Jump to content

K_osss

Members
  • Posts

    644
  • Joined

Posts posted by K_osss

  1. I'm a sub since day 1 and main sentinel. I do not think the current changes are the direction I want to see the game go in. The earliest changes were ludicrous. There is a lot of good feedback in this thread, please engage with your player base. If you read what is in here and have a dialogue I'm sure your game will be much better and more well received.

     

    My personal opinion - abilities I think are class defining for sentinel are Transcendence/Predation, zen, frankly for me guarded by the force, and pacify. Mobility is critically important. Nothing is more frustrating than not having the ability or tools to be on the needed target as a melee. I stop short of saying blade blitz(mad dash are class defining because I played a long time before they were introduced but they're good game design imo as they are a skill ability that can close distance, escape damage, or be used to disengage all based on proper appropriate usage.

  2. What if you play all classes or most. Ie, I play all classes but I’ve 6 preferred classes an 9 preferred specs.

     

    Playing so many makes it much easier to see all the strengths and weakness in these changes and the Mara’s ones are mostly OP (or nonsensical) compared to those other changes that have been announced.

     

    Mara’s already one of the strongest classes in the meta, Sorcs are near the bottom and Sins are lower mid. So it makes absolute zero sense to make Mara’s even stronger and create an even bigger gap between them.

     

    Fix underperforming classes don't bring the others down to their level or reduce their toolkit. It's an expansion, they can adjust what they need to. This game is super alt friendly nearly everyone plays multiple classes. We know classes aren't equal, there is already more homogenization in this game than I prefer. It's a dangerous line to tread imo.

  3. Not rage though, everything goes smoothly atm Rage-wise so it's kinda useless to add more. And there are already utilities in place for additional rage if needed.

     

    Yeah fair point, I'm just trying to spark the creative juices! Maybe damage boost or building charges of something that can be used to reset a cooldown or build stacks that increase damage. Or have cloak of pain increase damage stacking for as long as you don't take damage. I don't know man, just throwing stuff out there.

  4. I like the idea of Furious Focus - numbers will of course be tuned as needed, it's kind of a "bloodlust" type of ability. I'm good with that.

     

    I'm not a fan of the set bonuses. I don't want to be required to activate 2 abilities in order to use dispatch on any target, that's not the flavor that excites me as a player. I'm curious what other ideas you have. It'd be kind of interesting to share some of the dev ideas with the community and have us weigh in on them even if they're not fully fleshed out. The idea would be to see what direction the community is most excited about. The mad dash set bonus is bad. Horrible for damage and extra slows are meh at best. Please go back to the drawing board on this one.

     

    I get it, you're looking for abilities unique to the Marauder to build set bonuses around. Berserk and Battering assault have been used as the set bonuses for a while so looking to shake it up.

     

    Could do a risk/reward on a historically defensive ability(ies) and tie some offense to it. Cloak of Pain could be used to do something offensively at the expense of maybe not having it when you'd want it defensively. Same with Force Camo. They could reduce rage cost for certain abilities, provide a flat % damage increase for a period of time, build charges that could be spent on XYZ offensive ability. Just some ideas.

     

    Could also try making Crippling Slash into something that would be more useful in both PvE and PvP. I'd say it's marginally useful now in mostly PvP but i'm more of a PvP player - it may have good uses in PvE that i'm unaware of. Maybe have a set bonus give it considerably more damage or grant some buff to the marauder. It could add a small damage absorb shield for the marauder on use, or build a charge(s) that could be expended for a reset on leap, or build charges that could lower the cooldown of an offensive or defensive CD of your choosing. I'm just brainstorming. I'm sure my suggestions aren't fleshed out but i find them more interesting than almost anything you could do with Mad Dash and the DST one is just kinda meh. I think you can do better! :rak_01:Sorry for the wall of text.

  5. Thanks for listening to the player feedback guys!

     

    I'm curious if the ferocity/precision stacks affect the damage associated with the ataru form procs on those abilities? If not do Ataru procs need a slight buff? Ferocity/Precision used to affect Ataru hits.

  6. Unfortunately it seems BW has a hard time changing a spec to fit their goals for it without first nerfing it. That's what's going to happen to Combat/Carnage. They will implement this change, which will lower damage by reducing the amount of abilities that can benefit from Ferocity/Precision. Hopefully sooner than later they will realize the magnitude of the nerf and boost the damage of some abilities or add another stack of Ferocity/Precision or both.
  7. Hey folks,

     

     

    Why not communicate this ahead of time?

    We made the decision to not communicate this information ahead of time because we wanted you to have the ability to immediately login and determine the impact to your gameplay experience. This meant we could quickly start gathering feedback on what you were seeing in-game (more on this in the next question). However, we have seen posts from players who made specific decisions based on location (such as character transfers) and we will be in touch with them to discuss. To ensure there is no confusion about this update in-game, we adjusted the server selection screen to reflect that all NA servers are on the east coast.

     

    Thanks everyone.

     

    -eric

     

    How does choosing not to tell us give us the ability to login and determine the impact to our gameplay experience. That doesn't make sense. We would still have had that ability and would have been MORE aware of what to look for had you told us in advance. Not a good choice on your part. Especially when you're actively trying to foster more transparency. Keep up the transparency and don't repeat mistakes from the past like not cluing players in and giving them crap excuses.

  8. Another ignorant statement. Melees have leaps, teleports, speed buffs etc. They are in no disadvantage. Almost every mechanics that makes a melee dps to disconnect from its target, does the same for the ranged dps.

    Also the range dps is forced to interrupt their cast when moving out of stuff etc, which never happens to melees.

    This new melee meta is the worst thing ever, and BioWare proves once again their extreme incompetence.

     

    I find this to be an ignorant statement - I've played the game for 5 years and done all the content and have 23 characters with which i play and I find that my DPS is interrupted more as a melee than as ranged.

  9. That spells it out for DPS as did the previous post IMO. The question is around survivability. Do you have a target survivability statistic that you balance around or do you compare classes sruviability one to another? It doesn't seem this process is in place right now because the survivability of some classes are drastically higher than other resulting in imbalance.
  10. I'm concerned that the survivability of Mercs/Mandos in PvP which was not addressed will still remain drastically higher than other classes. I believe the Merc/Mando survivability rather than damage is the main complaint against them. The fact that survivability doesn't factor into your balancing (per the balance post from earlier) is very concerning. It's critical to compare how classes survivability stack up against each other.
  11. Thanks for all the info on your decision making process; It's great to get more transparency! I understand your logic around class damage and generally agree with it particularly from a PVE perspective.

     

    Like others have pointed out, from a PvP perspective the utilities have an enormous impact on all classes! There are several utilities in the Merc/Commando tree that could use a tweak in order to keep their survivability (which is also an important balance metric and one that you didn't really touch on with your damage explanation) in line with other classes. These utilities are Trauma Regulators and potentially Kolto Surge. I'm not as familiar with Sniper but Defensive Safeguards is, I believe, in a similar place as the aforementioned skills.

  12. Keith,

    Thanks for the roadmap and the work you put into it! Honestly, it's much more specific and detailed than I expected and I am encouraged by the direction it indicated you're taking the game! Also looking forward to the increased communication. If the increase in communication is accompanied by more perceived action I think it will garner quite a bit of good will amoungst the community! Thanks!

×
×
  • Create New...