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Shenyu

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  1. Maybe a complete coincidence, or perhaps this was always the case, but as of today, there is the Imperial Lieutenant's Armor Set available on the Galactic Seasons vendor on Fleet. Not the set I wanted! But I presume the availability of these sets will cycle in and out.
  2. With the Galactic Season ending tomorrow, and presumably a new one beginning soon thereafter, it would be really nice if old seasonal armors could be made available. Please write me back Biosword so I don't have to start calling myself Stan.
  3. Just a bump to get this back on the radar. I would really like some way to obtain old seasonal armor sets, even if its through CE, seasonal tokens or tech fragments.
  4. From my understanding most ranged classes are hampered by, and adequately shut down by... focus. So the responsibility doesn't fall to you alone. Your options are choosing a more convinient opponent to be your kill target, or getting commitment from your teammates to help kill the sniper; at least for Arenas. In WZ's? Just let your backline fight them, or deal with their frontline and then push for them; getting kited doesn't benefit anyone but them, when you could be doing damage to a more exposed and accessible target. If it came down to a purely 1v1 scenario, I can't say I know either class well enough to have valid input.
  5. I think in a balanced match, with tanks and healers, AP PT, Rage Jugg and Carnage Marauder are probably the strongest specs in the game. Madness has high damage potential that is easily shut down by any modicum of focus requiring them to kite. Some say they're OP because of their healing and defensives, and I'm fine with that opinion. But if you stripped it of its healing, and mobility, and DR; what then? A light armored glass cannon that does less than comparable damage to the games' current strongest specs? /shrug. Interrupts, hard CC and damage pressure completely disable Madness' ability to inflict relevant amounts of damage (in 4v4 THDD), whereas something like carnage has high uptime on full CC immunity, incredible DPS, and is quite literally an unstoppable machine whos' only challenge posed before them is not hitting into Guard. If we start talking about 1v1's, or 8v8's that have no healers and no tanks and are just a completely unbalanced stompfest, then that isn't a reasonable testing ground for where balance should stand to begin with. There's also the fundamental problem things like - skill variance, gear variance, knowledge variance. Most people I see in queue don't even have blue augments for their gear. Most people I see in queue massively overextend and play out of position, subjecting themself to death on repeat and have never even heard of the phrases "peel" or "line of sight". I feel like there is issues at a fundamental design level, that would need to be adressed first, before class balance could be put under a microscope. Damage being dialed back, healing being increased, and a slower overall TTK would help ease the awful feeling of games being so stompy. I also think Bolster should just be removed, and the PVP-only gear should be introduced back into the game, so that all the players enter and progress on an equal playing field. I suppose that isn't the point of this topic though... Anyway, take away all Madness heals and DR, give me a 10m dotspread and Blink from WoW and you've got a deal, thanks. P.S - Happy to be debated on any of my thoughts and opinions, its just my perspective from playing since Shae Vizla opened and I started playing again.
  6. title will pay money maybe her hairstyle too? ty xoxo
  7. It was probably a decision made simply to try and consolidate the PVP community and get more pops. Any developer (i think, and hope) is aware of the consequences that something like removing ranked pvp from the game is bound to cause. I'm sure they remember the backlash when 8v8 Ranked was removed all those years ago. Would love to see it come back, regardless. Maybe one day... in the utopian future of cross-server queues.
  8. On the contrary, I love when people just tell me what's the best. 😔
  9. I still haven't found a compelling answer beyond, "its a nice utility pick." However, I will say that Deathfield seems to miss a lot on targets that roll, charge or leap. The 5-yard range also means its a genuine gamble if you'll ever get proper dot cleave match-to-match, while deathbrand offers a consistent option. I think the crux of my personal gripe with deathbrand is it feels awful when you get into those games wishing you had deathfield, and then in the games where you have deathfield but barely get to utilize it, you find yourself wondering why you didn't just take deathbrand. As a side note, I'm curious on what people think about the choice between Plaguemaster, Critical Movement and Overloaded strike. Plaguemaster seems nice for the burst potential it offers, though the large setup required to execute an effective and well timed burst is tedious, especially when your dots are cleansed or you are required to target swap due to LoS, Guard, etc. Critical Movement is nice for the extra mobility and marginally decreased CD on Polarity, but seems to lack the damage potential of either of the two other options. And Overloaded Strike is very nice for AOE and proccing tempest of rho, but suffers the same issue as deathfield where, in games that lack stacked fights, it feels underwhelming. At the end of the day I can't help but want to play for damage potential. But there's an argument to be made that most AOE damage is just fluff and not effective DPS anyway. /shrug
  10. I appreciate the response, I've actually been watching your youtube videos hoping for some insight, but your most recent video was about Lightning. (And I've seen all the others.) I still find it difficult to reason using it, when all the costs are leveraged against DF/Unrelenting Affliction; especially if you're using Overloaded Strike (which you seem to prefer.) Whatever damage is gained seems lost when you lose Demolish ticks on Deathmark, and Downfall being disabled by the lack of marks.
  11. The points apply to both Arena and WZ. Though I know the very first kill is more important in arenas (at least for 4v4 DPS only.)
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