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Lalainnia

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Everything posted by Lalainnia

  1. AP PT, has always been PT whether it be AP or Pyro back then or even that abomination of a hybrid that used to exist.
  2. For starters right off the bat I'd remove the 6p auto crits from every single piece of set bonus gear and replace them with something actually meaningful. Then pretty much every class/spec could use some fine tuning, One thing for sure is to not actually remove abilities experienced that once here and experienced it with BFA for Wow and it's a horrible thing. 2 top priorities for me personally would be to reduce the the reflect cap again because it's honestly insane what some classes are capable of doing in certain nim ops at the same time it's almost required for some nim fights and the overall ability to reflect stuff is fun ( Yes I consider standing in FIRE and hitting 1 button to do all the damages as fun). My second priority would be for them to rework the whole debuff nonsense that each different spec provides because honestly the most important one is really just sundered. On a more personal level towards class balance I'm just going to state something towards Bodyguards and Combat Medics because I don't feel like typing something for each Specialization and they all need something. (Minus Ruffian tbh) Revert the duration, healing, and resource nerf on Super Charged Gas/ Cells and switch back the cast times of Advanced Medical Probe and Medial Probe/ Rapid Scan and Healing Scan.
  3. I personally like Firefall in beta when ppl would thump everywhere and had a tree progression system. It's almost like that game got progressively worse as it moved forward tho
  4. I personally think it mostly comes down to money and IP and the end of the day, Wildstar and Swtor have some core similarities in flopped idea/systems. Both suffered from massive server issues be it to much space or to little, Both had horrible issues with cheating and MMR for pvp along with gear/scaling. Both suffered from Engines not being able to handle X amount of ppl on the screen at once. Both were forced to make the switch to implement F2P aspects from a full Sub model due to sub loss. (Wildstar did have the option to buy currency in game with C r e e d though) A few things that I do think made Swtor stand out above wildstar though is that nothing really comes close ( kinda Gw2 in terms of voice) to Swtors Original 8 class stories and how the base world was fully voiced with numerous in game cut scenes really made everyone feel attached to what they were doing. For me my main draw to Wildstar was by far the combat and the pvp and the raiding at really difficult levels of play.It just clearly showed that was a niche part of the overall MMO community and wildstar took far to long to add in elements that were more appealing to someone that wasn't looking for something super hardcore.
  5. Only time I ever use concealment is on nim Brontes tbh outside of that it's pretty horrible. I'd go as far to say it's nothing special for pvp as it's only really excels in a 1v1 setting where you have to kite to be successful.
  6. If its a straight up 1v1 without any interference and both have all dcds a slinger will honestly win and its largely because of bag of tricks resting key abilities along with other various tricks like resetting dampeners every 6 secs etc. The slinger would legit need to mess up multiple times which is very possible most times ppl lose are because of minor poor choices or lucky crits when facing someone at the same skill level.
  7. Yep its sages and sorcs without a doubt for all game modes. Then op/scoundrel merc/mando can duke it out for second really doesn't matter. For me personally I would rate them in the order of sorc,op,merc for all game modes even pvp while merc dcds are amazing the actual healing and the way they actually apply those heals are subpar and it's why I put operatives above them. I'd give merc heals the edge over operative for solo ranked though and that's about it.
  8. I personally love the lighting and madness ideas but would honestly redo the corruption ones side effect, atm it would pretty much give quasi kolto probes in an aoe fashion on top of revivification already with really high upime. I would personally have it so each cast of the new hot reduced the lockout timer of force/static bubbles by 2-3 seconds while also increasing the absorb of the next bubble by 5%. Bubbles are the defining class ability and best heal imo for sorcs even if ppl consider it a "fake heal". My only concern is someone using the old set bonus if anyone even has it still that used to lower the lockout timer on bubbles already by like 3 secs or something and it being wonky with bolster.
  9. 1 thing I forever feel that holds vanguard back in a pve settings for buffs dcd wise is sonic re bounder. I know everyone will say stuff like other classes can "cheese" mechs but in my eyes nothing really compares to sonic rebounder when you're able to protect the entire group excluding yourself and ofc timing has to be on point it's the overall effect it has. As for Pt Tank they honestly already have the skills they just need bioware to actually translate them over to proper dcds which should have been done years ago. A bunch of talents in the tank spec should give baseline abitlites dual function on stuff like energy shield, hydrallics. thermal overload, explosive fuel etc, In the past outside of Pt tanks being the kings of aoe tank damage I recall them being the best at taking a consistent amount of sustained damage,highest shield absorb and dr rating with horrid defense rating which translated well into the fact that they lacked emergency cd's. Now you have dcds on guardians and shadows that just out perform it. Pt tanks in my eyes really just need to be updated they were left behind in the actual tank department.
  10. It's funny I think sorcs actually have ops beat on the timeline for being op. Sorcs have been absurdly strong sense 3.3 I believe? Game started with Mandoss actually being the strongest before ranked was even a thing. Then Operative overlords took over after being literally fixed because the class spec was actually trash/barely playable, remained the top dog through smashy smash maras and bubblestun mania plus all the other mouthfuls of hybrid specs. Then Sorc took over in 3.3 because ppl couldn't understand or have the common sense to realize how sorcs actually healed would make them absurdly broken when they changed their resource management. Only time this game had decent healer balance was right after operative had it's sub 30% spam-able e probe nerfed, sure they were still the best but it wasn't a disgusting gap. As for the Op Operative/Scoundrel healing is all about HoT management without it you and your team will die. Another huge thing for operatives is your talent choices even more so for solo queue if you don't know what your going to be facing or have on your team compared to merc and sorc operatives actually have a decent pick of traits without giving up crucial stuff. I personally always take the lower cd on hardstun and the root on knife slow in solo queue at least. Always make sure to try and have 2 probes on yourself and kolto cloud helps a great deal when CC'ed as opers have no DR while stunned trait, Some instances your best "heal" will actually be a well timed flashbang or hardstun to help yourself and team. Always try to position yourself near pillars/buildings but always be aware as ppl will try to mez/root/push you if to far away. Make sure to take advantage of holo traverse such as CC'ing a far off target or using an ally on a different platform or further away to kite. For stuff like E-Net in solo sometimes, honestly most of the time I find cc breaking asap to gain back mobility to stealth, roll away, or traverse to something is prob your best bet even if they follow it up with hardstuns can only hope your team will react. One things for sure as an Operative/Scoundrel healer you need to know a great deal about the game and what other classes are capable of more so compared to merc heals for once and especially compared to sorcs. Good luck to you and make sure you're having fun playing the spec win or lose.
  11. They could literally just try testing out decreasing guards overall effectiveness while not not in a tank spec by a certain %. Or make it so Guard achieves it's full potential with a 6 set piece bonus, or even both combined.
  12. Lalainnia

