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shyroman

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Posts posted by shyroman

  1. And what is the conclusion - the wrong persons are in place.

     

    I don't want to my subcription wasted on a minority of useless raiders. They should use there limited ressources für Solo-/Story-Content, new questlines, new planets with great open Areas to explore.

     

    Go play a single player game if you don't want multiplayer content to be created in an MMO. Raiders aren't an insignificant part of the population either. Even as of less than 1 year ago, over 60k characters had joined a raid while connected to starparse server per week. People use more than 1 character but also a lot of raiders don't connect to the starparse servers every time they raid. That's a lot of people and to completely ignore them would be a very dumb decision (just look at how much the game suffered from 4.0 onward due to BW almost only focusing on single player until not that long ago). Non-hardcore raiders tend to be very reliable subs since it's required to sub to raid, most of them wouldn't have killed every boss on every difficulty so they'd still have content to progress through, and raids are very repeatable content.

  2. So much salt in this thread, all from people who don’t even bother to read anything past the title, especially

     

    As Riku said my goal with this thread isn't to facilitate boasting or create drama. I have 2 primary goals. 1 is to bring back that old feel of raiding; of course it will never be the same but I feel we are actually getting a challenging and noteworthy boss so why not make it a fun experience. 2 is to actually get some data on clearance rates.

  3. " Therefore, you want to aim for values of Alacrity Rating that correspond to either ≤7.15% Alacrity (a 1.4s GCD) or ≤15.41% Alacrity (a 1.3s GCD). Any Alacrity Rating over these breakpoints is wasted."

     

    what about energy regeneration?

     

    Not worth the loss of gcd reduction, io is the only exception due to how important tiny energy differences can mean.

  4. There’s nothing that can be said in this thread that hasn’t been said dozens of times in the other Mara threads from not that long ago. The tldr of those threads was that most forum users don’t know how Mara cooldowns or balance works (just because a class or two is better in unbalanced reg matches doesn’t mean that maras aren’t still crazy strong in any balanced scenario as well as far above every other melee class by a large margin).
  5. Ok, I misread that first bit, sorry, But it still comes down to where the fight is in the arena and how much LoS you have about. As well as how your team is doing.

    If you have no healer and a strong enough team to hold them, then it’s a worthwhile tactic. I’ve used it myself when it’s close and down to 2v2 and I know my other team mate can hold them while I do it, otherwise it can be detrimental.

     

    If it's a choice between certain death and possibly staying alive, the correct choice will almost always be possible staying alive. The amount of scenarios where dying and getting off 1-2 more abilities is more worth than not doing those 1-2 abilities and getting away is very small. Even when those scenarios occur, it is better to be able to make the choice to stay or leave than be forced to stay because camo is on cd.

  6. No, the mechanic doesn’t break combat at all. You are still in combat, so you cannot heal. You would need to travel half the length of the map for it to break combat or you have to spend a long time hiding, which is the point Grim was making about staying in combat.

    It’s also very easy to see where a Mara has gone if they stealth out, just look at the map.

    Taking one away from the fight to finish you off in 5 secs is nothing.

     

    I never said it broke combat, I said wait for combat to end (kinda hard to misread that). The chance to gain a 2nd life can make or break a match in ranked (I said before it's irrelevant how you use camo in regs because there's no heavy punishment for dying). There's no guarantee that you'll be able to heal up, but if you catch someone by surprise by entering with camo then they have no awareness anyways and using camo for a second life would still be better. The only spec that'll take a long time to break combat would be anni, most of the time it's really easy to leave combat as carnage or fury.

  7. Force Camo doesn’t break combat, like stealhting out on Sins or Operatives. You can’t Camo out and heal after because you will still be in combat when you try to hide and heal.

     

    Wait to leave combat? It'll take a few seconds but is well worth an extra life if nobody seeks you out, and even if they do (more likely that nobody will) it'll take one of them away from the fight too.

  8. Tell ya what, get some other people who would share your assessment of how bad I am at Mara. The fact that you still haven't figured out the potential use of that not only speaks to your experience, but your level of intelligence. It's not that hard to figure out.

     

    Ohh yeah, btw, 45 second cooldown.

     

    If you are fighting and using Force Camo at the same time, you might want to read the tool tip, your doing it wrong.

     

    Their biggest strength is turning invisible for 4 seconds? I think you are confusing Mara with Assassin.

     

    You want to hide every three seconds, knock yourself out. I'm under the impression that its my job to fight. Force Camo is an escape. You think people are idiots and don't know you are going to reappear in 4 seconds? If they have even half a brain, they'll think to look at their compass, guess what they see pop up on it after 4 seconds?

     

    I'm in it for the fight. Running and hiding every 45 seconds, not my style. Keep on playing it safe pal and worrying about dieing more than doing your job,

     

    In the future, do me a favor, don't talk to me about Maras until you figured out the use of it out the gate.

    I know dogs who've been able to figure that one out.

     

    BTW what's your name in game, this way I can learn from watching you and all your mastery? Unless of course you want to hide some more. - It all makes sense now...

     

    Using force camo to escape lets you heal up and get time back on cooldowns. Anyone I see who camos at the start I focus and tell my team to focus and then they can't escape to heal up. Force camo in the best case scenario (lots of times) is an extra life, and in the worst case, forces an enemy to have to run to you buying time for your team. In regs it's just a convenience to not have to run back from spawn since death really doesn't have a penalty in most scenarios. In ranked it's absolutely necessary to save camo or you're being a detriment to your team. Anyone who says that using camo at the start is a good thing doesn't know what they're talking about.

  9. Since it's unlikely that bw will do stuff like this (even though more ui customization like this has been asked a ton), starparse has that in some sorts. It can track the bubble debuff (sorcs), kolto probes (ops), and kolto shells (mercs) for each player and display a small icon over each player on the ops frame. It makes for keeping track of those extremely easy and those are the big ones to keep track of. It only keeps track if it is on the target or not (no duration) so it's not perfect but it's pretty good.
  10. TK sages put up enough numbers to complete all MM ops. Is it more difficult to put up those numbers than other dps? Yes, but they are viable, the only people that would refuse to bring a sorc are stuck in the past. Also the dulfy numbers are way out of date.
  11. I've only done it a couple of times myself. Like other bosses, there might some mechanics needed for HM that can just be bypassed in SM. So maybe the floating orbs play a role in HM, same with the temp ability. But we did the same thing as you, we just applied brute force until she was dead!

     

    Teams in HM are brute forcing through some mechanics as well.

     

    The orbs in HM knock you back and deal damage (potentially dealing a ton of damage if knocked out of outside circle) and getting hit twice in a short period of time (when they are red).

     

    The temp ability, which in SM (and even HM) can be completely ignored, is used to take no damage from atomic scattering. In SM, atomic scattering deals such little damage that it doesn't matter, only mechanic that really matters in SM is extinction protocol (red circles).

  12. Yes, Bioware makes mistakes, but I don't believe for a second that you or any other self-proclaimed expert playing this game could do a better job. If you think that, by all means apply for a job at Bioware as a developer and let me know how that goes.

     

    When bioware doesn't balance anything for over half a year (they've done this and longer throughout the game's history) and then admits that carnage was never balanced around clipping even though it's been around since launch, it's pretty clear that they don't understand how to balance. Even for all the changes in 5.0, anyone who understood pvp could immediately tell which classes would be op and why after looking that the changes even without playing it and somehow all that slipped their minds.

  13. So don't come here spewing misinformation like it's Gospel to fit your narrative of why you think RA is overpowered, or your very obvious obsession with seeing Marauders knocked down below whatever FotM class you happen to be playing.

     

    Umm, he plays marauder, if you actually read what he's saying and not immediately get triggered by the words "nerf mara" you would understand. He's not the only mara who understands that RA needs to be nerfed either, it wasn't needed and put the class over the top with dcd's.

  14. It seems to me there was a clear effort on their part in 5.0 to make some cooldowns with very specific use cases more useful generally. Sins got a reflect on deflection, darkness got the yellow AOE debuff on their deflection too, operatives can get one on evasion, and so on, including giving marauder obfuscate a way to be helpful against force/tech attacks.

     

    I'm OK with this in theory (it really is very aggravating how useless deflection is in many scenarios) but in the end they failed to actually adjust them properly resulting in some being borderline worthless (force/tech reflect on deflection) while another ended up broken as **** (RA) in addition to landing on a class that, as you said, was fine in 4.0.

     

    Good point

  15. Does gravity vortex tell you anything ? Probably not.. that's why you fail your stuns vs fury. ;) It's applied by force crush and visibile on my buff bar or whatever it's called. CC immunityu for 6 secods every 30 seconds.

     

    And regarding ruthless aggressor, it was added because this class called marauder is pretty low on self healing, and they needed something to compensate including the high DPS.. ;)

     

    Which is why in 4.x there were so many buff marauder threads, because they couldn’t survive without RA. Oh wait, that didn’t happen because maras had enough survivability before RA was added. They were given RA not because they needed something extra, but because whoever redid utilities didn’t fully think things through with who got good utilities (why did maras/snipers get such good utilities when they were pretty good before and classes like pt’s got nothing useful defensively) and also didn’t test them correctly in a large environment (merc utilities hilariously op).

  16. You are telling me you would trade being basically invincible for 6 at any time of your choosing to ANY damage and every stuns in the game every 45 seconds, for a little bit of self heals? LOL...................................

     

    This is like saying you rather have AP PT Kolto vs. Undying.

     

    You do realize how much damage mitigation Obfuscate with RA is capable of? It FAR outweighs ANY low-tier self heals in the game. As a marauder player can you honestly say that being able to completely mitigate any auto crit, any ability in the game is LESS important than 1% HP every 10 seconds? Are you out of your mind?

     

    Did you read his whole post? He clearly doesn’t understand what RA actually does, he thinks it is a small damage reduction instead of a massive resist chance.

  17. Fact of the matter is you cannot multi-task in this game, you can't off-heal as a merc, and have good dps. That doesn't make any sense, so from the get-go, you're committing to a style, albeit dps.

    Push comes to shove, a situation occurs where a combat res is necessary, or desperation heals.

    A merc shouldn't even flinch of hesistate to do so, because it's part of their class demograph, whereas a sniper, doesn't even have the option available. Sniper's should be able to comfortably boast higher utility that lends itself to dealing damage, or having quasi-support functions, that allow their team mates to gain opportunistic damage, simply put, your presence, is not just dealing damage, but boosting everyone elses damage also, due to the tools and utilities you bring as a dps only class.

     

    Utility like sniper shield? One of the most sought after abilities in raiding? Maras also bring some utility as well in the form of predation and bloodthirst.

  18. When are people going to stop argueing that "WHEUEUEUE XYZ IS MORE OP THAN ME SO IM NOT OP"?

     

    It's literally the dumbest argument ever. Just because there is something else out there that might be more OP than you, doesn't mean that your class isn't overperforming by itself.

     

    Yes, Mercs and Snipers also need adjustments. But this thread is about Marauders.

    Keep the Sniper and Merc stuff in their own threads.

     

     

    And then the people saying "WELL, WHY DONT WE BRING EVERYONE TO MERC AND SNIPER LEVELS?"

    Ehm.. probably because I and many others would instantly unsubscribe from Star Wars: The Stale Republic.

     

    This pretty much sums up everyone who defends op classes and until a certain few people in this thread realize this, they'll be blind to anything that goes against their class.

     

    My main is a sniper, I don't pvp with it as often as my sorc or even my mara before the carnage changes, but I can see how strong it is and can come up with ways to make it not as op. Same with maras, it's my second most pvp'd on toon but I can see how strong it is and how it's overtuned compared to every other dps class not named merc or sniper.

     

    WTB 2.x ttk instead of buffing everyone to merc/mara/sniper levels.

  19. RA doesn't need chance reduce. You learn how to deal with it :\

    Swap targets, spam aoe, kite, heal up. There's many alternatives while its on.

     

    Do you realize that was the exact same argument people used for merc dcd's? Did you think merc dcd's were balanced before any of the nerfs?

