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Posts posted by xO_om
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Hi,
This issue will be fixed in an upcoming patch. (Not 1.1.1)
Items already acquired by players will be upgraded automatically to the fixed versions when that happens.
I appreciate the response (timely or not).
Good to know that previously purchased weapons will be upgraded.
If you have your tokens (and credits to burn), you can buy your weapon, remove the crystal and slot it into your current weapon for the valuable stat boost and elite look.
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Both Rakata tokens but haven't gotten a Columi drop.
Should have 140 weapons, have 126.
Sad raider. Wish I could be contributing the damage that I should be.
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True enough, but is offhand damage enough to justify gearing for 10% more accuracy when all those stat points could be used for power/crit/surge?
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"Special attacks" include every damage dealing ability except Assault, according to game files.
Does this mean 110% Accuracy with special attacks is the most important cap to hit?
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Bummed. I already bought it before that pvp fix and just pulled the crystal out and made a sort of hybrid weapon from my columi offhand. Now I'll have to get another token.
Same. The color crystal is the correct Rakata-level (+41 Power) and still gives you the cool black-red or black-blue look. But it is definitely safer to hang on to your tokens.
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Still no official response?
Unreal.
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Still no official response?
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Would still appreciate an official response to this issue.
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Would be nice to get some official insight on this.
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I also would appreciate a response to this sad issue.
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If this gets fixed, and I can swing my black-red sabers somewhere besides the fleet, I'll promise to avoid Ilum until it's working as intended.
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This has received attention from Bioware, but no action yet.
http://www.swtor.com/community/showthread.php?t=169598
This is quite a disappointing issue. Rewarding effort is important.
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Certainly disappointed to hear the nerf was so hard...
Any word on the new Karagga bosses? Perhaps they'll be the next challenge / edge of progression?
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I understand that this issue is likely affecting a very small percentage of the total playerbase, but raiding is all about pouring effort into a rewarding experience.
Keep supporting this thread, this should not be a difficult fix.
And I'm hanging on to my tokens just in case.
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Good info and well presented, thanks SJ!
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Died during Gharj encounter but we killed him. Ran back, died randomly on the way. Ran back again. Off-hand with my name on it was on the boss's corpse.
I was able to loot commendations, but when I tried to loot the gear I got "You cannot reach that".
Heh.
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I stand corrected, looked for myself and found some other threads about the weapons. This is a pretty ridiculous oversight, it's hard to believe there hasn't been more uproar about it.
I apologize.
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Strictly PvE Raids. Torn between:
31/8/2
and
31/3/7
Mainly because the need for Accuracy isn't yet clear. That extra 15% crit on Vicious Slash is definitely a DPS gain, but is it more of a gain than 3% Accuracy? Who knows.
Also, fellow Annihilation Maras should probably be taking Malice, as bleeds are considered force attacks and will benefit from the 6% crit.
Enraged Charge: I know some people like this because it gives enough rage for Annihilate after opening rotation. But I've found that as as long as you open with Charge > Deadly Sabers > Battering Assault > Rupture, most of the time you'll get a proc from Empowerment by then, which will leave you with 5 Rage and allow for an immediate Annihilate. Being able to spend those extra 2 points on Narrowed Hatred / Malice / Brutality is a big DPS gain, and I find I'm rarely, if ever, rage starved in this spec.
edit: Links contain "0 m f g" and therefore don't work
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I'd vote for a sticky. This stream makes my work day flow like butter.
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OP: You should check the Developer Tracker more often. It's extremely informative.
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Rakata is not "worst than them all". But I was a bit surprised to find that my 136 Columi boots had less strength than my 126 Tionese boots. They do have more power/acc (which ends up being worth it) and a LOT more endurance. I just find it a bit strange.
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Fully support the idea of server forums to help my guild complete our Ops team.
Do not support name-calling in thread title. That is unlikely to attract developer attention.
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Yeah, damage per rage is an inconsistent method of judging ability efficiency when comparing across different specs.
Carnage's auto-crit force scream costs 2 rage. You can't compare that to Anni's Annihilate because rage is built and spent differently for the different specs.
Besides, Annihilation truly costs 4 Rage when specced properly.
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Thought you guys might find this informative. I've bolded the part that mentions Marauders specifically.
Hi guys,There are many different subjects discussed in this thread and I would like to take the opportunity to give you some information on the topics at hand.
First off, we currently have no indication that any class needs a huge buff. Class balance is defined by the interaction between classes and changes we make to one class will, inevitably, move the balance towards or from other classes. Our data and testing currently indicates that the Juggernaut and Guardian AC could use some buffing up in two areas where we see them underperforming against our expectations.
