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FadeLei

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Everything posted by FadeLei

  1. Seems like the Devs are keeping quiet on this, locking threads hoping people just get used to the idea. While i really like the game im not sure i want to spend my time (and money) playing a character up only to have it constantly nerfed without good explanation or communication as to why AND without proper testing. Not sure how proper testing of the initial nerf could take place BEFORE they altered bio chem, buff stacking and now surge. (and only a few days after they split warzones) If all these things were changed and still Ops/Scoundrels were doing to high damage then by all means 'fix' them. Bioware do you actually have a plan or are you just catering to nerf cryers because id rather not waste my time playing a game where classes are at the whim of over loud forum members rather than proper testing and open communication/discussion Yes its within your right to constantly change classes to better fit 'your vision' of how things should be but its also polite and the right thing to do to keep your customers informed over changes and be willing to undertake an open dialogue over why your doing so.
  2. yep sawbones healing animations are pretty pathetic really compared to others, especially our mirror class. I have both a smuggler healer and an agent and on the agent each heal seems to have a different animation even different animations depending whether your healing ourself or someone else. shoots a dart from the wrist, jabs self with a hypodermic, talks into wrist, heal droids AND our tv remote. We have TV remote to heal others..TV remote to heal self.
  3. i can't get the 'Clan Varad Watcher's Pants' to drop either in Mandalorian Raiders Somethings deffinatley wrong with the leg loots in Flashpoints. Run the instance dozens of times trying to complete the set
  4. No, Powertechs are primarily the same range as Scoundrels also its impossible to get jet charge and hydraulic over rides as theyre high talents in seperate trees. Though not sure why your mentioning it i only poited out that just a 20 second 35% speed boost probably wont happen and powertechs already have something like this hence why i was trying to think of something a little more original and fitting to the smuggler class
  5. I dont think they sound 'lousy' at all a 5 second stealthed run/escape dependant on energy being the trade off. Or you could just activate it for 1 tick to get out of the pack. Whats sage/sorc speed? 2 seconds? and they do plenty with that. Yes i agree just a regular sprint would be great theres not much flavour/originality to that Hydraulic overrides from PT does pretty much what you've suggested except its 8 seconds not 20. Have to be realistic and weigh in a reasonable trade off along side it
  6. It seems to me that at the moment after our class 'balance' that scrappers/opperatives lack a distinctive role and just as importantly several tools that most? other melee classes have to survive, mainly a 'gap closer' or better escape tool. Having something like this could turn us into a more hit and run class rather than a spike damage then die class (which apparently we arent anymore anyway so what are we?) Here are some of the ideas i've thought of and tried to keep them in flavour of the advanced classes opperative and scoundrel Generator Burn - Places the opperative/Scoundrel in stealth and increases runspeed by 50%. While active generator burn consumes 20 energy per second. (This would give us an escape at the cost of our energy and could give another tactical consideration when burning your energy in a fight) or Turn Tail (smuggler)/Tactical retreat (agent) - Short dash skill, would cost set amount of energy (Kind of fits with the smuggler progression video flavour where the guy runs away) and Infiltrate - Sneak adds 30% runspeed (for getting to a target quicker)
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