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Individual

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  1. Still haven't seen anything really motivating to make me want to play my PT at all. Still looks pretty broke to me even with these changes. We still don't offer nothing to a raid group other then mediocre DPS that probably needs to be carried by snipers and maras just like every other DPS class in this game. . We still have the worse CDs in the game.
  2. I will destroy your arguments 1 by 1:

     

    1) OMG the AOE!!!

     

    Dear friend, the AOE will not be an issue in Arenas unless you play against a really bad team, there really is no reason why your smash should be hitting more than one person at any given time

     

    2) OMG those defensive CDs!!!

     

    Dear friend, by definition, a Smash is a melee class, who typically receives the second most damage in the team next to the Healer, it needs these defensive CDs or it will die more often than a Sorcerer/Sage. The potential damage output of a smash is balanced by the risk that it takes by "face tanking" - tab targetting favors the target that is right in front of you, e.g., the Smash

     

    3) OMG but other classes are melee too!!!

     

    Dear friend, those other classes have long-term stealth abilities, that fecking roll ability, among other awesome utility skills NONE of which the Smash has, ability to respec into a super strong heal or tank class.

     

    4) OMG but what about your surge and power rating???

     

    Dear friend, other classes are putting out 12k + single target hits. Smash will do this only against a PVE geared player. Other classes also have that 30% AOE mitigation ability which results in pitiful 3k smashes.

     

    5) OMG but I just suck at the game and I want to be better!!!!

     

    Dear friend, this is the crux of the "nerf x" threads. You nerf Smash, well that will put either Jugg Smash or Powertech/Vanguard hybrid the next OP class. Still, nobody will play scoundrel DPS, shadow DPS or sage DPS in Arenas.

     

    6) OMG then we should nerf healing, and buff non-Smash DPS classes/builds!

     

    Dear friend, YES! Buff those DOT builds. Buff Sage/Sorc. Also, healing needs to be looked at. Healing was and never should be intended to keep a player up indefinitely - it should just be a measure to prolong your life. Arenas should never go to the acid gas stage. The problem is, the DPS in this game is so weak that it is very hard to burn down a healer with a good tank.

     

    OMG THE DEFENSIVE COOL DOWNS.... How come other melee classes can't do the same? Did you ever think you take more damage on the team because you can survive the longest? If I had a PT that could do the same as you guys, I would probably take that same amount of damage as you do. You're argument here is flawed.

     

    OMG THE AOE... Yes it's auto crit aoe. I wish I had abilities that auto crit on my other classes like you guys do. More over, I wish I had an aoe auto crit ability on an orbital strike. The other problem with Smash, is you can't avoid it like you can most other aoe abilities in this game.

     

    OMG I JUST SUCK.... Good, I would rather see another class on top over smashers. Easy spec. It doesn't take a lot of skill to leap into a group and smash to get numbers. Furthermore, maras and jugs have other specs that will still do good damage unlike some of the other classes like Bounty Hunters.

  3. I hate the animation on Corrosive Dart. It acts like a channeled ability. I can hit Corrosive dart and then another ability afterwards, but if the animation to use it isn't done before I hit my next ability, it won't go off. It acts like it has a 1.5 second casting time even though it's suppose to be an instant ability. My guess is the animation for using it isn't finishing and it cancels the ability. Anyone else noticing this, or is there some other reason why the thing won't work half the time I sue it? I know that sometimes abilities won't just cast when you press them for some reason, but it happens far more on Corrosive Dart versus the other abilities. Also, it seems like I have to press it multiple times to ensure it does off. Kind hope they change this in the future.
  4. Here are the changes. Would like to discuss them while I download the patch. A few things I don't get.

     

    Powertech

    Advanced Prototype•Increased the cost of Immolate to 10 heat (up from 8) and increased the damage it deals.

    •Slightly reduced the damage done by Retractable Blade.

    •Prototype Cylinder Ventilation has been redesigned: While High Energy Gas Cylinder is active, players will vent 1/2 heat every 1.5 seconds.

    •Prototype Flame Thrower has been redesigned: Flame Burst, Flame Sweep, and Immolate have a 50/100% chance to grant Prototype Flame Thrower, which affects the next Flame Thrower by increasing the damage dealt by 20%, reducing the heat generated by 2, slowing targets by 30%, and making it immune to interrupts. This effect can stack up to 3 times.

    •Prototype Weapon Systems now additionally increases the critical strike damage bonus for Flame Thrower by 10/20/30%.

    •Power Loaders now additionally increases the critical hit chance of Rocket Punch by 2/4/6%.

    Pyrotech•Increased Thermal Detonator explosion damage, but reduced the damage it deals over time.

    •Reduced the cost of Incendiary Missile to 16 heat (down from 22), and slightly reduced the damage it deals.

    •Bursting Flame has been redesigned: Rocket Punch has a 33/66/100% chance, and if Combustible Gas Cylinder is active, Flame Burst has a 15/30/45% chance to trigger it.

     

     

    Things I'm unsure about. Why did they nerf Retractable Blade? Also, note sure I get what they did with Prototype Flame thrower. Did they put a proc on it? Forgive me, but I have played my PT since they nerfed them. I messed around with AP for a little, but I just decided to start playing sniper instead. Isn't the Prototype Flame Thrower the same pretty much or is it going off a proc now?

  5. So iv seen this new companion has been added and in swtor cartel tradition is a mediocre to look at as ever, However its been said to me that the companion has some vastly superior elements including a higher amount of HP than other companions and improved healing which tells me swtor are now selling an advantage to players inareas they can use their companion, areas like contested WPVP zones which to people like myself who love to look for trouble is a big part of the game does that not make said part of the game pay2win? or does treek also fail in ways that would make a typical healer like mako or quin favourable?

     

    The other side of my concern is is what this means to the game's business model. to a level+ legacy account holder like me 1mil creds isn't all that much infact its a welcome excuse to do dailys and as a proud owner of 4.5 level 55 toons its not going to take long but level 40 legacy requirement or just cash tells me its a convenience item because you can play for it right? but heres my concern, in order for there to be a convenience to sell, bioware must first create an inconvenience which in this case is not having the best companion in contested areas (dailys planets) if im a new player i have to grind my legacy to 40 and make 1 mil after my augs and stims costs to get on that ever ground against potential gankers even then im thinking XP boosts for my legacy etc and this casts a huge shadow on my trust in bioware. warhero crystals in lowbe is one thing, but pulling levers to make me (a subscriber) feel like i need to spend money to keep up with others or in my own case more that others should spend to keep up with me or suffer a hard beating out on ilum or black hole because i have a better healer comp, i mean if BW have gone this far to encourage me to spend on top of my sub how much further will they go?

     

    IMO if something can be questioned as P2W or shady and unfair even in a co-op sinario its just exactly that and the end of that game and its developer BUT THATS JUST ME, i imagine most people will have Treek along with everything else in rthe legacy/cartel shop or at least have the means to obtain it fairly if you use the forum then you should and so im going to come under fire from anyone who doesn't want their investment attacked i get that but please conduct yourself maturely becuase most people looking at getting a new game look first at the forum and especially posts like this and that includes the communities attitude and response to the issue that are raised.

     

    TLDR does treek offer an unfair advantage in WPVP encounters? And is it a general advantage that we are now inconvenienced for not having.

     

    On a personal note.

    Whether treek is pay2win or not, whether its better or even different from another companion or not these new cartel items are making it so swtor is just as rewarding if not more so to the wallet warriors than it is to the long time subbers who put time and effort into the game. i can buy cooler crystals, armour pieces, titles, mounts, pets i can even buy valor which is supposed to be your title for how much PVP you have played now 25% of that is potentially meaningless its a cash item. IE why should i bother working hard to get nicer gear and items to show off, better titles, better companions, all these show how serious i am about the game to those around me which certainly helps if im looking for groups or guilds ect which is what MMOs are built around or i can just spend money?

