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-_Richtus_-

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  1. Hi everyone,

     

    Wanted to answer some of the questions we're seeing about when PTS will be taken down. The server will be going offline on January 28th.

     

    We got some really good feedback and I or someone from the team will be sharing more details with you all next week on some adjustments that were made. Thank you for continuing to offer your input!

     

    Jackie

     

    Hopefully you have now finally understood in what condition dd Jugg is and make up for your mistakes (especially rage-spec!).

  2. I like how my focus guardian is right now. But I don't PvP much so I don't think I'm qualified for in-depth feedback.

     

    You like to be second best in everything in comparison with the marauder fury tree? Good for you but i do not.

     

    So there where some Vengeance things going on on the pts:

    you could choose between:

    1)50%bleedcrit for 20sec + building rage on bleedcrits

    2)2%heal for every bleed that you exploded (max 20%) + 1sec cd reduce if a bleed crits

     

    Seems like cool gimmicks but neither of them is usefull in pvp because we can´t get to our target....like ever.

    Sure for regs slam spam its nice if they all stupidly group up and you can just spam one button...but thats it.

    Jugg baseline has only a root/slow break on Enure!!!! and we can get rootet directly after! like ***. Our only other root break has to be skilled! on combat focus which is in our main rotation (rage), so we don´t have it when we need it. Vengeance has zero on demand movement speed boosts! We have zero cc immunities or slow immunities at all (baseline), except for the vengeance normal jump (cc imunity) but even then we have to spec for slow and root immunity (rage/vengeance) :D.

     

    Meanwhile marauder has it all for free. Marauder has 3 +(1 in fury) complete immunities and 2 root breaks and only one of them is in their main rotation (fury). And all their immunities are longer than ours (6sec each vs our 4sec).

    Its so sad that the devs can´t see this. Even our new overhead jump gives us nothing!!! it can´t even be used like our second ragejump when we are rootet. of course not. This second jump should trigger all the things our normal jump is triggering and should be useable while rootet. Jump slow and root immunity should be baseline and it should be prolonged to 6sec. The cc immunity in veangeance should be 6sec too. We need more slow and root breaks and immunities to even reach our target.

     

    My sorc is destroying every dd jugg. I have 4 roots+some slows. he can never touch me and get in more like 2gcds (vengeance jump) and then he is rootet to oblivion. if he plays rage he is just stunned after his jump and then rootet to oblivion. quite funny to watch. Feels like running from a toddler who is tripping over his own feed every 3 steps. His Enraged Defense heals nothing at all. just burst him to death. Enure? You don´t even feel like he has used it. you can just burst throught it- you won´t feel it. And if he reaches you he hits like he is using a wet noodle :D. i could cry just watching this cool class getting absolutely zero love for pvp.

  3. Focus: I thought this was a very fun burst DPS. The classic rotation is still there and is very smooth. I did notice a bug with Critical Conditions passive where Combat Focus grants 2 stacks of Felling Blow. Both stacks were getting consumed with one activation of Focused Burst or Force Sweep. I don't think this is intended. If this is fixed, that would be great and allow Force Sweep (with auto crit) to be added to the rotation greatly increasing DPS without substantially changing the rotation.

    It is the weaker version of the Zen skill from the marauder where you stack two autocrits to get more burst. so it is intended. but of course we get the weaker version. quite funny since mara get´s it BASELINE and we have to spec into it :D:D:D:D:D:D:D. really it´s just like the jugg dev is just clueless and has jugg as a worse copy of mara in his mind. if there even is someone who is actually responsible for dps jugg cause it doesn´t seem like it is. quite funny if it wasn´t so pathetic.

  4. I thought we need to get to the devs with every way possible, so i will post my statement from the jugg thread here too cause this class needs some love...seriously:

     

    So the latest patch is here and we have some changes for the guardian:

     

    in vengeance the second jump has now the same cd as overhead slash. thats good the rotation is save now. but it is clunky af. sometimes you get portet some time after the skill....and the second one is searing strikes crit is boostet from 10% to 20%. overall some really minor changes. No boost to our defence whatsoever. so my feedback stays the same.

     

    focus: focused meditation: enables you to spam concentrated slice 2-(4 with force barter) times when combat focus is running. this kills your normal rotation and makes force exhausstion questionable because you end up just using leap, burst and concentrated slice xtimes+filler till you can go again. feels like smash one trick. boring. And in pvp we still have zero cc immunity so we jsut get cced in this little burst window.

     

    critical conditions: gives us double autocrit with combat focus and jump. yet still we do less dmg than the marauder.... why?

    because mara has: autocrit + zen(autocrit+25crit extra+legendary zen 5% dmg boost) + 15% critical multiplyer from concentradet slice

    jugg has: autocrit+autocrit+5% more passiv critical multiplyer than mara + legendary (5%crit was boosted to 20%?)

     

    so in camparison we have less in everything like always , have still no def cd, still no cc immunity and our double crit is bound to focused burst, the mara can stack it pre fight, use it on concentrated slice, get instant 30stacks and use it again on focused burst for maximum instant burst. and after zen he has still more crit chance then the jugg .

    furthermore his rootbreak is not bound in his rotation (predation vs combat focus).

     

    if you really are this unimaginative let us at least hit like a truck. let the 2 autocrit stacks apply on both zealous leap and force leap! and till it seems like you want to bound everything on combat focus, give combat focus cc immunity and maybe a dps increase (15%).

    And Zealous discovery gives us 3sec less cd on combat focus vs the mara who gehts 10zen stacks....that is not even! 29/3 vs 30/10....

     

     

    And when you play any of these new features which tactical is intendet for us? almost all focus tacticals don´t give us anything good....the dot on concentrated slice seems wasted if i am just spamming it 4 times and just refreshing it instantly. force barter is to weak and joiners pressure is just garbage. but on the other hand we have no good def tacticals either. grit teeth is useless on dps. you will never life long enough for a second saber ward which is even weaker than the mara saber ward btw.....

     

    we have a fokus and so a 'free hand' for force attacks and we still do less force dmg with focused burst than mara. ***!

    i really like the idear behind critical conditions. to utilize your free focus hand to get a big focused burst except it is far to weak now. much weaker then the mara version.

     

    and pls buff our def cds.

  5. So the latest patch is here and we have some changes for the jugg:

     

    in vengeance the second jump has now the same cd as overhead slash. thats good the rotation is save now. but it is clunky af. sometimes you get portet some time after the skill....and the second one is searing strikes crit is boostet from 10% to 20%. overall some really minor changes. No boost to our defence whatsoever. so my feedback stays the same.

     

    focus: focused meditation: enables you to spam concentrated slice 2-(4 with force barter) times when combat focus is running. this kills your normal rotation and makes force exhausstion questionable because you end up just using leap, burst and concentrated slice xtimes+filler till you can go again. feels like smash one trick. boring. And in pvp we still have zero cc immunity so we jsut get cced in this little burst window.

     

    critical conditions: gives us double autocrit with combat focus and jump. yet still we do less dmg than the marauder.... why?

    because mara has: autocrit + zen(autocrit+25%crit extra+legendary zen 5% dmg boost) + 15% critical multiplyer from concentradet slice

    jugg has: autocrit+autocrit+5% more passiv critical multiplyer than mara + legendary (5%crit was boosted to 20%?)

     

    so in camparison we have less in everything like always :(, have still no def cd, still no cc immunity and our double crit is bound to focused burst, the mara can stack it pre fight, use it on concentrated slice, get instant 30stacks and use it again on focused burst for maximum instant burst. and after zen he has still more crit chance then the jugg :D.

    furthermore his rootbreak is not bound in his rotation (predation vs combat focus).

     

    if you really are this unimaginative let us at least hit like a truck. let the 2 autocrit stacks apply on both zealous leap and force leap! and till it seems like you want to bound everything on combat focus, give combat focus cc immunity and maybe a dps increase (15%).

    And Zealous discovery gives us 3sec less cd on combat focus vs the mara who gehts 10zen stacks....that is not even! 29/3 vs 30/10....

     

     

    And when you play any of these new features which tactical is intendet for us? almost all focus tacticals don´t give us anything good....the dot on concentrated slice seems wasted if i am just spamming it 4 times and just refreshing it instantly. force barter is to weak and joiners pressure is just garbage. but on the other hand we have no good def tacticals either. grit teeth is useless on dps. you will never life long enough for a second saber ward which is even weaker than the mara saber ward btw.....

