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Briggs_Knightly

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Posts posted by Briggs_Knightly

  1. I submitted a ticket and asked if there was any way to measure my lag against the avaerage players lag. The ticket explained that I have replaced my router and modem to try and improve lag but still have some issues. I was hoping for some advice or at least a reply about whether I could do anything else to help.

     

    They left the ticket open for almost 2 weeks then just deleted all the text and closed the ticket.

     

    No responce... no advice... nothing. This is the only ticket that I have submitted that has had the actual message deleted. WHAT A JOKE... Their customer service team seems to be as user friendly as their deveplopement and implementation teams :/

  2. EA/BW dont give a dam about us.

     

    Our only hope is to unify and do something that will get their attention.

    I am not sure what the best thing to do is but a strike may be needed.

     

    The problem is that we have to be unified to gain any kind of tracktion.

    Pick a couple days and try and get all ranged to boycott for that period.

    Could you imaging the gameplay where melee have no one to jump to?

    It would be hilarious...

     

    If you can not organize a large show then we might as well stop whining.

    We can chose one week a month... and all roll f2p WoW accounts so we still have some fun.

    If they dont get the point by then... stop payin these fools and pay Blizzard or anyone else.

  3. Ops bottom of the DPS in pvp? dude, they're the one that can bring you from 100% HP to 0 without you having a single chance to hit them...

     

    As can a Marauder or Jugg because they have like 6 int/root/stun/kb.

     

    The difference is that the melee classes can fuction fully out of stealth and has a ton more utitlity.

     

    Besides... everyone and their brother have a way to pop people out of stealth.

  4. Because they are stupid... They talk me into spending credits to increase my PVP exp so that iI too can lvl my FoTM smash toon. If anything... the cost was too high for the benefit > if all levels are purchased, we should get like 180-200% exp not the measily 130%.

     

    Then they nerf it overall... and made the credits i spent a waste.

    I am more stupid now for having played this game.

     

    I guess that they fear we will actually all have Marauder/Jug/PTs in the near future.

    If you don't, you will be just another target for said toons.

  5. I guess my BIGGEST complaint for EA/BW is that if this many people can see the problem... How can BW/EA still pretend that all is in balance??? What drug do they do in their meetings???

     

    They absolutely have to give something to the 3 off-heal dps group or they need to turn this over to someone else and find a new job.

  6. The 2nd thing I would change (given the chance) is that I would remove some of the Warriors/Knights CC.

     

    SERIOUSLY... People say they do too much damage but their greatest strength is CC.

    They get strong offense and strong defense but it is the root/mezz/stun stuff that kills.

    At the very least... make that 6 second AOE mezz a pve only option. Or make it 3 sec on strong and pvp groups. Basically.. the tank version should have some CC but the dps versions should have hardly any more CC than the Merc/Commando. Warrior damage > Merc, Warrior defense > Merc, BUT Warrior CC >>> Merc. How can EA claim PVP is balanced when 1 class is obviously so much better??? They must think we are as dumb as they are???

  7. Thanks for all the replys. almost all were on topic and most were informative.

     

    We have had similar lists before but I wasnt sure what the up to date ranking are.

     

    I am goint to change the ranks a bit and comment a thought at original post.

     

    Thx

  8. As 1.5 is done, we now have time to better understand which classes are OP and which are terrible... Let us try and come to a concesus on the ranking of the DPS classes. No healers or tanks in this list... just DPS.

     

    *As this is posted in the PVP forum... assume we are talking about overall effectiveness (usefullness) is a pvp group.

     

    I will start with what I think the rankings should be but will edit if there is concensus:

    99 Marauder / Sentinel *Even a bad player can be pretty effective in this class

    87 Assassin / Shadow *Good utility +stealth +damage. Can be top contributor in skilled hands

    85 Powertech / Vanguard *Spamable I-WIN button and loads of utility

    75 Juggernaut / Guardian *Faily easy to play, loads of CC, can even be top damage with skilled player

    72 Sniper / Gunslinger *A little limited but is incredible sometimes. Can dominate in packs.

    50 Sorcerer / Sage *Low damage but good CC and utility. A good player can leverage abilities.

    33 Mercenary / Commando *Good damage but no burst, limited CC and no utility.

    30 Operative / Scoundrel *Nerfed to useless and too easy to counter now. Only a few left who can do OK.

     

    *EDIT > I added a number rank and comments. There is no exactly right answer because skill has a big impact on the middle ranked classes. Some really great players can leverage the advantages of even a mediocre class and pawn people. The top classes do not need a skilled player to have a big impact. The botton ranked classes have such low utility that even a good player can not make a big impact against good teams.