Here are some of the things we're planning to roll out in the short term specifically regarding Sith Warriors and Jedi Knights :
- Mobility/Anti Kiting (PvP) – We agree with the sentiment voiced by the community that some Guardians and Juggernauts have to work harder than other classes to stay within effective combat range, putting them at a disadvantage. We intend to address this in an upcoming patch where, as a first step, Force Push will clear the cooldown of Force Leap, granting for more reliable in combat pursuit capabilities to the Advanced Class. Further changes will be made if necessary.
- DPS spec survivability (PvP and PvE) – The DPS specs on Guardian and Juggernaut are performing to our expectations when it comes to the ability to create damage, especially of the burst variety. However their survivability is lagging behind our expectations, especially in the later game, and we are going to start addressing that particular issue in an upcoming patch.
Our attention to the class obviously won't stop here. Balancing MMOs is a never ending endeavor and we're in for the long haul. For example, we are certainly aware that the Marauder and Sentinel are very gameplay intensive classes with some of the most complex rotations in the game. While we are currently looking at quality of life and usability improvements to increase the class' playability without compromising the unique aspects of the class, we don't have anything specific to announce just yet. We do however anticipate that some of the combat responsiveness improvements (AKA 'ability delay' - more on that here) being worked on by our engineering team will specifically aid both Marauder and Sentinel.
In regards to PvE balance, any place in the game where our data shows significant issues with the balance tuning for one or more classes or specs are of course also being looked at.
For example, Jedi Knights will be pleased to hear that we are working on tuning the final mission in their class chain to provide a better, more fun and more reliably solvable challenge (see a post from another member of my team here). Currently a large percentage of players bring a friend to solve this mission, which, while social and often more fun, is not in line with our stated goal of allowing players to progress solo through their class arc if they desire to do so. We're also looking at some companions with a critical eye to improve their viability for certain role/companion combinations.
I would also like to give you some general understanding about approach to class balancing and how you can aid us with your feedback:
- Now that we're out of the first few weeks of launch madness, you will see class and combat balance issues addressed with increased frequency. Larger scale gameplay changes and features are more likely to coincide with major content releases, but smaller scale changes and improvements can be expected to become part of our regular update schedule.
- Statements that we hate a specific class or faction, or that we intentionally underbalance certain classes to make it less popular are conspiracy theory territory. We have nothing to gain from such an approach – we want players to pick the class and faction they want to play and have confidence that they are able to perform their chosen role in the game. Anything that comes in the way of that goal is considered a balance issue for us.
- We make our balancing decisions based on a combination of internal and external testing and metrics. We don't make decisions based on who is the loudest on the forums. Community feedback is valuable in bringing issues to our attention and even to highlight possible solutions, which means that well written, constructive posts are the most effective way to communicate your wishes and feedback to us, rather than petitions and calls to nerf specific classes.
- Please understand that balance issues during the leveling process are different than issues at level 50 and are handled in different ways. If you feel your class has issues during your journey to 50, especially communicate the level range and area of the game where you are experiencing issues to aid our investigations. Player versus Player situations in during the leveling process are not always balanced at every level (a mathematical impossibility), but we are always willing to investigate.
- Just because we haven't mentioned the specific issue close to your heart in a post (such as the one above) doesn't mean we are unaware of it or that we don't want to address it. It would be impractical for us to comment on all investigations currently in the pipeline. That said, we definitely want to take a more open approach in regards to upcoming class changes.
Finally, I'd like to acknowledge, again, that we do understand that there is a desire for players to get more detailed information what happens to their character in combat. We agree with those requests and are working on various ways to, optionally, get more detailed data on your combat performance.
Thanks for your feedback!
-- Georg
- Mobility/Anti Kiting (PvP) – We agree with the sentiment voiced by the community that some Guardians and Juggernauts have to work harder than other classes to stay within effective combat range, putting them at a disadvantage. We intend to address this in an upcoming patch where, as a first step, Force Push will clear the cooldown of Force Leap, granting for more reliable in combat pursuit capabilities to the Advanced Class. Further changes will be made if necessary.
Most discussed forum?
in Sentinel / Marauder
Posted · Edited by xO_om
Click Community > Forums
Observe clearly displayed count of threads and posts in each sub-forum as you navigate the forum index.
Question answered.
Edit: After 20 seconds, I've determined that Marauder class forum has the most posts at over 15,000.