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Pferdebremse

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Everything posted by Pferdebremse

  1. Yes, you can roll around and away and keep yourself alive and even throw some negligable fluff damage around, but you're not really doing anything useful. The reality is you're taking up a spot that could be filled by a truly effective DPS guy or Healer instead.
  2. Here's the thing: According to Bioware the DPS numbers that the various classes and specs can dish out are balanced around PvE. In PvE bosses have a default 10% defense to melee/ranged and 10% resist to tech/force. This means ALL classes and specs that are playing a DPS role have to stack their accuracy to reach 110%. Now in PvP things look different: The only default defense is 5% melee/ranged for all characters and 10% for inquisitors/consulars (unnecessary if you ask me) Now here comes the unfair part: Some specs can completely ignore accuracy cause they deal pretty much nothing but yellow damage (Sorcs, Concealment Operative etc.) while others like Gunslingers/Snipers have to sacrifice up to 3 enhancements + 1 augment or 4 enhancements for Accuracy to overcome the default 5% melee/ranged defenses. This needs fixing, here's two possible solutions: 1. Give everyone a default 5% tech/force resistance 2. remove the default defenses entirely.
  3. I have to agree, I pretty much main a ruffian scoundrel, but it's just not worth it.. You can roll around and heal yourself, but itll only delay the inevitable. Setup time is too long, DoTs do little damage, the "burst" isn't really there either once you have everything setup (by that time you're either dead or your target is already dead) The DoT spread is pretty much unusable compared to what Hatred Sins get (or pretty much any other DoT spreading spec in the game) Hatred Sins have a finisher, you dont, they have a ton more CCs and their heals are passively rolling with their normal rotation while you have to waste GCDs to activate yours. And immunities, and escapes. And and and... It's sad that after 3 years Bioware still hasn't figured out how to make Lethality/Ruffian viable for PvP. I don't think they care.
  4. I was talking about Lethality Operatives, not Concealment. Lethality has no immunity on roll. But I dont think people even acknowledge the existence of Lethality anymore lol. If they ever had.
  5. I have another question: why would you choose a Lethality Operative over a Hatred Sin? Operatives have been asking for CC immunity for such a long time and they gave it to....Sins.
  6. TRE is a nightmare playing Republic atm. You constantly have these 1000 expertise Commando, Sage and "Tank" pros on your team, Imp teams usually consist of multiple premades and stacked Sorcs. The able PvPers get frustrated eventually and leave the game or change the faction. It's time for crossfaction.
  7. wish unranked would be just solo only, the matches that are randomly mixed together are the best ones, premades take the casual fun out of it.
  8. Bioware, if you piss your players off too much by not caring about things like this epic bolster bug which imbalances pvp at random and we cant even get a single statement, then you guys shouldn't be surprised when one day there will be no one left to buy your crappy recolored cartel market items.
  9. it could be as random as the length of your Character name, social level, how often you retrained your crewskills ... or it's just completely random.
  10. That's what I would suggest: Ballistic Dampeners refreshing themselves every 6 sec. Vital Regulators healing for 3% every 2 sec. Add an OH SITH! button like Force Barrier, call it "Ray Shield", works like Force Barrier, you can't do anything, it heals you up to some degree, let's say 80% of your HP. (or via some added Vital Regulators effect like "while protected by your Ray Shield you heal for 8% of your total health every second") Can't roll through diversion which totally blows, fix this please. Diversion is a death sentence to a sniper/gs in an arena. Whoever fires it first, wins. Rubberbanding back into a Ravage when using your roll, fix this too please. Rolling should give you immunity for movement impairing effects for 3 sec or something, that should do it.
  11. Interesting theory. €: my vanguard that was from my original server and i had him since launch is affected by the bug, my mercenary who is even "older" than the vanguard and was my very first character, created at launch day, doesnt have bugged extra endurance though.
  12. *snip* This is big and I dont care if it's xmas or not, this **** needs an emergency patch, it's ruining pvp as it is right now.
  13. yea, bolster is completely messed up, mostly I see Vanguards running around with magical extra 4k health, also Sages, Snipers, Mercs, not sure if it's class specific, havent seen any Gunslingers with undeserved extra endurance so far. I mean getting like 10% extra hp for free is huge and no, it's not due to me not knowing about augments being bolstered and that the bolstered augments give a lot of endurance. It's ppl in fully 186ish augmented Dark Reaver/Exhumed gear having magic ~400 endurance points more when they're inside a warzone.
  14. I've been trying to figure out what's causing it, so far no luck, I even switched out my overkill augments with mainstat ones. There must be something triggering it though, because some pvp guild I've seen had the bug consistently triggered on almost all of their members.... Can we have a Dev acknowledge that this is being fixed soon? It's causing a big imbalance on the pvp playfield atm.
  15. Ok ive been sending tickets and writing on reddit about it and nobody seems to care, but this is a huge bug, and most often it seems to affect Vanguards, who receive ~3-4k undeserved extra hp via bolster. Even my own VG receives it while I've seen Snipers with the same bug, I can't get any extra HP on my Gunslinger, Scoundrel or Shadow. Sages seem to be affected by it sometimes as well. In some cases certain classes receive 300 or 400 extra endurance points via bolster for no good reason at all. And yes I'm fully aware of augments, augment bolster and so on.