    merc

    Remove the stacking damage from E net and put its cd back to what it originally was. This move will most likely never be deleted as it was a lv 51 skill. Mercs have dcds and decent mobility compared to the past hardly much need for super strong E net and if I had to pick between dcds or a nerfed e net would easily take nerfed e net 10x over.
  13. Like a bunch of others have said Guard needs to scale with defensive stats excluding augments up to the level it is currently while having it at a base level of 5% They might need to nerf healing a tad or slightly buff trauma as tanks being able to shield critical hits will be huge (VG/PT)
  14. Wish I had a like button to smash for this. So ill just +1bonk
  15. This was something ppl brought up when the map was first released its nothing new sadly. On the bright side good thing 8v8 ranked is dead or no one would play this map lol!.
  16. First question, prob not and you have far better options imo for arenas at least. Currently you could prob run it with something that also nukes and would try hard swapping, issue is that isn't as effective as it used to be in the past not to mention there are better options for bursting that aren't restricted to being open for interrupts which honestly is almost every single burst spec that isn't lighting. Warzones on the other hand are a much better environment for lighting sorcs to dish out damage for obvious reasons. For your second question Operations you are 100% viable and meet any requirement to burn down an enemy before an enrage timer etc also some personal nice utility to ignore certain mechs as does just about every class/spec. Great burst windows, decent sustain and Great Aoe is how I would personally rate lighting atm.
  17. Ppl must really need 248 gear.....
  18. the accomplished doctor nerf is going to be extra painful on top of everything else tbh it's overkill.
  19. Maybe I can't read or w/e but it looks like classes won't see utility changes until nov 28th based off the roadmap? http://www.swtor.com/info/news/news-article/20171002-0
  20. The critical hit heal nerfs seem counter productive at least on Kolto infusion and injection. Keeping the buff up from using Surgical probe is going to be insanely crucial now though. Honestly at first glance not entirely sure how to feel about it one hand it looks like they might have over done it a bit other hand operative healing is pretty darn deceptive once you get it rolling in terms of how powerful it is. Will have to wait and see I guess:confused:
  21. Plain and simple you won't kill any healer solo assuming you're both geared around the same and the healer knows what they're doing, also most likely don't know a medics actual abilities. First of all when a scoundrel has 2 stacks of Slow release medpac aka kolto probe they're able to force tick the heal outside of its 2-3 sec trigger with Emergency Medpac/Surgical probe { Instant cast ability} (Costs one upperhand/tactical advantage So you end up with the healing from both skills. They also have another instant cast skill called Kolto Cloud/Recuperative Nanotech which is an aoe heal that heals 4 ppl over 9 seconds and the heal triggers every second. All of the skills I've named so far are all instant cast with very similar animations. They have 3 cast heals the big hitter and slowest cast time one is called Underworld Medicine/Kolto Injection. The second cast time heal is called Kolto pack/Kolto Infusion which is a moderate heal that has a hot attached that has a quicker cast time. The 3rd cast time heal is a aoe channel that heals up to 8 ppl in the targeted area over the duration of the channel. Lastly Sawbones/Medics have a trait that causes Pugnacity/Stim boost which at base between all disciplines gives 10% alacrity for 15 seconds 2 min cd, causes sawbones/medics the ability to make the next Underworld Medicine or Kolto Pack an instant cast. Then you can get into the nitty gritty things like them using dodge to negate your blazing bolts or using defensive screen to cut heatseeker damage or taking the utility to increase damage reduction by 20% by 20% and restoring 5% hp every 3 seconds for the duration of pugnacity. Or them using a warzone medpac to restore 35% hp or a warzone adrenal to cut incoming damage by 15%. Hope this helps a great deal of this game comes from knowing what other classes can do what the animations look like along with knowing what a classes weakness are.
  22. Snipers were never guaranteed kills were just always a solid target to focus if no healer or tank was present. Only thing the class was ever missing was self healing but in typical swtor balancing fashion they over did it with the healing and gave them extra damage reduction on top of it. Always was one of the best ranged dps and will remain so with its real main counter being it's self.
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