    SO... What was my point...

     

    Nothing abrasive. It is just that I noticed that the weakest DPS classes were the off-heal ones. There were some choices made by the developers at inception that are now having a big impact on 3 of the 8 classes. They probably don't want to admit it and certainly have no idea how to fix it now.

     

    Healers were too hard to kill so they got nerfed. The PTs, Assassins and snipers have all had their time as heavy damagers so they got nerfed. The combination of nerfs to healers and the sister classes have killed the off-heal dps versions.

     

    If I could speak to a designer and only recommend 1 thing... It would be to balance the healing classes. Weaken the ability of healers to self-heal. Restrict some of their heals to friends only. That will still make them good for a group and viable in PVE but limit their ability to be immune to death. Then add some utility to the entire class so that healers and their off-heal dps classes can do something besides be targets.

     

    A sample suggestion would be to make Mercs immune to roots so they are actually mobile. Make Ops immune to stun because only the hardy make it as an Op. Then make Sorcs immune to Mezz because they are of a strong mind. None of these limited immunities make a class overpowered but add to their class specialties and give them some survivability. There are so many other options that I can not even name all that I have in mind... BUT... EA has to do something for these 3 lost classes.

  9. Then Jet Charge gets nerfed too since it's the exact same skill. How about instead of constantly whining and asking for nerfs, you man up and get better?

     

    Actually... the OP got it exactly right!

    This has been a suggestion of mine because there is currently no benefit to range.

     

    There should be (EA BLOWS so logic doesn't matter) some gap between the max range of ranged damage and the max range of utility effects such as the jumps and pulls. The pulls are far worse from my standpoint but both are too powerful at their current range. A compromise would be to lower the jump/pull range to 24 or 25 meters and increase basic ranged attacks to 32 or 35 meters.

     

    I have a Merc, Jug and a VG (with both jump and pull) so I am not playing favorites.

  10. LOL. so many people have unsubbed due to gangs of operatives stunlocking everyone .. did you hear? there are metrics...

     

    I'm hoping you are being sarcastic... but you nailed the point.

     

    Lets see... A properly specced Concealment Op gets:

    1 - interrupt (with 4 seconds of no use) (every 12 second)

    1 - 4 second stun

    1 - 8 second AOE mez

    1 - 12 second 50% slow

    1 - 1.5 second knockdown (only from stealth)

    and a sleep that is only used from stealth mostly meant to annoy people

     

    A well specced Rage Jug gets:

    1 - interrupt (with 4 seconds of no use) (every 8 seconds)

    1 - 3 second stun (channeled)

    1 - 6 second AOE mez

    1 - 9 second AOE 50% slow

    1- interrupt with a 2 second root (every 15 seconds)

    1 - interrupt with a knockback and 2 second knockdown which resets FCharge

    1 - 1 second root (every 15 seconds)

    1 - 5 second slow from 60% down to 10% (every 18 seconds)

     

    If the Jug is Immortal then CC is even better.

    The difference is that Ops have a harder time setting up their CC.

    Knights also have better damage, more utility and much better defense.

     

    IF ANYTHING... the people unsubbing are because knight/warriors are best in class at everything.

    EA/BW screwed this game up at the beginning by making the tank the all-world at everything.

    No other MMO has given the tank class anywhere near the damage and cc that these guys get.

    Tanks should have strong defense, average offense and very limited cc. (PERIOD)

  11. YES... stealth is STILL bugged.

     

    There have been multiple times since 1.4 when i lost stealth without knowing why. There have been times when I used Cloaking Screen and had no debuff on me but still lost stealth while trying to disengage. I thought that CS was nerfed to hell in 1.4 but it works correctly most of the time. I have 3 points into infil skill and use Toxic Scan most of the time before I even try CS and understand that all debuffs/DoTs can not be purged. There have been times when I got popped out only to see a Sage DoT and understood why I was face-rolled. There were other times when I got popped and had nothing on me.

     

    I have been popped out of stealth with no one even close to me and behind large objects that block line of sight. I was not performing any other action except moving forward. The funny thing is that I was also put into combat but no one was there to attack me. It left me in combat for like 15 seconds and would not let me stealth again. I looked around to make sure someone wasn't messin with me but it was all clear.

     

    The toons that seem to see me reguardless of my stealth are Sents, Shadows and Sages (and Imp equiv). I actually had a Marauder jump to me from like 20 m away while I was stealthed??? The thing was the he had killed me in CW and after I took the speeder around, stealthed and was moving towards him... BAM. I didn't even get close but he sure saw me and jumped on me.

     

    I am not sure if it is an exploit but it very well could be. It could also be a bug as the "combat status bug" (keeps you in combat with no one around) seems similar to this.

     

    It seems to me that they laid off the wrong people way back when because most time they try and fix something... They make something else worse.

  12. I'm simply saying that standing still while using an instant attack is not a good idea and that learning kiting tactics is beneficial regardless of your class. What logically follows from that, is that if one hasn't learned basic kiting tactics, one should learn those before complaining that your class is not good enough, since they're not even playing it to its full ability.

     

    This may sound OK but take it from someone who has play-tested it...

     

    I RP him, He can not move, I try to run away, He insta stun/roots me and ripps my face off.

    or

    I RP him, He can not move, I can run away but he is still attacking me??? Yah it says 4 m but with lag and the game mechanics in play he still gets his attack on me while I've stopped attacking him because I don't want to break the root.

    or

    Someone in my party breaks the root and I just wasted 1 attack that could have mattered on the now pretty worthless RP.

    or

    I can actually run into the chaos of my group (if anyone is around) and he gets distracted into attacking someone else.

     

    Mostly it just sux now and I have already respecced out of it anyway.

  13. Both classes need to be healing for pvp. Mercs you won't out dps powertechs and dps operatives will always fall short of snipers.

     

    Just do your job and we win the war!

     

    Do NOT ask other people to do that which you are not WILLING to do yourself!!

     

    If your server needs healers... roll one.

  14. Agreed. But I do like the distance changes. Before, it was almost impossible to walk past a huttball obstacle without getting stunned from 30m away. Now, it's more about positioning, you have to know where to be to play offense or defense.

     

    A 10 m stun on a melee class (that can pull or jump) is reasonable. A 10 m stun on a ranged class is stupid AND a melee range root is asinine. Reduce ALL jumps, pulls and pushes to 20 m (max) and move stun darts out to 20 m and there is a START to balance.

  15. tbh its only the melee classes that get stunned a lot, as a range dps , i barely ever get a stun on me, cause of the range nerf, re roll ranged bro

     

    I guess it depends on what you call a stun. As a well known DPS Merc I am constantly jumped on by FoTM melee toons. One jumps to me from 30 m and stuns me for a few seconds and there isn't **** I can do about it. About the time I get free from that... his buddy jumps to me and puts me right back in stunlock. Now that my resolve bar is full, I'm ready to actually start fighting... Oh wait, nm... I'm dead!

  16. THIS IS JUST FOR FUN! Don't respond with this just sux or something like that. I play with this stuff when I'm bored and can't access the internet. I do not expect Bioware to actually read this or even care about class balance. People have asked me what I think about this or that so I figured I would post this for peeps to read for fun.

     

    I have a level 50 VG and a level 50 Merc. I understand some of the problems in balancing the Merc/Commando with the PT/VG. It seems that Bioware has failed to meet their obligation to provide fun to play, balanced, classes that give different strategic opportunities but no OP classes. One reason for this (in my opinion) it that they are trying to give the PT/VG the same benefits of the ranged classes and ALSO the benefits of the mele classes. It is obvious that this all encompassing class would be OP. So they are trying to figure a way to weaken PT/VG while keeping them similar to the Merc/Commando. These adjustments have had a small impact on the PT/VGs but have killed their ranged counterparts. They are too incompetent to find alternate solutions so I plan out what I would do.

     

    It is obvious that their were some decisions that were made early on that they will not undo. I however have the freedom to give whatever skill I want to create balance but still a fun style. I have created many different combinations but here is one:

     

    > Level Cast Cost Range Cldwn

    BH 40 Inst > > 120 s Power Surge

    Your next ability with an activation time will activate instantly. Effect lasts 12 seconds.

    BH 30 Inst > > 120 s Kolto Overload

    Restores 18% of maximum health over 12 seconds.

    BH 25 Inst > 20 m 20 s Stealth Scan

    Fires off probes that scan the area for stealthed opponents. Probes last for 12 seconds.

    BH 20 Inst > > 1200 s Heroic Moment: On the Trail

    Finishes the cooldown on Electro Dart and restores 2% of maximum health every 3 seconds. Lasts 1 minute. Requires an active companion.

    BH 15 Inst 24 ht 20 m 60 s Death from Above

    Rains death from above, firing a volley of missiles at the target area, dealing X kinetic damage over the duration. Weak and standard targets are knocked down by the blasts.

    BH 14 Inst > > 120 s Energy Shield

    Reduces all damage taken by 30% for 12 seconds.

    BH 13 Inst 16 ht 30 m 15 s Rail Shot

    Fires a very powerful shot at the target that deals X weapon damage. Only usable against incapacitated targets and targets suffering from periodic damage.

    BH 12 Inst 8 ht 20 m 60 s Electro Dart

    Fires an electro dart that stuns the target for 4 seconds.

    BH 11 Inst 24 ht > 15 s Flame Thrower

    Torches everything in a 10-meter cone with a flamethrower, dealing X elemental damage over the duration.

    BH 10 Inst > > 600 s EMP charge

    Stuns all weak and standard droids within 8 m for 12 seconds. Also stuns strong droids and yourself for 2 seconds. Requires an active companion.

    BH 9 Inst 16 ht 30 m 15 s Unload

    Unloads your blaster into the target, dealing X weapon damage every second. Weak and standard enemies caught in the blaster fire are stunned for the duration. Fires both blasters if dual wielding.

    BH 8 Inst > > 120 s Determination

    Removes all incapacitating and movement-impairing effects.

    BH 7 Inst 16 ht 4 m 9 s Rocket Punch

    Engages the jetpack, allowing you to strike the target with a heavy punch that deals X kinetic damage.

    BH 6 Inst > 20 m 6 s Hunter's Boon

    Increases the target's Endurance by 5% for 60 minutes. If the target is a party member, all other party members are also affected.

    BH 5 Inst 8 ht 20 m 15 s Explosive Dart

    Fires a dart that detonates after several seconds dealing X kinetic damage. Standard and weak enemies enter a state of panic while the dart is active.

    BH 4 1.5 s > > > Combustible Gas Cylinder

    Loads your blaster with combustible gas, giving all of your blaster attacks a 10% chance to deal X additional elemental damage over 6 seconds. Only one cylinder can be active at a time.

    BH 3 1.5 s 16 ht 30 m > Power Shot

    Overcharges your main blaster and fires off a single, powerful, shot that deals X weapon damage.

    BH 2 Inst > > > Recharge and Reload

    Regenerates health and vents heat while channeling. Not usable in combat.

    BH 1 Inst 24 ht 30 m 15 s Missile Blast

    Deals X kinetic damage to the target and 0.33X additional kinetic damage to up to 3 nearby enemies in a 5-meter radius. Weak and Standard targets are knocked back from the blast.

    BH 1 Inst > 30 m > Rapid Shots

    Fires a quick stream of bolts, causing X weapon damage.

    BH 1 Inst > > 120 s Vent Heat

    Rapidly vents 50 heat over 3 seconds.

    BH 1 > > > > Weapon Proficiency: Blaster Pistol

    Able to equip blaster pistols, and similar sidearm weapons.

    BH 1 > > > > Armor Proficiency: Heavy

    Able to equip heavy combat armor.

    BH 1 > > > > Armor Proficiency: Medium

    Able to equip medium-weight armor.

    BH 1 > > > > Armor Proficiency: Light

    Able to equip clothing, robes, and light-weight armor.

    BH > > > > > Shoulder Slam

    Changed and moved to Tech

    BH > > > > > Thermal Sensor Override

    Changed and moved to Merc

     

    > Level Time Cost Range Cldwn Name

    Merc 50 Inst > > 120 s Thermal Sensor Override

    Your next ability generates no heat. Effect lasts 12 seconds.

    Merc 46 1.5 s 8 ht 20 m 300 s Onboard AED

    Shocks and revives an incapacitated ally. This ability is usable while in combat. When used, all party members can neither use nor be the target of an in-combat revival for the next 5 minutes.

    Merc 42 Inst 8 ht > 45 s Carbonize

    Encases up to 5 enemies within 8 meters in carbonite, stunning them for 2.5 seconds. Damage after 2 seconds ends this effect.

    Merc 38 1.5 s 32 ht 30 m 45 s Fusion Missile

    Fires a fusion missile that detonates on contact, dealing X kinetic damage to up to 4 targets within 5 meters and searing all targets with radiation burns that deal X additional elemental damage over 6 seconds. Weak and standard targets enter a state of panic from the flames.

    Merc 34 Inst 8 ht > 45 s Chaff Flare

    Reduces threat towards all current enemies and interrupts the current action of anyone targeting you.

    Merc 26 Inst 8 ht 30 m 6 s Cure

    Cleanses a friendly target of up to 2 negative tech or physical effects.

    Merc 22 2 s 8 ht 30 m 60 s Concussion Missile

    Fires a missile at the target that knocks it out for up to 60 seconds. Non-player, non-standard and non-weak targets regenerate health rapidly while knocked out. Damage to the target after 2 seconds causes this effect to end prematurely.

    Merc 18 Inst 16 ht > 30 s Jet Boost

    Blasts 5 nearby enemies back and away. Targets hit by this take X elemental damage and have their movement slowed by 30% for 4 seconds.

    Merc 16 1.5 s > > > High Velocity Gas Cylinder

    Loads your blaster with a high velocity gas cylinder. While active, armor penetration is increased by 35%. Only one cylinder can be active at a time.

    Merc 14 1.5 s 16 ht 30 m 12 s Healing Scan

    Heals a friendly target for X. Requires Combat Support Cylinder.

    Merc 12 1.5 s > > > Combat Support Cylinder

    While active, Rapid Shots charges your powercell with each use. Charges increase all damage and healing dealt, up to a maximum of 3% at 30 charges. In addition, targeting an ally with Rapid Shots will heal the target for 100% of your tech bonus healing. Only one cylinder can be active at a time.

    Merc 10 1.5 s 16 ht 20 m > Rapid Scan

    Heals a friendly target for X.

    Merc 10 > > > > Dual Wield

    Allows you to wield two one-handed weapons.

    Merc 10 > > > > Hired Protection

    Reduces the cooldown of Revive by 100%.

    Merc > > > > > Power Shot

    Changed and moved to BH

    Merc > > > > > Sweeping Blasters

    Removed or change to an emote.

     

    > Level Cast Cost Range Cldwn Name

    Tech 50 Inst > > 120 s Explosive Fuel

    Increases tech critical hit chance by 15% for 12 seconds.

    Tech 46 Inst > > 45 s Phosphorous Flares

    Reduces the accuracy of all enemies that are targeting you by 15% for 6 seconds.

    Tech 42 Inst 16 ht 10 m 45 s Shoulder Slam

    Slams into the target with a rocket-propelled shoulder charge, dealing X kinetic damage to weak and standard targets or X kinetic damage to strong targets. Only usable on incapacitated targets.

    Tech 38 2 s 8 ht 30 m 60 s Sonic Missile

    Fires a sonic missile that taunts your target and all nearby enemies, forcing them to attack you for 6 seconds. Enemy players have their damage reduced for 6 seconds unless they attack you.

    Tech 34 Inst 24 ht > 30 s Flame Sweep Torches up to 5 targets within 5 meters for X elemental damage and slows those affected by 50% for 4 seconds.

    Tech 26 Inst > 4 m 8 s Quell

    Interrupts the target's current action and prevents that ability from being used for the next 4 seconds.

    Tech 22 Inst 8 ht 20 m 45 s Grapple

    Fires a grapple line that pulls the target to the Bounty Hunter and generates a high amount of threat. Cannot be used on targets in cover.

    Tech 18 Inst 16 ht 10 m 3 s Flame Burst

    Fires a burst of flame at the target that deals X elemental damage.