     

    we have a fokus and so a 'free hand' for force attacks and we still do less force dmg with focused burst than mara.:rak_02: ***!

    i really like the idear behind critical conditions. to utilize your free focus hand to get a big focused burst except it is far to weak now. much weaker then the mara version.

     

    and pls buff our def cds.

  6. i would prefer if dd was just "playable" you know? but if you look at rage for example....well enough said....it will go life as it is. just play immortal and skank again.....till what? 7.2?? where they **** us over even more.

     

    and still no answer from the devs. they even dodge the questions regarding juggs on discord. really nice. :rolleyes:

     

    i mean they needed almost a year for the bugged jump-utility :D -so maybe 2025? but then again they couldn´t even rescale ed....:(

  7. I think the last point you made is most relevant.

     

    At this stage, balance issues seem pretty minor compared to everything else that needs to be in basic, functional shape for the most accessed parts of the game to work properly by December 14th.

     

    It's probably pretty simple for BW to tinker around with Guardian defensives and movement abilities early next year. As long as they are functional for the story, the new FP, and later the SM version of the new Operation, I don't think it's that much of a concern. Ranked PVP players can just play another class, as is basically the case on live now.

     

    Frankly, there are going to be a lot of things to adjust on multiple classes, as people start doing more difficult PVE or PVP content with so many missing abilities and passives. And that won't even address player preferences for how the game should feel when played, which currently seems to be slowed down and clunkier compared to how SWTOR has been since at least 4.0, 6 years ago.

     

    2022, especially the first months after the dev team returns from what will surely be a much needed holiday break, will be a lot of patches to fix what the incoming changes will surely break. I don't bring that up to be critical, only that it doesn't seem like there's enough time between now and December 14th for any other kind of outcome, alongside even small changes typically bugging out the game in various ways. I've been around since the launch month back in 1.x, and don't recall the game ever getting so many major changes to classes, systems, and leveling all at once.

     

    For folks upset about any particular change or what might be happening to their main class currently, it might be worth just taking a break for a while, and seeing where things are at later next year, perhaps by sometime in the summer. I never did this in the past with expansions, but this one feels very different. We'll see what's in the final release.

     

    Well many people are angry because they promised to look into our dcds (and rage spec) a long time ago. even before 6.0. I think thats plenty of time to get an idear for this class and the changes it needs right? But the updates till now clearly show the exact opposite. No one expects an optimal outcome or even good balance on 14. december. But what they did to jugg dd is just braindead and ignorant.

  8. but now with the official release date out I sadly have little hope left that the devs will do something positivly impactful to make the class viable in 7.0. too many other things that need serious attention in the 4 weeks left till release. Best thing would still be to delay this whole xpac.as the vast majority of the feedback is negative across all boards

     

    They clearly showed that they don´t care about jugg a long time ago so no surprise here. I pity every jugg dps main...

    We don´t even get a respone in the official threads. Nothing.

  9. @jackieKo-another day-and still no reaction whatsoever! either do something or at least admit that you got classes clearly favored....either way this state of class balancing is unacceptable!

     

    If they are really generous they will give us reflect back and call it a day, like always….

    I don‘t know a single dps jugg who is hyped for this update. Not a single one.

    With this update you force us to skank again and i thought you don‘t like that? But you do everything you can to drive us in this way if we want to play jugg in pvp at all.

     

    I mean if i see the changes since 5.0/6.0 i doubt the one responsible for jugg is even playing other things except the story in this game.

  10. U clearly not pvping much if u say skank juggs arent a problem and cant kill anything,while being nearly immortal when they have a healer with em.They can,and they kill a lot,since they have too much dps for a tank spec,while having the survivability of a tank.Imo,that was the only problematic spec that needed a nerf. But a nerf on its dmg,and not its survivability. BW is just dumb lol. And Rage jugg deserved a huge buff,instead of being even more screwed. Veng jugg was fine,tho a small buff wouldnt hurt either. But BW nerfing all the 3 specs shows they have no clue what they doing.

     

    Even in immortal you have higher crits and better aoe (burst) than rage :). just funny.

