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Lalainnia

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Everything posted by Lalainnia

  1. Ya that's a silly thing to say roots are roots even if they convert to slows on whitebars its not like ppl are perma capped.
  2. I dunno tbh all those things suggested like old set bonus intercede heal or rootbreaker on intercede baseline just seem like qol and ability bloat on one move. Will intercede being buffed with a 5% heal and base root breaker actually be a nice way of taking off focus or preventing a kill on you. All that's really going to do imo is cause juggs to be better in a 1v1 scenario the root breaker base would possibly have the most impact but then something would need to be placed back into rage/focus to compensate. The damage buffs to ravage/master strike for veng and vig are tricky mainly because of its control potential. Almost feel like it was ninja nerfed because of that.
  3. Nope i'm not 100% sure but the rare times it was used on myself that happened in one instance would personally love if someone could test it I haven't been in MB for a month now.
  4. They can be tunneled hard without any drawback or lower inc damage even with a healer something that might help is a 30% while stunned talent veng has 30% aoe dr I believe for 15 secs after using aoe taunt rage just has the measly 5% dr for 6 secs after using blast. They could bring back the talent that veng used to have where it gave the user the intercede DR as well when used make it a heroic talent .
  5. I see where you're coming from about this. Sadly its like gyro said though the surge bonus does nothing especially amazing in bodyguard or IQ which funny enough makes me feel like it doesn't work sometimes. Arsenal is the only one that sees a large benefit from that and I think it's mainly because they avoided the widespread surge nerf. Honestly if I could I would take the talent back to bodyguards only and change it back to alacrity on crit like it used to be. For me personally as a bodyguard/medic what i experience in yolos I simple can't kite long enough until shield comes back off cd a third time if being focused this really just comes down to team support though which is near non exsistent in 3dps1healer games Sorcs and ops can handle this better. For group ranked with high spread trauma uptime along with not being rooted or cc'ed to give back heat I just outright overheat that coupled with the fact that we have the lowest hps output again and the harshest resource management is just painful.
  6. I'm pretty sure it has those things because of what it does for the other person. Iv'e only had it happen once but try tranposing someone in MB aim the knockback to hit both of u towards the wall and the person that gets transposed should actually survive the knock into the wall if they do not attack or heal, If that bastion effect was taken away i could personally see them relaxing or removing some of those stupid restrictions.
  7. Not a buff or a nerf its fixing something again like last time that was simple broken. It's simply sad that bioware felt the need to increase any sort of healing %s because they believe it will counteract the costs increase, when all that should have happened was a cost increase. Sorcs are currently able to heal through so many mistakes from others and themselves in pvp and pve overall looking forward to how people adapt if at all.
  8. Plain simple selfish question from me would it be possible to get dev insight on Bodyguard Mercs in pvp.
  9. Sorcs are finally being brought back to reality with having to use consuming darkness while actually healing instead of ignoring it until they get low and go hey I'm almost out of force. Since bioware stated they don't want to increase hps output of mercs and ops because of pve and pvp (really just pve) because it would skew content difficulty which it would, have to think of other ways to buff these 2 healing acs. One thing for mercs that really won't touch pve at all is pushback immunity sorcs had this added to their innervate a good while back and a lot of ppl have no idea how big of a deal it was. Mercs bodyguards could use the same 100% baseline pushback on either Rapid Scan or Progressive scan. Also bring all the low level pushback talents for operatives and mercs up to sorcs lv of 75% (mercs and ops are currently 70%). As for operatives stim boost should give them 100% pushback immunity while it's active. For people that don't know what pushback is it's when you're casting and take damage the cast bar moves back some and overall cast time ends up being longer than the tooltip. (really hurts over time and even for niche plays to secure burst healing) Corruption sorcs currently have 5% higher pushback immunity than both mercs and operatives through healer specific discipline talents (not sure why). They also have 100% immunity push back immunity on innervate, and lastly they have 100% pushback immunity on polarity shift. Mercs are also able to achieve 100% pushback immunity but only through utility points and usage of energy shield (traited) or power surge. Operatives are not able to hit 100% pushback immunity on anything.
  10. One thing that is nice in this update are the small designer notes on WHY they are making changes and not using the eternal excuse of just "metrics". Information like that is always welcome even if people agree or disagree with it dev insight is important so thanks.
  11. Instant cast snuggle puddle is a bonus it's not intended to be used with 3 stacks all the time people do realize this right?
  12. Good luck relearning what resource management is when these changes come. Plain and simple sorcs needed energy re tuned which happened but still managed to get away with heal increases. If your currently struggling energy wise as as sorc healer because you simple can't use a gcd once every 8 seconds you're beyond any help with these upcoming changes. As a final note sages are already a overpowered nightmare as healers in pvp and pve so not sure where that "I don't want them to become nightmares" fits in when they already are.
  13. I'm not sure how sages are going to run into any sort of resource issues after this change they currently hardly have any sages simple choose to ignore it because they can while mandos need to filler with med shot etc and scoundrels can't constantly hard cast without throwing in a few scans. The reason why I brought up the 2 healer issue is because it becomes noticeably more difficult for a mando or scoundrel to heal if their co healer dies or is unable to heal for some unknown reason not common nor should it happen but sages are fully able to solo heal content with extreme awareness from teammates without exhausting resources . I'm really not sure what patch era ppl are living in as sages have no issues staying alive anymore since the consistent damage nerfs on bosses and the addition of 30% aoe dr in the heroic tree. Something ppl love to not mention is a mando healer matching sage output simply comes from trauma probes and kolto bomb stacking thats why i brought up the fluff healing comment. It's amazing how many sages act as if though 1 gcd is going to cause someone to die and that no fights have any sort of low point in incoming damage That chunks of time complaint also makes no sense when the output sages have and speed they put it out completely counteracts spending a gcd to regain resources during that gcd spent sages will still be healing with resurgence hot puddle heal force armor and possibly roaming mend so that argument makes no sense either. As for the puddle heal how on earth is it going to be useless this is literally just another case of wanting to be the best at everything without any trade offs. Really sages and sorcs are just afraid because they suddenly will have to pay attention to their resource bar and not just press any heal without thinking. Resources for sages and sorcs are currently not an issue in pve or pve. that is being addressed and for some odd reason bioware feels like making sages and sorcs have to pay actual attention to this warrants a buff in healing values.
  14. SO much this^ I think the real culprit in that case is pool hatred though with how common slows are thrown on in aoe and single target. While it may seem wrong I think it should honestly just go back to rage period. Bioware stated early on when they were changing stuff into disciplines and such that they didn't want utility points to define outgoing dps or hps on such a large margin I'm pretty sure this is one of those utilities that didn't get screened when were thinking what to take from each tree or the pvp implications were just outright ignored.
  15. Derpme ty really bad typo by me lol, and yup even if arsenal has a better life span than AP when specced for it both are still bottom tier. The only other 2 class/specs that come to mind for focusing in 4dps vs 4dps or 1 healer 3 dps imo are Slingers ( that you know aren't experienced at dcd usage) and a rage juggernaut.
  16. AP should still be able to keep their bleed up from a distance explosive dart still refreshes it was that changed??? Didn't see that in the notes
  17. Arsenal mercs do have better surviability compared to AP tanks if u spec for it and lose all mobility/kiting tools my question is what exactly is a arsenal merc going to kite unless its a 1v1 or they aren't the main target. What arsenal mercs suck at compared to AP is that it's possible to shutdown their dps and cause gaps in incoming damage. The addition of supercharged defense talent helps with this to allow them to use SCG without fear of being interrupted but you have to give up something in return. Mercs actually have the potential to become unintteruptable for 26 seconds or more if power shield supercharged def are taken and power surge are used in order. That's the main reason arsenal tends to be focused first between AP and arsenal its better to cut someones damage in half and kill them quickly than just kill someone quickly which is the case between AP and arsenal
  18. So from what I got out of reading what you just wrote is that sorc healers won't be able to fluff their numbers anymore because they're going to be busy using consuming darkness while the merc aoe kolto fluffs mkay then I'm not sure why you are concerned about fluff healing in a pve environment where you will almost always have 2 healers to prevent anything detrimental to a friendly. I personally just found ur complaint dealing with sorcs pve wise odd considering how extraordinary sorcs/sages are doing in meaningful output and resource control and even a further step parsley in 4.0 era
  19. This is the same exact issue that was brought up last time. Less overall healing will be needed because ppl will be spending more time topped off or in no danger what soever of dying spending 1 measly gcd every 8-10 ish seconds like sorcs really should be doing is not going to hurt a single thing. No healer is ever casting heals 100% non stop full time its outright impossible between CC interrupts and the fact that ppl are topped off or in no immediate danger. It's amazing how ppl always try to use math and play out scenarios where you're healing nonstop without interruption and players hp %s are dropping at such an alarming rate constantly that there is 0 time to use 1 gcd to regain a large portion of your resource. That was actually the case with hatred sins before they were Nerfed why everyone disliked em. Healers are not meant to be endless batteries. If you go back in time around 2.8-2.10 when sorcs and even mercs were pretty awesome not only did OPs have the best overall HPS output they had the best energy and class resource management. I Personally remember losing out to other skilled operatives back then solely because from cordinated cc/pressure on multiple occasions and no vent heat up I would have a direct nerf to my overall HPS output and someone would die which is suppose to happen acid is not suppose to be common . With these changes to sorc this will merely put them into the reality of having to bother paying actual attention and using an amazing resource regain ability.
  20. As for the PT thing about the survival nerf I'm pretty sure this was meant as a nerf to AP as they have access to 7 rockets total. At the same time did any dps even take shield cannon as a utility option? I mean did any dps really use them as a def ability for hp instead of burst.
  21. When was the last time you did an operation? I only ask because sorc and sage heals currently over perform in all areas pve and pvp. Seems like the information you're using is when 3.0 came out and sorc healers weren't wanted not because they couldn't heal but because they were far too squishy and boss mechs were well near 1 globalling them along with the almighty trooper htl to ignore the majority of mechs throughout multiple fights.
  22. It's really not going to dent their overall HPS mostly likely the lemons that didn't know what consume darkness was or to actually use it before you start closing in on empty, the issue with energy wasn't with the cost of moves its with consuming darkness sorcs have no drop off in constant energy regain. What's hilarious is that it seems like sorcs simple expect to be invincible without any trade offs Anyone that has played ranked knows that most kills come from cc chains when facing sorc healers most common being derptastic triple carbo into normal hard stuns. Sorcs are able to heal through this multiple times without running into any energy issues or complexity ignoring energy until they get low. Again this change will do nothing but increase overall effectiveness for any sorc that knows what consuming darkness is. I know a great deal of sorcs may like to pretend that this is going to be hard to deal with but really its not going to be hard at all no common sense or experienced sorcs run into energy issues currently, and the upcoming change is going to be higher healing values with moderate energy management bump lol..... So pretty much were going to have sorcs go from not using consuming darkness to using consuming darkness I'm so excited.....
  23. Nerf to off healing from dps specs buff to corruption I'm not sure why they buffed corruption again but w/e this is the same exact thing that happened on pts in 3.3 when corruption was buffed just on a smaller scale ppl QQed that the cost vs output bump was sad thing is whats it matter when you top ppl off or get them out of execute range with 1-2 moves. This will hurt re rolling sorcs but anyone that knew and knows how to manage energy nothing but a buff to saving lives and that's all because consuming darkness with talents and set bonus are too powerful. Whatever though If anything I find it funny how they got in that sneak jab on nerfing sins and shadows along with sadness sorcs troll on bioware troll on.
  24. I'm not trolling I'm very serious I love sparkle powder and blue and red aren't enough. As for the idea to bring back old armor/wep sets I don't really care tbh already have them. I could see ppl coming out that already had them and QQ about how it's no longer special if its done and what not like, what happened with the hutt rancor but honestly those ranked rewards looked way better than the junk we have now which would get more ppl to pvp which is always a good thing.
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