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FarizAA

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  1. Combat right now has good team utility (2 stacks of centering, which can be used straight in the start of fight for team boost and speed). In contrast watchman shall use his centering stack on zen, because it is both damage boost and team healing, also its team healing is not so great (6% to each member of group). Combat also have more slow/roots, that watchman (it is logical, because watchman with dots do not need to stay on target as much time, as combat... yet, watchman does not have enough). Combat and watchman both are paper specs, but combat compensate it with high burst, while watchman often can't live long enough for getting its damage up to its potential. What I think can be done for combat and watchman: Changing how Defended by the Force work. Health penalty shall be applied in the start of in, not in the end. It shall work for both specs. Also, watchman shall have a talent which will make this penalty smaller (30%/15%). This alone probably will move Sentinel to the place it has to be. Damage wise both specs are fine now, though probably Watchman shall get slightly more damage to Merciless Slash also. Very minor boost will be enough, it is already fine for PVE, and changes shall not break PVE balance as well.
  2. Normally in games there are reporting tools, and if person is reported during the event, special team checking reports, then warning and then banning people for few days, weeks, or even can permanent ban them. In SWTOR I doubt anything like this will ever be implemented, so answer is "nothing", I afraid.
  3. Convoy defense. Armored convoy (several cars) is moving on the road. 1 team protecting it, other team attacking it. After first round they change roles. It can attack convoy directly (by doing damage to vehicles), but only a small damage can be done. There are turrets of the way of convoy, and when convoy is in turret range it can bring a heavy damage to convoy cars. Turrets in the start belong to attackers team, defenders team can destroy turret, but doing it a long before convey is pointless, because they repairs itself. Damage which turret inflicts depends on its state, the more it damaged, the less damage it can inflict. So even slightly damaging attacking turret brings its benefits (again, they repair themselves, so to neutralize turret it shall be keep at as small hitpoints as possible all the time). Road is going arch, and slightly closer to defenders spawn than to attackers, but in the end it goes closer to defenders spawn. There is a tunel in the center of map, road goes under it and turret on top on tunnel can attack convoy both they it goes in and out. (Well, just as suggestion. There may be bridge, turret on the high ground with more range, or road goes around it so it can keep firing to convoy longer). Each round is 6 minutes. If both teams bring convoy to the end point of a road, team which bring more cars wins. If both team brings equal number of cars, team with more total hitpoints of convoy cars win. If both team lost their convoy, team which bring cars further wins. Game can end before the end of timer, if one team convoys moves further, than the point where last team convoy was destroyed. Picture attached, sorry for it being very detailed and looks great -- I am a perfectionist, have to do everything just great. http://www.alikishibekov.com/ftp17/1.jpg
  4. Expertise requirement for arena. After 2 leaves/disconnects per day player is not allowed to join arena.
  5. Sentinel does not need anything major. Combat is about fine, watchman need more love. With small changes here and there, and slight nerfing of some current OP classes Sentinel can be in a position of perfectly balanced for its role. No one really need it to be OP, please. Just better balanced with other classes.
  6. There are always people who can push classes to their limits. But what will happen if you give such people classes with a better potential? They will clearly get better results. It is a max potential of a class I am talking about. I play Watchman from release as my main, because I like it more, than other classes I played in game. After I came back after a break, I rerolled watchman and played it almost exclusively. Prior to 2.8 it was not easy, though still fun. I think damage changes in 2.8 are nice and needed, they brought Watchman back, but just not back enough PvPwise. Sure, in WZ against random opponents watchman can shine in right hands, but it is still bad choice for ranked. Well, watchman does not require anything major now, just a little love here and there. I think making it last longer is right thing to do, and that giving it more damage is not. Let see where it goes, BW is not great in constant adjustments for a balance sake, they more into fixing things which are clearly broken (or, sometimes, things, which are not), so it may take some time, before they will look back at Watchman. But when they do, I hope they will balance it in par with other specs.
  7. Valorous call giving full merciless in an interesting idea, but it won't happen I afraid. It ruins idea behind the spec -- watchman is like a locomotive, it needs time to build a steam. Also, any further change in Watchman shall be considered from the PVE perspective. At the moment Watchman is totally fine for PVE, and adding more damage to it, straight or thru fast stacks building, will make it OP in PVE.
  8. Incredibly powerful, you say. Probably those good players do not play at my server, because I have not yet meet a single one. In global ranks best sentinel is at 42nd place, and in top 50 it is only 2. And you can cut my hand out if any of them is watchman. I doubt any watchman is in top 100 as well. But, sure, it does not show the problem. It is clearly TCs L2P issue, and spec is incredibly powerful. I love this forum, really. Again, leaving it to devs. and statistics now.
  9. I waited for this comment. Thank you. Anyway, l hope that devs will check statistics after a while, hardly I can do anything more here.
  10. So what if not only watchman is broken PvP wise? The more trees are PvP viable, the more variety in PvP. It is a pain to see all the same classes/specs all the time.
  11. It is not. Check how many watchmans in ranked at the moment. People switched to check this tree from combat and took from shelves their old alts, but after a week Watchmans already back to shelves and combats respected back.
  12. I clearly do not want this. There is a problem with Watchman as a PvP spec., and you can't add more damage to it (because it has a good damage for PVE already), or make it bursty (because it is not what this tree is about, and it is a Combat tree already). I just want it to be balanced to the level when it will be a justified choice for PvP. It is a class which need some time to start dealing damage, and it shall has this time. It is clear, that this is already understood (that is why this class has a self-heal), but at the moment what it has is not enough. Really, no one need it to be OP. But it shall not be a burden for a team as well.
  13. Devs, thanks for more damage for watchman, but to make this class PvP viable it is not enough. To deal good damage watchman need time, and to get time it shall stay alive for longer, than now. Yes, it has some extra healing abilities, and in theory shall survive better, than combat, but well, in the real PvP situation it does not. