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voidsurvivor

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Everything posted by voidsurvivor

  1. The most important point, you forgot to mention: 7 fps. Until they fix performance issues, they may as well shut Ilum down.
  2. If you decide to be unfriendly to those whose first language is not English, at the very least do a spell check. Also, I agree with the OP's view that open world pvp is horrible.
  3. This. Of course, BW disagrees and decides to nerf our cc. No one trinkets out of a 1.5 sec k/b, they will all save it for our only stun.
  4. With the 1.5 sec k/d, which probably most of us will not spec for anymore, our cc is screwed. Everybody and their mom will trinket out of Dirty Kick. A rogue class with one stun - that's going to end well.
  5. When I think open world pvp, I always imagined driving around in circles waiting for a node to respawn. 7 fps make this even more exciting!
  6. 2/10 ability delay animation delay 7 fps on Ilum 90% of players are Sorcs/BHs
  7. Sentinels will be next. The QQing majority doesn't like it when we interrupt crucial abilities like tracer missile or force lightning every 6 seconds!
  8. I agree with all your points. Just want to add my favorite: 7 fps.
  9. You can check the test server patch notes here: http://www.swtor.com/community/showthread.php?t=212341
  10. Sorry, but you are really making assumptions here. In order for this scenario to work, your team must be zerging one single player down, while no one else is around or smart enough to engage you in combat. I am beginning to think that alot of your suggestions are based on premade vs pug fights.
  11. Aren't you the lvl 31, who's attempting to provide feedback about a wz tier you don't even play in? Why don't you level/rank up before posting.
  12. The way I see it, our role is to attack high priority targets. Is that still going to be possible solo, we will see. That being said, if you plan to win, you save smuggle for point captures.
  13. That's rather optimistic. After the nerf, even less people will play the class = less dev attention + less incentive to look at our damage output. Why play a scoundrel, when a sentinel and shadow can do everything we can, just better? I get your point, but I honestly don't find a lot of 1vs1 fights in my wzs. The moment, people see you, they run from half across the map to get a shot in. We are very squishy out of stealth and this nerf will make us the new valor pinata. The medpack is 1.2k health over 18 seconds. That's going to do **** for me in wzs, unless my opponents are dumb enough to attack me one at a time.
  14. Even though, you live long enough to bring down their hp to your level, OP's initial burst is too high? You may want to rewrite that to better support your argument. It would help, if you mentioned how you were killed in one cd by a lowbie OP, who chain stunned you to death. You were also guarded at that time, in a premade, and had heals.
  15. Have faith! They have some of the most experienced pvp developers in the world. I assume, they do the photocopying or make coffee for the team, but still.
  16. Rest assured, BioWare only nerfs based on metrics. Two days of level 50 wzs clearly generated enough data to warrant these changes. And because this is well-thought out, you don't even need to test it on the test server with and against other geared 50s. I have faith in their pvp team, which among many other mind blowing things brought us Ilum.
  17. I'd like to add to this. Let's look at the energy cost of the rotation, you describe: Flechette Round: 13 Shoot First: 17 Blaster Whip: 15 Vital Shot: 20 Sucker Punch: 15 These skills alone cost 80 out of 100 energy, which brings us down to the lowest energy regeneration rate. At this point, we either have to spam the free attack or use cool head, assuming it's not on cd. Simply put, the way our energy management system works, we are not equipped to do sustained damage. I really wish they would allow testing against geared lvl 50s, before they nerf this class into the ground.
  18. If they were worried about nerfing the class into the ground, they would have: a) allowed us to test these changes with and against lvl 50 champion geared characters on the test server b) make one damage reduction change at a time, instead of three at once This change is to appease the QQing masses and everyone knows it.
  19. I find it interesting that you frequently comment on beta testing, when I don't remember seeing you in either the Scoundrel or OP closed beta forums at all. Did you even play one? I remember a lot of complaints and detailed feedback about the range reduction of all our cc (especially, the snare), the lack of a gap closer, changes to pugnacity, the damage reduction every build, energy management, the absence of viable sustained damage, etc. Were there any complaints about the opener - not that I remember. There were no "OMG - shoot first is so OP" posts. Now, I've played a scoundrel for three builds before launch. Why you or anyone would support changes this massive after two days of lvl 50 wzs is beyond me. It is pretty clear that this nerf is not supposed to be tested, or they would allow us to create high level, champion geared characters on the test server.
  20. They will lock all threads but one, stating it's to consolidate the feedback. They have not listened to us in beta, they will not listen now.
  21. Visit any of WAR's rvr zones and you will see that every single one looks better than Ilum. A mostly empty planet without trees, grass, or fluff should not run at 7 fps on high-end gaming rigs. If your game cannot support mass battles, you may as well remove Ilum.
  22. It was stated over and over by devs during closed beta that all class changes would be based on metrics, not player QQ. I would like to know how you have gathered enough data in 2 days of lvl 50 wzs to warrant these changes: Scoundrel Flechette Round: Now provides 30% armor penetration while active. K.O.: This ability now knocks the target down for 1.5 seconds. Shoot First: The damage output of this ability has been decreased by approximately 20% to control burst damage and because it was enabling significantly faster than intended kills in PvP. At the very least, give us the opportunity to test these changes on lvl 50 champion geared characters on the test server. But as in beta that's not gonna happen, is it?
  23. Our damage/CC was reduced in the last 3 beta builds, now we get another damage and CC reduction, while other classes remain unaffected. All the data you needed for this decision was gathered in two days of lvl 50 wzs? PvPers are leaving this game in droves already. Heavy handed nerfs based on forum QQ are not helping.
  24. 7 fps and a global cap, you've got to be kidding. Instead of letting the WAR devs make you coffee, why not let them fix pvp? Several of your design choices demonstrate an unbelievable lack of understanding of pvp mechanics. "Your subscription has been cancelled."
  25. I really hope you are trying to be sarcastic here. How can two days of lvl 50 wzs generate enough data to warrant these massive changes? Especially, since only one class had its damage reduced. Since their internal testers apparently didn't catch the 30 second difference in Flash Bang to IA's version (or were ignored), I have no faith in BW's decisions.
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