     

    @JackieKo can we get some respone to all the feedback please? are you finally doing what you promised even before 6.0 and buffing the dcds and dmg? Are you finally scaling ed properly? Are you finally making rage playable again? Are you finally making enure a real def? Are you updating the choices in the tree? or are you just ignoring all the feedback again and let this *****how for Jugg dps go live? i mean 7.0 is only 4-5 weeks from now!? you can´t be serious to let this disastrous half backed stuff go live!?....and until now you did almost nothing for the core problem...

    So it´s time for some clarity.

  11. First they need to come to terms with the fact that ranged DPS and melee DPS can't be perfectly equal in terms of survivability and damage. Mercs and Juggs parse within 4-500 damage of each other, but Mercs have stronger defensives, better control, and more movement speed.

     

    This is fine in PvE, but it doesn't work in PvP due to the difference in time on target. You can't have two classes with the same damage and similar defensives, but one gets to shoot you from 30 meters away and the other doesn't. Bioware has a few available options to try and correct this, but first and foremost they need to accept the fact that they created a class that has to stand in the middle of a ranged onslaught with few ways out. Juggernauts have to be equipped to weather the storm so they can actually participate in PvP, and ranged needs to be able to create distance.

     

    DPS Juggs haven't been able to contribute in 4v4s for years now irrespective of player skill. The easiest way to balance this without breaking every other class in the game is to simply make Juggernauts tanky enough to survive the focus that they're inevitably going to receive.

     

    My suggestions would be:

    1) Add DR to Enraged Defense (For DPS spec only) and properly scale the heals received. Basically adding a buff similar to Power Yield but for Juggernauts.

     

    2) Make Saber Reflect baseline with a passive "amp" that reduces the cooldown of Saber Reflect upon receiving incoming damage. Similar to Warmonger / what Mercs have for Energy Shield.

     

    3)Increase the defensive capability of Saber Ward. This skill needs to be modernized.

     

    Next step:

    Pay very close attention to DPS Jugg ranked performance and adjust up or down accordingly.

     

     

    Good idears. Please post it in the two other official feedback threads as well to raise some attention.

  12. I don't understand how this level of stupidity is even possible from the devs. Rage and Vengenance juggernauts were already the squishiest class in solo ranked in the current patch. Then you decided to make them even more squishy by forcing them to choose between Saber Reflect, Mad Dash, and Intimidating Roar, while all of these abilities are integral to not getting globalled. Now you want to nerf their strongest defensive to the point where they might actually be better off taking a dps tactical? If this keeps up, no one will touch juggernauts in pvp.

     

    They promised to look into and buff our dcds, but instead they totally kill the dps jugg. i mean rage is completely unplayable on pts and vengeance is far to weak because the core dps jugg is just garbage. His survivability is a joke. And every new pts update they prove it time and time again that they are just ignorant and have no clue at all. It´s like they have no one who actually looks into or plays this class. BW stop this madness and save us the hussle to provide feedback that you will just ignore and just delete dps jugg.

  13. I thought we need to get to the devs with every way possible, so i will post my statement from the Guardian thread here too:

     

    So let's talk about the current state of the DPS Juggernaut in pvp with this expansion. for this I would like to look at the DPS, Survival, CC Imunitys once and as a comparison to the Maro:

     

    DPS-Rage: Absolutely weak burst. With the same Gear the Jugg does 35-40k, the Marauder over 111k!!! The Maro has the better multipliers on focused burst and has with Zen an autocrit and generally a higher crit chance. That's 25% more than the Jugg + the buff from the focused burst (concentrated slice buff +15%). The Jugg has one autocrit in the specc, the Maro can have 3-4!!. Additionally, the root break from Mara is on an extra ability that has nothing to do with the core rota (predation), unlike the Jugg where the root break is on a core rotation skill like combat focus (but you have to spec it -.-, should be base). A pretty naive decision. Also Jugg has zero cc (stuns) imunity, maro has 3 to 4!!!! Combat Focus should offer the same modis as Zen (25%crit and multi). Also, combat focus should not consume all the rage at full rage and then it doesn't even do big dmg....

    This spec is a single joke compared to maro. This patch was the chance to finally make something meaningful and comparable. Who always wants to play rage should switch to fury - its at least twice as good.

