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Aikion

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  1. I know there's major concerns with BoP items being allowed in Legacy Storage (Lost monetization, drastically reduced gear grind time, etc). But you do realize that Legacy Storage won't solve the MAJOR storage problem that many of us are facing. The problem is that I have nearly 5 Cargo bays full of bound items, most of which can't be reacquired or have a very steep repurchase cost or a require a large amount of effort/time to reacquire. Also your Collections/Cartel Market system essentially forces you to hold on to any gear you've equipped, but not unlocked the whole set for in Collections. So, two questions/Suggestions: 1. If you're not going to allow BoP items in Legacy Storage could you please increase the number of regular Cargo Bays then? 2. If I have more than 50% of a Collection, could you add moderately expensive option to just unlock the rest of the set? I.E. If I have the Revan's Mask, Chest Plate , and Robes I could pay something like 1,000cc to unlock the other two items in the set. The only upside to Legacy Storage right now is that it reduces the need for alt storage of crafting materials, boosts, companion gifts, etc. Which is a very welcome addition, but not everything I hoped for.
  2. Greetings from /r/SWTOR. Congratulations on the job!
  3. They didn't give a whole lot of answers that we didn't already know. But the live stream format provided a little more insight into their process, and the opportunity to ask questions directly to a developer responsible for class changes. Other stuff mentioned was that they only really have time to work on 3-4 classes per patch cycle. I think it was Deception Assassins and their equivalent that got their changes pushed back to 2.9, because they just didn't have time this patch. Also they mentioned that they have at least a top 3 classes/specs that are slated for work in 2.9, and they include the aforementioned Assassin spec and Lethality Operatives. Guardians/Juggs got an explanation of their cooldown nerf in duration due to imbalance in PvP. And a few other answers I can't think of off the top of my head.
  4. Operative Discussion Post. From Dev Stream today: (Full Video Link) Link to Operative Discussion Time (37m17s) Surprise Comeback/Pugnacity 4 tick bug was fixed for 2.8. I got in a question about Surprise Comeback turning Pugnacity into a half dps and half defensive ability, and suggested Surrender as a good place to put it instead. The response was they generally don't like creating these dps/defensive abilities. They examined a few places to put it, and decided to put it in Surprise Comeback for now. That may be re-examined, but the cooldown/healing/defense bonus would need reconsidered if moved to another ability. Dirty Fighting is one of their top 3 specs to look at buffing/fixing issues for 2.9.
  5. From Dev Stream today: (Full Video Link) Link to Operative Discussion Time (37m17s) Revitalizers/Stim boost 4 tick bug was fixed for 2.8. I got in a question about Revitalizers turning Stim Boost into a half dps and half defensive ability, and suggested Countermeasures as a good place to put it instead. The response was they generally don't like creating these dps/defensive abilities. They examined a few places to put it, and decided to put it in Revitalizers for now. That may be re-examined, but the cooldown/healing/defense bonus would need reconsidered if moved to another ability. Lethality is one of their top 3 specs to look at buffing/fixing issues for 2.9.
  6. From Dev Stream today: (Full Video Link) Link to Operative Discussion Time (37m17s) Revitalizers/Stim boost 4 tick bug was fixed for 2.8. I got in a question about Revitalizers turning Stim Boost into a half dps and half defensive ability, and suggested Countermeasures as a good place to put it instead. The response was they generally don't like creating these dps/defensive abilities. They examined a few places to put it, and decided to put it in Revitalizers for now. That may be re-examined, but the cooldown/healing/defense bonus would need reconsidered if moved to another ability. Lethality is one of their top 3 specs to look at buffing/fixing issues for 2.9. Separate discussion topic link.
  7. Snave stepped up to organize this as both Operative and Scoundrel reps and their backup reps stopped playing. A job that only a few would choose to do. Any criticism leveled at him for being a "bad rep" should take this into account.
  8. Snave admirably gathered, analyzed, and distilled the community concerns into 3 basic areas of interest. Then filled in the background for each area with supporting information, and community suggested fixes. Eric felt, and I can see his side as there were a lot of rhetorical questions, that the questions needed "simplification." I.E. the background information, meant to provide insight into not only what we were asking for but why we were asking for it, was cluttering up the actual questions. I'm hoping for the best. But as it stands, I'm going to put forward the following template for future Community Reps to use. 1. ___________. Others classes have it, we don't. Fix please? 2. We can't ___________ fast enough, ___________ long enough, or ___________ others enough to matter in ___________. Fix please? 3. ___________, ___________, and ___________. Fix please? And our questions rephrased in this format: 1. Raid utility. Others have it, we don't. Fix please? 2. We can't kill stuff fast enough, live long enough, or help others enough to matter in Ranked PvP. Fix please? 3. Bugs, RNG, and silly ability restrictions. Fix please? You'll probably get the same response, and spend less time worrying over how to phrase your question!
  9. As someone who's played Lethality/DF a lot in PvE. I feel Weakening Blast/Hemorrhaging Blast is not the right place to add TA/UH generation. If anything giving Overload Shot/Quick Shot the ability to proc TA/UH on a 6 second shared ICD with Shiv/Blaster Whip for all Operatives/Scoundrels would be more fitting. Unlike the WB/HB change, the OS/QS change would not change your priority/rotation at all. You wouldn't have to worry about losing your extra TA/UH stack by using WB/HB at 2 stacks. You wouldn't have to worry about balancing the effect of an extra TA/UH stack on stationary fights. They have nearly the same energy cost as Shiv/BW, 17 vs 15 energy, so not much change in energy management. And it would also give us a reason to use OS/QS finally. If you want to take it one step further, increase the range of our 10 meter damage abilities to 15 meters. This would allow us greater mobile DPS and survivability for Lethality/DF.
