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mikepapz

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  1. Edit: Never mind, I failed to read the post properly. Sorry, I'm tired.
  2. Quite simple really. If I've lost 10% Surge then I've lost 10% damage to my criticals. (Will probably be less with averages but game keeps crashing so can't see for myself yet) Before patch: 3.3k damage with Sucker Punch crits. After patch: 3k damage with Sucker Punch crits. All self-buffed values of course. Fully grouped buffed, that loss from criticals will be higher. I personally have only lost 10% critical damage from the Surge nerf. Now imagine those who've lost a lot more than I. I'm not complaining about the Surge nerf myself but I'm just saying you don't need a combat log to see that it's affecting you. It will affect a lot of people, including healers and those who relied on Surge because Alactricty was bad for them as a stat.
  3. Nice, this looks really awesome. Thanks Bioware. Can't wait for the patch with these changes to come.
  4. Well it's been over a week now since we had Patch 1.1.1 and we still don't have a response from Bioware. I know that this bug isn't a game breaking bug so I don't expect it to be fixed as a top priority. It's just one of those annoying bugs! It would be nice if Bioware at least acknowledged it though.
  5. For leveling, I used Corso all the way to 50. He's a decent single-target tank so I'd set him on the strongest mob, I'd take care of the normals/weaks and then finish off the stonger mob(s) that Corso was dealing with. I'd throw him some healing if needed. (Rarely needed though) At 50, I've kitted Risha in Columi (T2 PvE gear) and she hits like a truck. She can crit for upwards of 3.3k atm. It makes soloing (dailes) extremely fast. I never need to stop to regen HP. I leveled as Scrapper. I'm still a Scrapper at 50.
  6. Still no update about the issue from Bioware yet. I've submitted an in-game bug report. All we can do is wait and hope.
  7. Well I hope that this issue is a bug and not an intended change. It's most likely a bug though. It just doesn't make any sense for them to put a delay on K.O.!
  8. It's the playstyle I enjoy the most. If I wanted to play Dirty Fighting, I would have been better off playing as a Gunslinger. What other choice do I have apart from healing? I'm not trying to argue here or anything so please don't take my post the wrong way. It's just how I enjoy playing my Scoundrel so I won't let a couple of nerfs force me to respec. Just a bug like this can be quite irritating!
  9. Patch notes for 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. There's nothing in the notes that suggest what you're saying here.
  10. It's not in the patch notes though? The stun duration was lowered from 3 seconds to 1.5 seconds. The stun itself shouldn't have a delay to activate though.
  11. Before 1.1.1: K.O. would trigger instantly upon hitting a mob with Shoot First. After 1.1.1 (The bug): I'd position myself behind a mob, activate Shoot First and then the mob proceeds to turn around and face me before being Knocked Down to the floor. This also means that mobs fall over on their backs and not their fronts as they're supposed to. It seems that there's a delay - quite a significant one from K.O. being applied to mobs. Some mobs even have enough time to cast an instant knockback etc. on me before being knocked to the ground. My latency is fine so it has nothing to do with that. Are any Operatives also having the same problem (If any come in this forum)?
  12. Yeah, I feel your pain on this. Reverse Engineering to learn Schematics, is far too inconsistent. One time you'll only need to Reverse Engineer a few items and other times it'll feel like you've been crafting over and over, RE'ng with no results. I propose some suggestions to maybe improve and take away the "RNG" feel of it. Either: ~ Remove the need to Reverse Engineer items to learn the more powerful counterpart and instead have that same chance of learning it while crafting it. ~ With the above in mind, have Reverse Engineering an item always yield the rarest component. e.g - RE'ng a purple (quality) crafted color crystal will return the purple gem(s) required to craft the item. (This is to keep Reverse Engineering desirable otherwise the GTN may get flooded) Or: ~ Add a Schematic Vendor that sells the more powerful Schematics that you'd otherwise have had to Reverse Engineer to learn. The vendors would require you to pay with items you've crafted. e.g - In the OP's case, he/she would have to make and turn in 5 (or more?) Accute Enhancement 22's (blue) for the purple Schematic. My suggestions are probably far fetched but meh. Bioware could at least increase the chance to learn a Schematic through Reverse Engineering though.
  13. mikepapz

    OPs/scoundrel HLPVP

    Edit: Never mind actually. I should have read the rest of your post! A 6 second cooldown on Hidden Strike actually sounds reasonable.
  14. Well said. I'm a PvE player, play on a PvE server and have no interest in engaging in any PvP whatsoever. I have two level 50's and have 0 Valor on both of them. I understand that PvP is also a big part of the game, however, there are people like me out there that will never take part in that side of the game. These balance changes were specifically aimed at PvP as stated in the patch notes. This change is going to have a direct effect on my gameplay even though I don't PvP at all. The same can be said for a PvP player if a change was made because of a PvE issue. I strongly believe that all PvP changes should be seperate to PvE and vice versa. It'll be a lot easier to balance classes if done seperate to PvP/PvE, if not - one change may eliminate a problem in one area, but cause a problem in the other and the vicious cycle of balance changes begin. I hope Bioware will re-think the way they balance the game and seperate PvP and PvE changes. Another game (which I won't name as it's not relevent) I played did a very good job at seperating PvP/PvE changes. Signed, PvE player.
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