     

    Vengeance: Well the only spec we can get some cc (stun) imunity...We have to spec a root break on combat focus again??? why? so many classes get their roots baseline or can spec into it, its a new root meta! all our root breaks should be base! And the speed on combat focus should be obtainable in vengeance too. Why is the new leaping strike so clunky? why has it almost the double cooldown from the overhead slash which it replaces? that kills the rotation and our dps. makes no sense at all. blade burst is no real replacement for upgraded freezing force (360 aoe slow + movement speed) but i get it, you will just ignore our feedback regarding lost abilities...

    Overall the spec needs a bit of a dmg increase.

     

    Survivability and utilitys:

    Well lets be honest here. our survivability in dps specs just sucks. We have no real anti focus def....the closest thing we get is saber reflect and even then its only against force/tech range....our base defs are enure, ed and saber ward. Well the maro has cloak, camo and saber ward. cloack is the best anti focus ability you can get (talking about warrior)...with a cleanse 50% movement speed 50% dmg reduction cc imunity and invis for 6sec on 45sec cd. you even have two uses with the right tactical. And you can get protected by the force another anti focus def (6sec!)! Maro even has the better saber ward. it heals him and makes him cc imune....unbelievable. and he has 30sec of rebuke...20% dmg reduce....jugg has a worse saber ward, enraged defense which heals almost nothing even when it crits... like its scaled not properly since lvl 70. and with the new outrageous bursts its just so so weak on a 2min cd (or 1:30 if specced)... and then we have enure...the worst def in the game and the only double edged def now existing. 30% heal which is lost after 10sec and a cleanse on 1min cd....enure and ed will get reduced from all the pvp heal debuffs, trauma and the staking heal debuff at the end of the match (4vs4) and so on so its even less powerfull then the tooltipp says. You said our few defs should be meaningfull and strong....i hope you are laughing like i am when i look at enure after you said this . it gives you nothing if you are focus, it only puts more pressure on the healer if it is near the end of its uptime - its weak and almost useless. In rage you only get the 30% heal...completely useless. in vengeance you get 15%def...but even that is far to weak. the heal shouldn´t go away and the dmg reduce should be bigger and baseline combined with a slightly lower cd. DPS Juggs need a real anti focus skill for pvp, or we get tunneled first in 7.0 as well and our taunts are useless because we are first to die anyway. if you arent willing to give us the dps/cc imunity of other specs/classes like the maro, at least make us strong in the defensive department.

     

    I don´t undersstand some of the new ability tree choices... i mean why do i have to spec aoe at lvl 35, should be baseline? why is some weak utility like unyielding justice not base? why has war master the slow imunity instead of battlefield command? in some specs you don´t need the extra throw but you need the slowimunity. why is aoe def not passiv like all other classes? why is on lvl 78 purifying sweep and gather strength in comparison to through peace??! thats no comparison at all. some of it should be baseline! why is our only anti focus: saber reflect not baseline, maybe even lower its cd!? Why is the root on saber throw gone?

     

    I don´t understand why Jugg is such a *****how. the other classes didn´t get such a bad treatment at all. i mean look at the maro in comparison, he is so much better in nearly everything.... You promised to look into the defs of the jugg with this update, but you did absolutely nothing. And to make grit teeth to work on a 3min saber ward instead of our heal isn´t making you look better at all.

  14. I miss the Preparation passive. I always pick this one for solo playing. It make the combat feel faster for me, because I don't have to wait for the cool down of force leap after exiting combat, to jump to the next group.

     

    I don´t understand the feedback on this because you know that it is now a baseline passiv ability on pts right?

  15. So let's talk about the current state of the DPS Juggernaut in pvp with this expansion. for this I would like to look at the DPS, Survival, CC Imunitys once and as a comparison to the Maro:

     

    DPS-Rage: Absolutely weak burst. With the same Gear the Jugg does 35-40k, the Marauder over 111k!!! The Maro has the better multipliers on focused burst and has with Zen an autocrit and generally a higher crit chance. That's 25% more than the Jugg + the buff from the focused burst (concentrated slice buff +15%). The Jugg has one autocrit in the specc, the Maro can have 3-4!!. Additionally, the root break from Mara is on an extra ability that has nothing to do with the core rota (predation), unlike the Jugg where the root break is on a core rotation skill like combat focus (but you have to spec it -.-, should be base). A pretty naive decision. Also Jugg has zero cc (stuns) imunity, maro has 3 to 4!!!! Combat Focus should offer the same modis as Zen (25%crit and multi). Also, combat focus should not consume all the rage at full rage and then it doesn't even do big dmg....