  10. Given feedback in this thread, this is my pared down plan for making Lethality/DF a mid-range spec: Increase Cull/Wounding Shot's, Weakening Blast/Hemorrhaging Blast's, and Overload Shot/Quick Shot's range to 18 meters via a passive Advanced Class ability. Use of Overload Shot/Quick Shot on an Operative/Smuggler would generate one stack of Tactical Advantage/Upper Hand with an internal cooldown of 6 seconds shared with Shiv/Blaster Whip. Change Fatality/Unfair Advantage's proc rate to 100%.
  11. I keep bringing it up, but can never get a response on it. People assume that Stim Boost w/Revitalizers heals for 20% of your life over 15 seconds: (15 seconds /(ticks every 3 seconds)) = 5 ticks 5 ticks * 4% health = 20% health But, Stim Boost's Revitalizer heal only heals 4 times, with the final tick not restoring health. So it's not a 20% heal, it's a bugged 16% heal. And, for some reason no one seems to care. Note: I've tested on both Operatives and Scoundrels, and they both have this bug.
  12. Another thing I just thought of. They said this about Phase Walk: Perhaps Smuggle/Infiltrate should be mentioned in our PvE or Wildcard question as it's entirely unusable in PvE, and of questionable value in PvP. On the whole a good job framing the questions. Instead of asking specifically about certain abilities or problems, you're throwing at them all of our concerns and asking what's their plan for fixing them. An interesting tactic for sure.
  13. I was going to add in that the +5 energy set bonus was acting more like +5% energy, shifting the tiers of energy regen as well as increasing max energy. But, after some cursory testing on my Scoundrel it seems this is no longer the case. Can someone else confirm this?
  14. Over all I kinda like the idea although I disagree with something's which I shall comment on in red. 4. Did you mean Weakening Blast/Hemorrhaging Blast? If so, 15s is too long of a cooldown to be a viable source of TA/UH at range. Adding it to the modified Snipe/Charged Burst, with an ICD, would give you an option of how to acquire your TA/UH stacks at the current rate limit. 5. You wouldn't have to use Snipe/Charged Burst if you don't want to. That's the beauty of this change. You can still play Lethality/DF as a full melee spec and keep using Shiv/Blaster Whip to acquire your TA/UH stacks. 6. Explosive Probe/Sabotage might deal too much damage right now to allow it's use in a rotation with my suggested Fatality/Unfair Advantage talent. Just a gut feeling I have. 8. The goal was to get more abilities in the rotation besides the DoTs, TA/UH source, and Cull/Wounding Shots. We don't have an analigous ability to the Sniper/Gunslinger Takedown/Quickdraw ability. So, I attempted to create one from abilities we already have. 9. Nope, the number of Culls/Wounding Shots would be limited by TA/UH stacks and the use of Overload Shots/Quick Shots would be limited by energy. Thus negating a need for an ICD on this proc.
  15. I'd argue that Lethality/DF plays like a ranged class that can dip into melee in PvP. So, why not build on that playstyle? There are three problems with improving survivability. First problem is that there are very few places to put it. The two DPS trees are jam packed with talents trying to compensate for a simple fact: We have one DPS ability that is never used and another that is used exceedingly rarely, because they do little to nothing for us. They need to work at least one of these abilities into the regular rotation of one of the specs to reduce the reliance on overloaded DPS talents. Heck on the PTS they decided to turn Stim Boost/Pugnacity into a talented defensive cooldown because of this bloat. The second second is that our existing defensive cooldowns suck vs the majority of classes and situations in the game. It looks good on paper giving each class 2 unique defensive cooldowns, but some are just odd. Like Force Shroud/Resilience and Dodge both remove Dots, but the former is better vs DoT classes because it prevents reapplication of DoTs for it's duration and because most of the player damage abilities in this game deal Force/Tech damage. The third problem, and it's really just the other side of the previous one, is that our defensive cooldown enhancing talents are either bad (Augmented Shields/Hotwired Defenses), in the wrong tree (Evasive Imperative/Scramble), or positioned poorly (Chem-Resistant Inlays/Scar Tissue). What Augmented Shields/Hotwired Defenses should do is provide some kind of secondary benefit instead of a flat boost. Like say a 50/100% chance when your Shield Probe/Defense Screen is broken to increase your damage reduction by 30% for the next 3-4 seconds. That way you have a defensive option to use when focused by multiple players. The ludicrous placement of Evasive Imperative/Scramble in Medicine/Sawbones always puzzled me. Healers shouldn't get straight defensive boosts, as their heals are their main defense. It should really be moved to Concealment/Scrapper where Pin Down/Stopping power is, and that talent should be rolled into the baseline ability. Then you could add a silly AoE heal talent for Carbine Burst/Blaster Volley, or something similar, in Evasive Imperative's/Scramble's place. Finally you have the placement of Chem-Resistant Inlays/Scar Tissue in Tier 2 of the Medicine/Sawbones tree. There's just not enough points to warrant going that deep into Medicine/Sawbones for either DPS tree. Swap it's position for Precision Instruments/Anatomy Lessons, and it would open up another survivability choice.
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