with only "glass" not only for healing, but the DPS side as well. Look at our cousins the assasin and what they get for baseline abilities shared with us Whirlwind, force lightning "that hits harder", shock "that hits harder", eletrocute, overload, and I know I missed a few. Out of these what melee type assasin abilites do we get ? .... thrash. Again, this was intended because we were the "glass cannon" healer or ranged dps. Somewhere, somehow, bioware and bad pvp melee forgot what ranged glass cannon was. It was the class that if you didn't figure out where they were fast enough you were going to die, but if you did find them they were toast, not "ok there is a sorc let me finish this guy off thats at 50% health, then I will leap over there after I have taken 5 nukes and still win"
  11. Hi guys, old sorc here that has actually quit due to the chain of balance changes in the past. I don't post much, bbut felt I had something to add here. First off I remember this : Corruption Force Bending no longer unintentionally allows its buff to be applied to more than one healing ability. Its effects have been slightly redesigned. It now increases the critical chance of Dark Heal by 60% and reduces the Force cost of Dark Infusion by 30%. This is actually false, it's still broken and the real reason I think this got changed to the way it is now to "fix" it was because of this. The buff has to be applied and stay applied for the buff to affect innervate for the entire duration of the channel; therfore, to code this, the effect would have to be coded to listen for the last heal tick to fire before removing the buff, but the healing effect boost is applied on cast for a "cast time reduction" effect. The reason we could spam a 2 shot of 1 second Dark Infusion was because the delay between us casting DI and the time it took for the little purple ball to fly over and hit our target was long enough to start another cast with the buff still applied before the buff faded after the heal hit the target. basically it was easier to remove a cast time reduction than to actually fix it, ever notice that right after you cast a dark heal, and then innervate directly following the first tick of innervate will always crit, and if you watch really close you will notice your innervate heal hits right before the buff fades. So what I propose is that Bioware put it back the way it was, but this time have it create two seperate buffs one that only affects innervate and one that only effects DI,DH, the AoE heal. Then just see if that is enough, I agree the 2 shot 1 second cast was overpowered and needed fixed, but the mechanic of it was wonderful. If I wasn't a total fool, I could get to my friends before being slaughtered while CCed in 3 or 4 GCD's as a full healing sorc. The second bad decision was the nerf to convergance, and how now you had to take the health deficit to regain force. Just make these two changes to the healing tree and, I would actually consider playing again. The one thing I want to say here is that somewhere along the line of changes here people forgot one important thing. In general mages are really squishier than anyone else, its a trade off "or supposed to be" we wear a robe and cant melee at all; because, we do more dammage; we have range attacks because odviously we can't survive taking hits. To "counter" this you gave other melee classes "gap closers" with 1/2 the cooldown or our "knockback" So, in reality it works like this. If your so bad that you let me hit you with 4 "auto attack cast ability" like channelinng force lightning 3 times that you are at 1/2 health and just now decide to leap to me , where then I hit my cooldown abilities and you die then pay attention. Just like if I just stand there and take 3 or 4 strikes from a jugg or maurader before I say "ohh I better run" I would deserive to just die. "They should have used their gap closer by the time I hit you twice and stopped the third." What really broke be was patch 1.4 where you intoduced full aumented items, awesome idea and it was a good one; although, as a healer looing and saying to myself. Healing is already nerfed 40% in a warfront, and now powe scales almost 2 to 1 dammage over healing. Basically what your telling me is that I work just as hard maxiing my items as that warrior over there, but I only get 1/2 the boost, gee thanks. Enough of my rant, I love this game and the PvP was some of the best I have had, but Bioware needs to mmake changes for me to return to my Sorc, so I am not basically a punching bag.
  12. Just noticed a few times it stated that heals get the same boost as dps for power = false the healing yeild increase is less than the dps boost increase point for point by a substantional amount, check your caracter sheet.
  13. I have played a sorc healer sense beta, and this is exactly true. Origionally, sorcs and sages put out more healing than the other healing classes and this wasn't counting the bug that allowed us to cast dark infusion twice back to back causing a heal output of about 6-8k in two seconds this needed to be fixed and was an odvious exploit in the way they coded the buff. We put out more healing for a reason, we had less surviveability than the other healers, the other healers could heal and run at the same time and had better tools like heavy armor or stealth. So everyone cried about it, and somehow people forgot why we did more in the first place and they nerfed us bad our entire way of play was changed and we were made even, but forced to deal with less tools and fewer resources because we cant "vent heat" or whatever, we take dammage to restore our force and its not even a static amount because we have a static force pool its % based on total HPs, so it just sucks basicly. Lets not forget, that right off the bat healing in PvP is nerfed 30% then on top of the heal class nerf we took they adjusted the expertise to yeild double the dps boost over healing boost and lowered the mitigation as well so we had to use more resources with less regen. The class is not easy to play, I consider myself an ok PvPer and am a war hero in about 1/2 and 1/2 battlemaster. Now that the total dammage output has increased again. I can get away fast enough from anyone. Or, even better, how about just CCed to death before I can even cast one thing, then marked and CAMPED not being allowed to even leave the spawn because I cant protect myself against one guy who can just CC me to death. All you people who say that a DPS class should pwn a healer like we get pwned your just a selfish person who has probabaly only played one game ,World of Warcraft. Mabe that game is this way I wouldn't know because I am a 11 year EQ1 vetran and I wouldn't go play your crappy ,dumbed down ,easy mode MMO. You now have one less healer in warzones untill this crap is corrected.
  14. what would rock is like an estimated preorder from date x to date Y on this day and date a and B on that day earlier or later is possible. So we don't sit here like fools.
  15. definetly sitting at my PC waiting to play mabe they will look at this thread and add these accounts if I am that lucky 8(
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