    This spec is a single joke compared to maro. This patch was the chance to finally make something meaningful and comparable. Who always wants to play rage should switch to fury - its at least twice as good.

     

    Vengeance: Well the only spec we can get some cc (stun) imunity...We have to spec a root break on combat focus again??? why? so many classes get their roots baseline or can spec into it, its a new root meta! all our root breaks should be base! And the speed on combat focus should be obtainable in vengeance too. Why is the new leaping strike so clunky? why has it almost the double cooldown from the overhead slash which it replaces? that kills the rotation and our dps. makes no sense at all. blade burst is no real replacement for upgraded freezing force (360 aoe slow + movement speed) but i get it, you will just ignore our feedback regarding lost abilities...

    Overall the spec needs a bit of a dmg increase.

     

    Survivability and utilitys:

    Well lets be honest here. our survivability in dps specs just sucks. We have no real anti focus def....the closest thing we get is saber reflect and even then its only against force/tech range....our base defs are enure, ed and saber ward. Well the maro has cloak, camo and saber ward. cloack is the best anti focus ability you can get (talking about warrior)...with a cleanse 50% movement speed 50% dmg reduction cc imunity and invis for 6sec on 45sec cd. you even have two uses with the right tactical. And you can get protected by the force another anti focus def (6sec!)! Maro even has the better saber ward. it heals him and makes him cc imune....unbelievable. and he has 30sec of rebuke...20% dmg reduce....jugg has a worse saber ward, enraged defense which heals almost nothing even when it crits... like its scaled not properly since lvl 70. and with the new outrageous bursts its just so so weak on a 2min cd (or 1:30 if specced)... and then we have enure...the worst def in the game and the only double edged def now existing. 30% heal which is lost after 10sec and a cleanse on 1min cd....enure and ed will get reduced from all the pvp heal debuffs, trauma and the staking heal debuff at the end of the match (4vs4) and so on so its even less powerfull then the tooltipp says. You said our few defs should be meaningfull and strong....i hope you are laughing like i am when i look at enure after you said this :D. it gives you nothing if you are focus, it only puts more pressure on the healer if it is near the end of its uptime - its weak and almost useless. In rage you only get the 30% heal...completely useless. in vengeance you get 15%def...but even that is far to weak. the heal shouldn´t go away and the dmg reduce should be bigger and baseline combined with a slightly lower cd. DPS Juggs need a real anti focus skill for pvp, or we get tunneled first in 7.0 as well and our taunts are useless because we are first to die anyway. if you arent willing to give us the dps/cc imunity of other specs/classes like the maro, at least make us strong in the defensive department.

     

    I don´t undersstand some of the new ability tree choices... i mean why do i have to spec aoe at lvl 35, should be baseline? why is some weak utility like unyielding justice not base? why has war master the slow imunity instead of battlefield command? in some specs you don´t need the extra throw but you need the slowimunity. why is aoe def not passiv like all other classes? why is on lvl 78 purifying sweep and gather strength in comparison to through peace??! thats no comparison at all. some of it should be baseline! why is our only anti focus: saber reflect not baseline, maybe even lower its cd!? Why is the root on saber throw gone?

     

    I don´t understand why Jugg is such a *****how. the other classes didn´t get such a bad treatment at all. i mean look at the maro in comparison, he is so much better in nearly everything.... You promised to look into the defs of the jugg with this update, but you did absolutely nothing. And to make grit teeth to work on a 3min saber ward instead of our heal isn´t making you look better at all.

  16. So since we got almost no information(!) and a really buggy and unfinished test setup lets keep it short:

     

    With PTS now live, you can help test the Combat Style for the Jedi Guardian.

    Does this feel like a Jedi Guardian? Please explain why or why not.

    No many class defining skills and to many def cds are missing.

    • Is there anything that feels missing or out of place in the combat rotation?

    Yes many class defining skills are missing (Saber Throw, Freezing Force, Aoe Taunt, Intercede, Focused Defense).

    Why is Awe a choice now?!

    • What are your initial thoughts with the effectiveness of the Jedi Guardian against enemies?

    It does not feel lika a Jedi Guardian at all. It feels lika a Jedi Knight lvl 40. Unrefined and makes no fun at all.