  20. I don't think it was under performing but rather it was not appreciated. It has its perks but no one grabbed it before because of the meta.

     

    It was in fact never actually under performing, it was just that nobody was gearing correctly. The only change to fury was a 100-150 dps boost which in no way would bring it from under powered to over powered. The series of events that brought fury to its current state was as follows. The small buff happened around the same time that I figured out how alacrity worked and how fury best worked with it which was 1860 alacrity. That change in alacrity alone changed its perceived damage by around 750 dps. After both of those happened, a lot more people started playing fury which has more survivability than carnage due to the cc immunity which was the preferred spec in pvp before. People then start realizing what many have known since 5.0 launched, that maras dcd's are way too strong when compared to anything not named merc or sniper.

  21. I've run through the misunderstanding about how RA works already and I don't want to make a whole new big long post about that. So, for the purposes of this now let's just assume the nerf to RA was decieded on and was going to happen. Obfuscate is not the issue, RA is, obfuscate shouldn't be touched in the least, if you do that, you have now nerfed to defensive capabilities in one stroke on the only class in the game that has no self heals. People aren't complaining about obfuscate, they're complaining about RA.

     

    Without rehashing it, I'm sorry, I hate to break it to all these people that think RA is over the top, they're wrong, they don't realize how limited it is, and because of that, they feel it's doing so much more than it actually does. Which is another reason why you shouldn't touch obfuscate. What's next, nerf predation because of the unbound ulility that people might not even me using at all?

     

    You could seperate effects, you could add one effect to something else so it's not lost, you could change the way the utility it self functions. It's not my job to find those ways. It seems to be, however, the most logical way of doing it if it was found to be necessary is by effecting the part of it that people have an issue with, the defensive part of it. Lower it from 75-50, done.

     

    But, here's the thing. When they do do that, I promise you this. You're not going to even notice it. If you lowered it to 40%, you are not going to even notice it. You are talking about 300-400 points of damage, NOT DPS, damage. So when before you would take 4800 damage and RA prevented 600 of it from the bonus damage which would have made you take 4200, when you lower RA now you'll be taking 4400.

    I sneeze more damage than that.

     

    No wonder you are always against RA nerfs, you don't even understand how it works. RA preventing 600 out of 4800 damage? I don't even know how you came to that conclusion. RA is a 75% resist chance. If you take 4 force/tech hits of 5000 damage each, 3 of those are resisted completely on average, dealing 0 damage and all other effects from that ability are resisted as well. Only 1 hit goes through for 5000 damage. No damage is getting reduced to anything other than 0. So if a stun is one of those hits being resisted then the stun is resisted too. This is a lot more than reducing just 300-400 damage, it's a high chance of reducing anywhere from 1500 damage (lower damage of lots of dots) to 30k damage (strong autocrits).

     

    Having the resist chance being reduced by a lot would be very noticeable and would bring RA into line without making it useless. If it was reduced to say 25% (making it easier on the math, I think 30% would be better), then only 1 of those 4 hits would be resisted instead of 3. It would still be useful but not 100% must take or you're gimping yourself. This would also make stuns much more likely to be able to counter it which is sorely needed.

  22. snip

     

    They could honestly remove RA entirely and maras would still be the 3rd best class defensively. I don't think that's necessary, maybe like a 30% resist chance or something like that but it's dumb strong in its current state.

     

    The reason why only ever small buffs and never nerfs is a terrible way to go about balancing is that it eventually gets to where we are now, lots of classes with a ton of survivability and a super high ttk.

     

    You keep saying for people to stop asking for nerfs, but when people who actually understand how classes work and the relative strength of classes to one another makes an argument with more than "this class is owning in pvp and is too strong" and actually say why it is, perhaps it's actually good to listen. I've played a ton of mara earlier in this expac and have played plenty of other classes/specs and can see objectively how strong they are. Even when my sentinel was my main I was saying how strong it was, I wasn't going around trying to get it nerfed because nobody likes seeing their main get nerfed but I'd never lie and say it was fine, because it wasn't. That was even when I was playing only carnage which has even less survivability than fury.

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