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DarkSideTOR

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Everything posted by DarkSideTOR

  1. I'd say if you have the talented removal of snares when you activate Reactive Shield, to use that to get some distance while their snare ticks down, keep ion pulse on them to maintain distance, use CC breaker when they force choke you, if they use Zealous Leap burn one of your stuns, if by this time you haven't got him near death then I don't know what to tell you. If you both have similar gear level you should have him pretty low by then.
  2. Voidstar, round 1, we're defending. Game starts I run to the east door 'cause I see two people going there, the remaining 7 people on my team go left............ I manage to kill one of the two ppl on right, then 2 more enemies show up and I'm still waiting for someone on my team to notice that I'm getting my *** kicked here, nope. They opened that door, extended the bridge and planted on the second set of doors 'cause once again my team didn't think of defending the other side. Needless to say this failure of a team didn't even manage to open the first set of doors on round 2. Another favorite of mine is a stealthed scoundrel standing by West control point on Novare, while 2 assassins are clicking on it. No call for help or anything mind you, I yell for him to interrupt while I get there, his reply? "what? and get killed?" Luckily you don't see idiots like these too often, but one mistake I see happening over and over specially on Republic side is everyone leaving only one person defending a point after we've repelled the attackers. Too hard to glance at the minimap and check how many are staying to defend. It's so bad that after we pushed back attackers on West point of Novare, everyone immediately ran off to South, 2 shadows pop out of stealth and proceed to beat me down, all this happening while 5 of my teammates are about 50m away, running towards South. I typed for help but I died quick so they started capping almost at the same time my moron teammates saw the message so they yell at me that I should have called for help quicker. Outstanding team.
  3. I'm not sure if this would be possible but could they make a new world PVP zone, using a modified engine just for that zone? I'm thinking, we have to sit through long load times when arriving at some planets, why not make Ilum 2.0 a "new" instance all its own which is rendered on your computer only when you zone in. This new instance would use an engine optimized for large scale PVP, sacrificing a bit of graphics quality maybe.
  4. Zenate is right, they should give Commandos attacks that can do 9k+ damage (Masterstrike), heals on DoTs (watchman spec), heal debuff on target, sprint, on demand snare, multiple defensive CDs, some that are almost as good as Reactive Shield (25% DR for 12s) AND last longer (Rebuke 30s if damaged, 20% DR) oh and let's have it reflect some of the damage back to attacker why not. Give them vanish, sprint and an "oh s**t" button that reduces 99% damage for a short period just to be sure. While we're at it let's give the Assault tree an AE that crits for 6k guaranteed on a 6s timer, why not, nobody asked for it so let's give that to Assault spec anyway. I know it will go over his head, forum trolls have poor eyesight they can't read well, but my point is the changes the OP was suggesting aren't OP at all. If you happen to play the class and see how it fares against other classes in PVP, specially force users which by your avatar and condescending tone you seem to be, you wouldn't be so quick to make useless posts saying it would make Commandos OP.
  5. Let us right-click a button, bring up a small menu that let's us name it, and an option to bind that button to a key(s) The current process is too convoluted for the simple task of assigning a keybind. "Hmm I think I'm gonna bind my Force Leap key to a new one, let's see" Game menu button preferences keybindings quick bars scroll down to find the quick bar, count which quick bar button it is once I've found the right quick bar click the button click the button I want to bind apply SO SIMPLE! no not really, I was being sarcastic in this last part devs, just FYI.
  6. How about a WZ with two capital ships where part of your team boards the enemy ship and begins to shut down generators to ultimately bring down the shields and cut the power to laser batteries leaving the ship open to attack. The other part of the team would play defense trying to slow down or stopping the enemy boarding party from shutting down your generators.
  7. You havent' really played a Merc in 8 vs 8 ranked have you? You might as well wear a blinking neon sign with giant red letters reading "FREE KILL HERE" 'cause you'll get focused before anyone else and your team won't be able to do jack to save you. Maybe if you had multiple healers on you, guarded, all your dps teammates peeling ppl off you, but what's the point? you won't be able to kill anyone and all your team will do is buy you a few extra seconds.
  8. It would be crazy wouldn't it? We can't have Merc/Commandos killing melees, it would be almost as crazy as giving melees an instant cast attack with a guaranteed crit chance that can hit for 6k on multiple targets and can be repeated in about 5 seconds, oh and let's give them TWO closers and a snare that reduces movement progressively to 90% just so nobody can possibly kite them. Now THAT would be crazy OP wouldn't it? good thing BW isn't stupid enough to make such a change...
  9. Let's make it a real buff of the tree. After all you went out of your way to give Jedi Knights THREE viable talent trees. Seems almost everyone got some buff or another in 1.4. Except our cousins in disgrace, DPS Operatives/Scoundrels. Letting us use Sticky Grenade and Assault Plastique is a step in the right direction but Assault still lags behind Gunnery in PVE. Make Charged Bolts hit harder, at the moment you have to cast for 1.5 seconds for a chance at resetting HIB and it often hits for 2k or less, it's often better to use Hammer Shot. You could reduce the cast time via talent points, and increase the chance % to reset HIB. This would increase our dps for PVE and PVP. Make Explosive Round a 100% chance to apply the snare. It's an ammo hog so we won't be spamming it and it gives us the same toolset that Vanguards have which is a guaranteed chance to snare target on an instant cast ability. Give us a damage reduction shield like Gunnery, only it reduces Internal/Elemental damage by say 10% fully charged. Give us a finisher. It's ridiculous how Warriors/Knights can land two Smash crits for almost 6k each instantly ina span of 5 seconds followed by a Dispatch crit of 4k. Knights/Warriors, Snipers/Slingers Shadows/Assasins, all have an "Execute" type of attack that triggers when targets get under 30% hp. Give us the same. Make Blitz usable as our execute move. I forgot I even had this ability it's been so long since I used it. This would help us against the insane burst melee classes currently have. You want to get up close to a trooper and he manages to get you low on hp? BAM Blitz for 4k.
  10. 1) Real space combat, keep it 2 v 2 initially if it's too hard on the system 2) Mini games 3) More customization for characters I think they would have to use a new engine for this considering how laggy the Hero engine is at the moment. It would totally suck for space combat.
  11. My FPS stays in the 60s on the fleet and in combat but there's awful stuttering all the time. My connection is still in the 20-30 ms, I have the latest drivers for my SLI setup which runs other newer games in high settings just fine, so this has to be something you implemented recently. I have tried turning down graphics, turning off shadows, etc, and it still stutters like crazy.
  12. Please bring back the old way to search for items on the GTN. Right now it matches ANY word you type in, so we have to choose specific categories, levels, quality to streamline the search, whereas before you just typed the name of an item and BAM done.
  13. DarkSideTOR

    Pvp smash!

    So why don't you go make your own post about resolve instead of coming here and telling me what I should complain about? If I wanted to complain about all the problems in PVP I'd run out of space to type. Go take some anti-Nerd rage meds, you obviously need them.
  14. DarkSideTOR

    Pvp smash!

    Seriously Bioware? this is what you wanted for PVP? there's an abundance of LOLSMASH going around in WZs and it's ridiculous. It's like having a bunch of monkeys jumping around SMASHing everything around them. The team with the most SMASH classes will win. We post feedback, you ignore it and go ahead and make changes NOBODY asked for. Buffing the Focus tree the way you did has turned WZs into a joke. I can just imagine how bad it is in ranked games now. Need to put that "world class" PVP design team to work on something else 'cause they have no idea what they're doing with PVP.
  15. Having dual specs, letting us buy/swap mods in PVP gear (no I don't mean buying a whole new piece of WH gear just to get one enhancement out,) actually listen to players who PVP and have great ideas to fix that side of the game, all of those would go a long way to make PVP more enjoyable. As far as balance between classes... I don't there will ever be balance in this game. PTs/Maras are still OP, I'm starting to see a lot more lolsmash Juggs/Guardians. Clear example of poorly tested changes. "Hey I like being able to spam this AE ability! let's put it in the game! who cares what it will do in team play!"
  16. DarkSideTOR