    The effectiveness is much less than on live and it feels wrong and cluncky.

    • How are you enjoying or not enjoying this class?

    I love the Juggernaut theme on live. I miss it on PTS. I am not enjoying this shell of a class.

    • If you have feedback on the different disciplines and ability paths, please note your feedback accordingly so we can track it.

    There is to many that is missing, or no information is given to list it all here. Maybe when more details are patched. Some of the passive skills are not working or missing.

    Just one thing, the DD Jugg feels weak and not fun.

     

    • Concerns regarding the availability of defensive abilities.
    • PTS Jedi Guardian could be effective in story content but not endgame content.
    • Saber Throw/Saber Reflect should not be a choice.
    • The class is about survivability. The PTS Jedi Guardian does not feel like this.
    • Choices being offered as of now don’t feel balanced.
    • The gear and companion being offered during this phase of PTS does not equate to the live player experience.

    We know there are questions surrounding this phase of PTS and will be addressing them in a consolidated dev post later this week after we’ve reviewed the feedback that’s come in since we’ve launched PTS.

     

    This thread will be updated with a dev post later this week.

     

    Jackie

     

    Well, the DPS Juggernaut needs its defenses. And I hope it's a bug that some specs don't have ED anymore, or is the removal deliberate because the last two expansions they 'forgot' to adjust it to the new lvl cap :D. ;):p

     

    In Ranked you run around as a dps jugg with your poor def CDs and you want to reduce them even more?

    Some of these decisions are not understandable without further information and show once again quite clear how lovelessly the Jugg is treated each expansion.

     

    Why do I have to choose EP/Enure or reflect or blade blitz when my spec requires it, since it already buffs that skill (Tank boosts it to 20sec or Vengeance gives me a 15% dmg reduction)?

    Is this new system the replacement for utilities? If so, why keep useless utilities like Preperation?

    Where are the other utilities like Debilitation, Jedi Warden, Persistent Chill or Reckoning?

    Where is our AOE dmg reduction when you remove Aoe-Taunt? All other classes have passive dmg reduction.

    Where are my active abilities that help identify my class. i.e. Saber Throw, Freezing Force, Aoe Taunt, Intercede, Focused Defense? Why is Awe a choice now?!

    If you remove all these things that make this class stand out from others, I'm afraid what will happen to other classes. :(?

     

    I don't understand the thought process behind removing deff cds from a dps jugg that already has a bad place in pvp ((solo)ranked).

    Some of these changes really make you wonder if you even know your endgame.

    I mean, I know it's a PTS and there will be many changes and you wanted to get rid of some def cds, but with almost no useful structured information from you it feels like an aimless approach and the feedback could be more precise if we knew the big picture.

     

    • Saber Throw/Saber Reflect should not be a choice.
    • The class is about survivability. The PTS Jedi Guardian does not feel like this.

    And Enure!

    Yeah it should not be a choice and yes the class is about survivability which is missing for dd Juggs since a long time.

    --> pvp, solo ranked

  17. Thank you for raising this. Those schematics are actually incomplete items that should not be on the vendor, that is a bug. We are working on a temporary fix right now to make it so players cannot purchase them until they roll off of Kai Zykken.

     

    If you have already purchased any of the schematics, please contact customer support.

     

    -eric

    Same issue: i bought it and used it but got no craftable recipe from it.

    How about replacing them with something usefull? Like the tactical "embrace the pain" every jugg player is waiting for so he can finally play some pvp?

  18. Im seriously scratching my head as to how Juggs are allowed to even entrer PVP when they are unkillable, have so much defense and so much damage. They are literally topping every single PVP match. How this gets through the development team and not even looked at is a joke.

     

    Fair PVP means balance the classes. You say gear doesn't matter in PVP it does.

     

    I mean no wonder why people quit BGs when they see 1 or 2 classes destroying everyone. It's demoralizing to others who don't have 256+ gear be told "gear doesn't matter" when that and the class PROVES IT DOES!

     

    FIX IT!

    FIX IT!

    FIX IT!

    Every time these hard troll posts about classes which arent OP at all. We need more such things about the actuell strong ones :D!