     

    when this game first went free2play it was like an open trial with a token shop so people could come and see how good the game is and why its worth subbing, now it seems the opposite to me which tells me not only did the majority of those people think well no it isnt worth subbing ut il spend some spare change on this or that cos the rest is free but also that bioware agreed with those people and have since been working to catre for that crowd instead of improving the game and consequentially that overall decision of this game's FTP thruput.

     

    TLDR when BW add a convenience item they are really giving us an inconvenience unless we pay on top of our sub and for every reward that accomplishing and completing greater feats and achievements in this game their seem to be cooler things you can just buy.

     

    And am i the only one noticing that the more that appears in the cash shop the less content is being added to the game in terms of game playability.

     

    You can pay 1mil in game credits for him. It only makes sense the newer companions be better than the old ones. If they weren't, why would anyone go out of their way to get them.

  6. It would be nice if we knew we had someone we could talk to regarding issues and handling about individual classes. You guys say you listen, but most of the time it seems like our ideas or opinions are just being lost here in the class forums. I've barely seen any Bioware reps get involved in any of the individual class discussions. Furthermore, if you guys really do want to better balance the classes, I think this would be nice step in the right direction. Just tossing the idea out.
  7. To anyone who has done arenas in wow, or participated in competitive pvp in general the basics behind winning a "team death match" style objective comes down to damage, pressure, surviavbility and CC. It is for these exact reasons that both of these advances classes will not be competitively viable as is in arenas. Now that being said nothing is set in stone for the pvp balance update so this may change, or it may not.....

     

    Currently I can only see Merc/Sorc working in heal spec and here is why

     

    Pressure

    A large part of the initial failure of these classes actually comes not from damage, but rather how the damage is achieved in comparison to other classes. Now both arsenal mercs and lightning sorcs can put out some nasty burst if left alone . However almost every class and spec can put out good damage (exceptions always apply like madness assassin) the difference lies in the fact that you can shut down a large part of a sorc/merc's damage simply by pressuring them. This lends itself to the strategy "tunnel visioning" these classes. Tunnel visioning these classes works because all serious damage that can be output by merc/sorc requires casting. Every class in the game has an interrupt off global cooldown and in some cases 2 interrupts available to them, in addition to CC options. This makes it so getting off even a 1.5 second cast can be difficult against a good player, and while being focused by 2+ players this situation becomes even worse. To further this situation cast time "pushback" also hurts damage output a lot more than the average player realizes. For those who do not know pushback occurs when a ability with cast time is used with a class that is not in cover (snipers only) and causes the spell to basically increase in cast time due to the damage taken. This furthers the problems as the increased cast times make you even less likely to get the cast off before being interrupted.

     

    Survivability

    Merc/Sorcs are very different in this category but the fundamentals of the problems are the same.

     

    -Merc DPS wears heavy armor and have a semi decent defensive cooldown reactive shield. The thing is neither of these aspects really compare to the better defensive options other classes have. In reality 25% damage reduction is not too much and certainly won't dissuade people from focusing you. Hydraulic overrides may give temporary mobility but the class's mobility while this cooldown is not up is pretty pathetic. Where the survivability problem really occurs is that merc dps are designed for kiting in a 1v1 situation. However the amount of anti-kiting tools most melee specs have simply out weigh what a merc can do. Smart play like stuning/mezing hydraulic override will simply leave the merc without options. Damage while kiting is also very weak and lack of interrupt immunity cooldown contributes further to the lack of pressure.