  16. we need some form of (substantial) self-healing. i mean why give a class that has already off-taunts like hatred sins and juggernauts and vanguards (oh **** moment or ongoing) self-healing capabilities while snipers have neither heals nor taunts. that cute 1% every 3sec tick isnt really doing anything, neither is the shield probe. does it come down to "but you have ballistic shield" again? everyone has has raid utility buffs and debuffs now. (again) how about this: a short combat stealth ability (like force camouflage) that doesnt break from taking (dot) damage, but also doesnt remove you from combat, heals you for lets say 35% of your health and gives you the opportunity to disengage and reposition yourself in a wz. i hope this wouldnt screw up operations balance which is all Bioware seems to be concerned about these days on an unrelated sidenote, why isnt the 6% more dmg reduction while in cover still not showing up in the character sheet? makes me think it doesnt even work at all. one more thing, can we just have a talent that makes snipe/charged burst instant, no matter what instead of these lame "when you activate cover pulse / when you go into cover every 6 sec" things, it would really make a HUGE difference for pvp and virulence would get more use out of their snipe-replacing fartshot.
  17. yet gunslingers and snipers were nerfed heavily in terms of survivability in 3.0
  18. They should change the threat drop ability into a short combat stealth move like force camouflage, that gives a sniper enough time to reposition himself and lose focus.
  19. datacrons are reason enough for me to not level up another toon, whats the point of being able to level up with pvp when i still have to go to each planet and grab all the crons, sigh. ive done it so many times before, i just dont want to anymore. please, make it a legacy level 50 unlock.
  20. They need to redesign the class one way or another at some point, it's ridiculous that we DPSers can't get any buffs because the devs are afraid of buffing our overpowered healing tree even further. A possible fix could be the addition of stances. IMHO all three trees need a major overhaul. One is beyond op, the other 2 are laughable at best.
  21. I'm probably the only DF scoundrel playing wz on my server - that alone speaks for itself about how "balanced" we are. Anyway, here are thoughts from a DF perspective: We lack both damage output and survivability. If I give my best (in pvp) and even taking cheap fake dps aka derp spamming dots around everywhere into account, I end up somewhere where I would end up with any other dps class when randomly pressing buttons. No seriously, I play a lot of dps classes and my DF scoundrel is the squishiest with the lowest dmg output. Even deception sins (who get buffed) are a lot tankier, yet do have the same damage output. The damage output might be fine against a raid boss, but there's things in warzones and arenas that screw up our damage output. The main problem with the damage output that I see is that it takes way too long to set up our heavy hitter Wounding Shots and by the time I can finally burst them down with it, they have used one or another ability to get rid of the dots, ran away, died or simply killed me first. We don't have the luxury of having a 35m range like our gunslinger brothers, yet we are arguably even squishier than them. Dodge is kinda nice, but really only works against gunslingers/snipers reliably. Most damage in warzones comes from AoE's and yellow dmg, both things we have no defenses against except a weak absorb shield which really doesn't help much at all. If you want us to be more resistant against DoTs rather than AoE, fine but 15% reduction is nothing. make it 30% at least, we'd at least be a small counter to the growing population of madness sorces. Here are some random ideas for possible buffs that could make the DF scoundrel at least a bit more attractive for pvp: - Wounding Shots gets a chance to apply something like a Slow Release Medpac on yourself. - The proc on Scurry is very unreliable. Make it a 100% chance with a 15sec CD. - Exiting stealth gives you a free Defense Screen outside the normal CD. (somewhat similar to the 25% dmg reduction that deception sins get) - Holdout Defense shold give 25% dmg reduction for 6 sec rather than a speedbuff that is only really useful for gunslingers. Scrappers would benefit from this too obviously. - Add a talent that applies Vital Shot to the primary target hit by your Shrap Bomb (not the bystanders, they would still only receive the normal shrap bomb DoT). This would decrease the time it takes us to set up our main attack and also reduce energy management problems.
  22. Yes, omg yes. Make it Legacy Level 50, but please put it in the game. After having done all the datacrons on 6+ characters it's just not fun anymore, it's utterly frustrating To the people saying you shouldn't get something on a character, which that character hasn't "earned": That's the whole point of the legacy system, that you share benefits between your characters like QoL unlocks, companions, buffs etc. And +40 at lowlvl isnt huge - those +41 crystals are nice, but not gamebreaking either.
  23. it's true on the red eclipse at least. seems like with the f2p start the same thing happened that happened during launch a year ago, most new players roll empire. in normal warzones you see a lot of powerful classes on the republic side like assault vanguards, sentinels and scoundrel healers while the empire is filled with 14k sorces and mercs and far less experiences players in general.
  24. on my server the biggest problem IMO is what class ppl choose to play. i just had a match with 4 vanguards, 2 guardians, 1 sentinel and 1 scoundrel on my team, while imp teams mostly consist of sorces and mercs. if youre lucky you get one sage and one commando.
  25. if you want to pay 20 bucks to have an advantage over other players, there are thousands of f2p mmos on the market which are all about pay2win.
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