  19. There has been a defensive cooldown "arms race" happening between mercs, snipers and marauders since the end of 4.x where other classes have been left in the dust in comparison. Dot classes like hatred, lethality, madness and pyro are suffering defensively as a result of passive healing / mitigation from doing dot damage not being scaled to account for burst increases in the burst dps classes as well as new defensive buffs given to the top three defensive classes (Merc, sniper, mara). Dot classes have to stay on target to ramp up damage to compete with burst - but they can't do it really unless you are an io merc or engineering sniper because on those other dot classes you melt under returned focus.

     

    And it doesn't stop now. The strong classes get all the juicy stuff with 6.0 and they just leave the bad classes bad. It's really a shame. Seems like they don't have a balancing team at all.

  20. I don't know if it's me but I have had a couple of juggs that seem to think that ED isn't scaling as much as it does in live, kinda makes juggs even squishier. Anyone else notice this?

     

     

    I said it since day one of the PTS. I even stated it in some feedback forum posts and tickets. Seems like they just don't care like always. I even checked the percentage heal we get when we have all augments and endgame gear- spoiler: it is just laughable. They seem to like to make the same mistakes over and over again or they just like to **** with the Juggernauts/Guardians. :rolleyes:

     

    Let's wait for a fix in one year or so :D.

  21. Hey folks,

     

    Unfortunately we were not able to get the newest PTS patch with the acquisition changes in this week, but we are targeting early next week. In the meantime, let me talk you through what is coming in this round of changes as quite a bit is changing. I will also try to provide some context around these decisions where possible.

     

    [*]Corellia and Dxun items can still drop as personal loot anywhere in the game, but they are direct bonus drops in their respective content.

    [*]The Corellia and Dxun items will be added to the vendors in a future patch.

    [*]New items in the future will also appear as targeted drops before appearing on the vendor. These new items can sometimes coincide with new content, other times will just be used to give new drops to existing content (this can include anything: Warzones, Ops, FPs, Heroics, Events, etc)

    [*]Kai Zykken will sell a sampling of set bonuses and tacticals at a reduced price, so you have a reason to check his wares every week.

    [*]In addition, almost every content type in the game has targeted drop tables. The bonus loot that drops from that content pulls from a specific set of items. Massive info dump at the bottom of the post.

    And where is the Grit Teeth Juggernaut tactical?! No vendor sells it.

    With a future patch you mean a pts one right? Not a delayed gear grind one on live? - That would not be "play the way you want".

    I hope you don't make the amplifiers work in pvp otherwise it would be ridiculous.

     

    PS: Enraged Defense still not in line with the huge health we have now.

  22. Because if it's that weak then they will buff it. Like they did the last time it happened - as it stands, a DPS jug will get 50 seconds off a 2min (or 1.5 min) CD - leaving a gap of either 40 or 70 seconds. That in and of itself is fine - the problem is with an Immortal spec, it can get double that reduction - 1 minute, 40 seconds to be exact - off a cooldown that is likely only 1 minute, 30 seconds if they have taken that utility. Meaning they get to use their big heal ability back-to-back, and that is as tank spec and skank tank spec - which, skank tank jug has been a major balance for years now and this will do nothing to help. That is absurd for any class to have.

     

    I hope they will buff it, but we all know they are incredibly slow with that. Maybe we have to wait another 1-3 years for that :D.

    If your problem is only with the immortal spec, just suggest a tactical change like: It can only proc x times per EP.

     

    Or just buff dmg juggs drcds so they don't need that tactical to bypass poor drcd design and then change the tactical to work spec specific. To make it a choice and not something mandatory. Would help to reduce skanks too.

  23. Grit Teeth is waaaaaaaaaaaaaay too strong - 10 seconds needs to be brought down to 2 seconds, or can only occur once every five or six seconds or something. That is *nuts* to give a guaranteed heal to full *twice* in the same fight.

    If you had tested extensively, you would know that ED is not a heal to full anymore. In fact, it is incredibly weak on the pts.

    Yeah on a tank who knows how to guardswitch it is strong but thats it. It is the dcd for Juggs. Nerf it more and you could just delete the class...

    Your idea is just plain wrong and only creates another useless tactical for Juggernaut dd´s and we have enough of those. It would just decrease by 10-20sec. No dd would choose it.

    I don't know why so many people are crying about the already weakened ED when there are so much strong and op tacticals for other classes. Just funny.

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