    Tech 16 1.5 s > > > High Energy Gas Cylinder

    Loads your blaster with a high-energy gas cylinder. While active, all internal and elemental damage dealt is increased by 5%. Only one cylinder can be active at a time.

    Tech 14 1.5 s > 30 m > Guard

    While active, the guarded player takes 5% less damage and generates 25% less threat. In addition, so long as you remain within 15 meters of the guarded player, 50% of all incoming damage from enemy players is transferred back to you. Requires Ion Gas Cylinder.

    Tech 12 1.5 s > > > Ion Gas Cylinder

    Loads your blaster with ion-charged gas, giving ranged attacks a 15% chance to deal 253 additional energy damage. While this cylinder is active, threat generated is increased by 50%. Increases armor by 60%, decreases all damage taken by 5%, and increases shield chance by 15%. Only one cylinder can be active at a time. Ion Jolts can only occur once every 1.5 seconds.

    Tech 10 Inst 8 ht 20 m 15 s Neural Dart

    Fires a neural dart that taunts the target to attack you. Player targets deal 30% less damage when attacking anyone other than you. Effect lasts 6 seconds for weak and standard targets and 4 seconds for strong and pvp targets.

    Tech 10 > > > > Armor Proficiency: Power Generator

    Able to equip a power generator in your off-hand.

    Tech 10 > > > > Armor Proficiency: Shield Generator

    Able to equip a personal shield generator in your off-hand.

  17. Bioware needed to nerf PT/VG. They needed to buff Merc/Commando

     

    Here is what happened: BIOWARE RUINED THE RANGED VERSION AND HAD ALMOST NO IMPACT OT THE MELE VERSION.

     

    I can not believe that the people who make decisions for this company still have jobs. REALLY. If I performed my job as poorly as they have... i'd be on obama's pay to stay home plan right now. Can LucasArts transfer the rights to this game to someone (anyone) else before this game is dead??? LucusArts reputation is at stake here too.

     

    Just so people here don't think I am complaining and not providing a viable solution... What should have happened is that all Merc Rocketpunches should include a knockback and Afterburners (2 point skill) should add a knockdown to the end of that. This would not be OP. It certainly would NOT scare any Warrior/Knight. It would provide an opportunity for a ranged class to survive a bit longer and possibly even have an impact for the group.

     

    Bioware is so intent on keeping all classes the exact same that they don't get it. LOWERING THE STUN TO 10m ON A MELE CLASS IS NOT EQUAL TO A 10m STUN ON A RANGED CLASS. Giving a 4m root to a ranged class is asinine. If you want to give us a root.. give us a 20-30 m root. Hell, tie it to the interrupt (that I never wanted) so that it interrupts them in place for 2 seconds. Oh, wait... that would make the weakest class in the game OP, right???

  18. Why hunters had meele root in wow? Try to kite.

     

    It was impossible before 1.4. Not saying that now it is possible, but you just gained a 4 sec root on a 9 sec cooldown, try it, you may discover that this class has gained in mobility, which is exactly what it needed.

     

    You mean a 2 second root... assuming you actually want to fight. The root breaks after 2 seconds if they take damage. If your goal is to always try and run from every mele class in the game you would be better off playing a different game. Biowarwe took our ability to kite away in patch 1.2 and it has only gotten worse since.

  19. There are bugs that get fixed at some points and then return again later...

     

    There have been times when the unload has worked fine. But sooner or later is creeps back in. I don't know how they can take a known problem that has been fixed and let it back in. It has to be incompetence.

     

    I had an oldie pop up again last week: Remember when you Q for a WZ and push the acceptance button only to have it push you to the character selection screen... That happened to me twice last week. Seriously Bioware. How can you let an OLD (known) problem back into existence once you have fixed it. Don't you keep notes on things like that???

     

    Another bug that never seems to get fixed... I send my companion on a mission and when I get done with a WZ... My companion is nowhere around. It shows that that particular companion is my active companion but I can not see her anywhere. I have to send her to sell my gray stuff (even if I don't have any gray items). I can also switch companion and then switch back. Either way, THIS IS A LONGSTANDING PROBLEM THAT BIOWARE IS TOO INCOMPETENT TO FIX.

     

    Funny huh... How stupid am I for giving them money???

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