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areizombie

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Everything posted by areizombie

  1. I'd agree with the sentiment that Ferocity / Precision feels out of place in the Carnage / Combat rotation. It feels a bit like a speed bump in what's otherwise a very fast paced discipline. Ideally, I'd like to see it replaced with another striking ability, as I'm not usually a fan of the "press X to buff your next Y" style of ability design. However, I think that as a whole I'd like to see the development team hone in on what makes Combat / Carnage distinctive as compared to other disciplines. With my Sentinel, I love the feeling of spreading Damage over Time effects around to packs of enemies on Watchman, and I always feel like I'm building to a big Focused Burst when I'm playing Concentration. With Combat, I feel a bit like I'm just pressing buttons for the sake of pressing buttons.
  2. I know that cover is something of a central mechanic of these specializations, but I always imagined my Smuggler running and gunning, so I'd love to see one discipline be a bit more mobile by forgoing the cover mechanic in favor of more abilities that you could maybe channel on the move.
  3. I wholeheartedly agree that a shotgun or short range energy blaster of some kind would be great for the Vanguard. I just can't get over how a class with a blaster rifle needs to be right up in their enemy's face just to hit them, though it would go a long way to explain why the Storm Troopers were so innacurate in the movies haha. Honestly though, failing that, I'd love to just see them punch up he Vanguard's animations a bit. Some of them just feel really weak regardless of how much damage they do. Powertech animations are by and large fine as far as I'm concerned, though the fact that they don't get Death From Above is the main reason why I chose Mercenary as my main
  4. I'd agree that Furious Power and its mirror on Sentinel are somewhat underwhelming. While I do feel that there's a place in game for these sort of "Press X ability to buff your next Y ability", the nature of Furious power is non-interactive. Basically, during combat you ask yourself... Do I have a Furious Power Charge? Do I have a heavy-hitting ability off cooldown? If yes, press the button. If not, don't press the button. Now, that's something of an over simplification, but what it comes down to is, "Is that a rewarding choice to make?" I'd argue it isn't because ultimately, while there may be an extra bit of satisfaction in squeezing out that extra 25% damage on an attack, it makes your other abilities feel less satisfying to activate because you're always doing these little mental calculations of "Oh, well I could hit Raging Burst / Smash / etc... right now, but if I wait till I have a Furious Power, then it'll be better." Basically, it's a trade off between one or two really powerful hits vs. everything else you press feeling lackluster without it.
  5. Honestly, what I'd like to see changed is less about balance and more about aesthetics. Between the Shadow and Assassin mirror specializations, the Assassin definitely got the lion's share of flash in terms of ability animations. The stark contrast between the crackling lightning of an ability like Discharge when compared to the faint swoosh of its mirror Force Breach is staggering to say the least. Were it not for FlyText popping up with damage numbers, you could be forgiven for thinking the latter ability doesn't do damage at all. Also on the note of shadow, it's somewhat disappointing to see abilities like Project and Cascading Debris limited solely to the Tanking discipline. You lose project to replacement abilities on both damage dealing disciplines, and the visual flair is lost with it.
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