    1.4 resolve

    Were this changes supposed to make it easier to CC people or actually help to reduce the time you spend CC'd? If it was the first then congrats BW you succeeded. Yesterday I actually counted the times, I got sapped by an Assassin (does this build resolve?) waited out the duration because he wasn't capping the point, then I got flashbang and debilitated by an operative healer, again I waited for the stun to run out since they weren't attacking me or capping, at this point I looked at my resolve bar and it was about 90% full which means someone else could have come in and stunned me. So yes I spent about 20 seconds CC'd with room for another stun before I got a full resolve bar. I could have used my CC break during any of those but really, wasn't the reasoning behind reducing the range on CC abilities to reduce the time you spend CC'd? and yet you go and make resolve changes that allow for MORE stuns to land on you. /boggle.
  17. Here's my thoughts, the nerf to sweltering heat was retarded. They gave us nothing in the way of defense as dps Commandos, they nerfed the one viable tree we had for PVP as DPS spec, by reducing the snare to 30%. There's no way to maintain distance between us and melee now. Instead we get a root and snare increase in Gunnery and... nothing else to help that tree for PVP. You are still forced to be a turret and you're still susceptible to interrupts in Gunnery so what was the point I ask? Just come out and say you have no idea how to balance the class for PVP at ALL.
  18. I was trying out the new recruit gear set on my Sniper and I notice that almost every single piece has accuracy/crit as stats. I end up going way over the DR area on crit and with like 106% accuracy on basic attacks. My surge however is about 67%. So basically I won't miss and will crit about 38% of the time, I just won't crit for much. I thought maybe this crappy itemization would only happen on recruit gear, but no it keeps going on BM set. I have to change my spec if I decide to PVP and take out points in accuracy and crit but I can't do PVE as effectively since my stats with PVE set are not where I want them with that skill point distribution. Basically, either take a look at the stat itemization on PVP armor or allow us a dual spec (yeah right, maybe in patch 2.8 at this rate) OR here's an idea... allow us to buy specific PVP armor mods with commendations so we can decide which stats to raise instead of the current lackluster distribution.
  19. The Chiss General? officers in Hoth during the Agent storyline, wear this white outfits with a cape. It looks awesome on Chiss but they're not available as moddable gear in game afaik.
  20. I'm just confused here with these new changes. If I want to PVP as a DPS Commando I have to choose between Gunnery and Assault tree. Gunnery dishes out some great DPS on PVE, but because you're required to stand in one spot and "cast" or channel most of your attacks, you become essentially a turret like Snipers/Gunslingers, with the marked difference that their attacks are uninterruptable, ours are. So you're not giving us any interrupt immunity or reducing cast time on attacks, or making them instant when certain conditions are met or anything, but you went ahead and added a root to Stockstrike and increased the snare on Cover Fire. Do you care to explain that? I mean, is the Developer's vision to make the Gunnery tree viable for PVP? You still won't see any good ranked teams bringing DPS Commandos along, just because they can now root an opponent. Next question is, why are you reducing our snare % on Assault Tree? It wasn't very good to begin with since it's RNG based and lasts only 2 seconds. We need the current % to effectively put some distance between melees and us, so we can actually channel our measly Full Auto/Charged Bolts attacks in the hope that it will reset our High Impact Bolt. You are leaving every other snare in the game untouched but reducing the % on ours, so now I have to burn the very few abilities I have like Degauss Reactive Shield and knockback, JUST to get some distance and be able to cast my channeled attacks without getting interrupted into oblivion? Is that what you're going for here? You do realize you're putting a major nerf on the one viable tree we have for PVP right? I keep reading Marauders/Sentinels justifying their over the top DPS like Master Strikes that can do upwards of 8k damage by saying that they have a hard time staying in melee range so they need to be able to hit very hard with their attacks during that small window. Well guess what, so do we. We have to stand still to use CB and FA which allows melees to close on us, and if they re-apply their snare we are now screwed. We have to sit there and face-tank a Marauder because his snare slows me down more than I can slow him. Is that what you intended for this class? some clarification would be nice.