     

    -Sorc DPS is actually much better overall than merc dps in rated warzones, however this is about arenas. The class is more mobile than merc but suffers in the mitigation department. This "squishyness" makes spell pushback a real problem for the class, especially when using abilities not covered by the 70% push-back resistance. The flaw around sorc dps is its survivability is based around its mobility, but its mobility is easily shutdown. Unlike the healing spec sorc dps have no root immunity on their force speed. I simply could not count how many times I have used for speed only to be immediately rooted by force charge, obliterate or CCed. This problem can be alleviated some by good positioning, but that will only help so much. The fact is being focused by any dps as a sorc/sage is simply taking too much damage, you either kite/los the target or you die. In the hands of a skilled sorc dps most classes can be kited moderately well but some classes are almost unkitable such as the rage spec. Kiting may increase the length of your life, but you won't be able to put out any serious damage while kiting and kiting multiple decent melee will simply not work. Even the knockback is very limited in usefulness from a survivability perspective, it only hits in front of you and only knocks back around 6 meters. From an outside view that may be fine but simply put the overload knockback simply is not very useful unless it has the root (high in the lightning spec). For example a situation that often occurs is that a sage/sorc will be running strait forward and a warrior AC will use force charge towards the sorc/sage, if you use the overload on reaction it will not work. It fails because with the sever connection the warrior will force charge to where you were .5 seconds ago and will technically be behind you thus making the move miss. Even if the move does hit every melee class has at least a 10 meter stun and some damage options within 10 meters so the ability does little to peel you. Even the sorc force barrier helps promote focusing a dps sorc because if you focus a sorc they won't be doing any real damage, if the sorc bubbles to save themselves then they are removed from the game temporarily.

     

    Utility/CC

    Assuming you made it through the other walls of text this is another short coming for merc/sorc. The first excuse most players give to why merc/sorc dps suck is they are healers, so they shouldn't be able to do compete as dps. Honestly that opinion is completely baseless. Tank classes can taunt without being in tank stance and it comes to no impact on their damage (taunts don't use a global cooldown). Offhealing on a dps sorc/merc is very expensive on resources and lowers your damage output as you have to cast to heal. Having great utility mechanics are vital to a class having a spot on a rated team. Marauders have their predation/healing debuff, snipers have their excellent CC, healing debuffs etc. Yet sorc/merc don't even have an instant mez, not to mention all the combat instant mez's are AOE as well. The utility and survivability perceived from being able to heal as dps is also limited as you will only be able to heal when not being attacked.

     

    Line of Sight

    (for pictures of the new arenas) http://dulfy.net/2013/07/19/swtor-tauntaun-mounts-are-coming/

     

    It looks like their will be a considerable LOS, it is debatable how much this will hurt ranged dps but it is worth mentioning.

     

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    For those of you who are too lazy to read I will summarize it for you. Merc/Sorc is too easy to shut down and give you no reason to stop focusing them making them a bad arena team choice.

     

    You're way wrong on a lot of things about the Merc... Do you even play one?:

  8. You have countless threads started on the topic. What the hell is this, just your way of having people let off some steam? Do you actually think this is working? Pug and premade queues need to be separated and that's that. Where do you stand? Do you even see this as an issue?

     

    Either get better, or get your own group. If you don't like the PVP with premades then play another game. If anything solo quers end up ruining more games then premades do.

  9. Bioware won't comment. We're not a force class. Bioware only cares mostly about the force classes in this game. You saw how quick they were to comment on the Sin DPS during the PTS before these changes took place. However, since these changes, they still haven't commented on PTs at all. Furthermore, it took them a year to start doing things with the mercs. This game will be dead before they even get around the PTs.
  10. I once tried to teach the smash playstyle to two mara's, one got it and the other one didn't I can't say he was dumb, because he played in anni quite well.

     

    Maybe I'm just a bad teacher :o

     

    So I learned that day that one can fail at learning the smash rota ;)

     

    I hate to play smash and so I either play tank (in huttball or when we have a healer) or vengance

     

    Well, I think people get focused sometimes on killing individuals versus getting the numbers. Not that either of those is bad. You'll play the way you enjoy the most, but the people who often try to rack up the numbers don't get side tracked as easy. If they see a group, they'll pull off the individual to smash the group instead.

  11. Easy way to rack damage, even if you are bad. You'll make friends because everyone likes smashers on their team. It's really easy spec to play. Leap in to group, smash group, get like 30-35k damage from one ability. Easy right? See you in the warzones smashing.

     

    P.S. It also auto crits so need to worry about crit.

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