  21. Notice that NOBODY ELSE's snare is getting reduced so if they hit you with it you don't stand a chance to get away other than using your knockback and if that happens to be on CD... you might as well stand there and eat your 8k dmg Ravage/Master strike hits or get stunned into oblivion by Operatives or Shadows.
  22. Yup, doesn't seem like they play the classes they're changing, I don't know what criteria they use to make these changes to be honest. Buffs to one of the most OP classes in the game when buffing Focus tree. So that's all 3 trees viable for PVP? must be nice.
  23. What uber damage absorption is he talking about? Reactive Shield? hahahaha! that's the best? Let's look at Saber Ward for example: Saber Ward Instant Cooldown: 180s Raises a lightsaber ward, increasing melee and ranged defense by 50% and reducing the damage taken from Force and tech attacks by 25%. Lasts 12 seconds. Hmm I wonder which one is better. Also the talent to reduce the CD on shield can only reduce it by 30 seconds max since by then it will have counted down so don't try to make it sound like it reduces the CD timer everytime you take damage. It can only happen every 1.5 seconds.
  24. Yes Zez because after 1.2 a lot of classes got nerfed and Maras/Sent have access to WH gear and started destroying opponents with very high damage attacks. They simply scale really well with that gear AND combined with the nerfs to healers and other classes, it's much easier for them to kill their target now while staying alive and/or escaping with their defensive CDs. I agree with you that nerfing classes isn't always the best solution, Commandos have been on the receiving end of many nerfs the last couple of patches, and we are still waiting for significant buffs to our defensive abilities for PVP. DPS spec Commandos are getting an interrupt and... that's it. That being said I do think Sents/Maras need some changes. Either reduce the burst damage they put out or tweak the defensive abilities down a bit. Cloak, Camo, GBTF, Rebuke, Saber Ward, Awe, ALL available to you while some of us have ONE comparable defensive ability and even that one ability is worse than the equivalent abilty available to you. My CD reduces damage by 25% for 12 seconds... yours (Saber Ward) increases defense by 50% AND reduces tech damage by 25% for the same duration, hmm I wonder which one is better... and you still have the other FIVE defensive CDs available to you. Yes I do consider Awe a defensive CD btw since it gives you the chance to run away from someone to get healed and it's AE. I have a single target CC that I have to burn my lackluster lvl 50 ability to make it instant. I find it funny that Sentinels complain about Vanguards having too much DPS, but their defensive abilities are not as numerous or as effective as those of Sentinel's AND Vanguards will now have to stay within 10m to use their abilities, while Sents get... one second off GBTF... ugh.
  25. You are reducing the snare % of sweltering heat from 50% down to 30. While I believe this is a change aimed at Vanguards to make it harder for them to keep their target within their newly minted 10m kill zone, you're also nerfing Assault Commandos. As a DPS Commando, Assault is the only tree viable for PVP currently. Gunnery is still way too susceptible to interrupts and since you decided not to give any interrupt protection to Gunnery spec, then that only leaves Assault for any Commandos that are still crazy enough to PVP as DPS spec. Vanguards get a 100% chance to snare their target with an instant attack, Commandos don't. Our snare is RNG dependent as is and now you wanna reduce it by 20%? This is just about the only way we have to survive against the insane damage melee classes can dish out in PVP. Either give us a 100% snare chance like Vanguards have, or keep the 50% on our slow as is. You're finally giving our class an interrupt, which should have happened months ago, and you are buffing the tree that nobody uses for PVP (Gunnery) with abilities clearly aimed at PVP, such as root on Stockstrike and increased snare % on Cover Fire. But you totally neglected to provide any form of interrupt protection for a tree that requires you to stand still to be effective. You are repeating previous mistakes by nerfing a shared ability between Vanguards and Commandos. Only this time it hits Commandos much harder than Vanguards. You did this before by reducing the damage on Charged Bolts and now you're doing it again by reducing the snare % on Sweltering Heat for both Commandos and Vanguards.
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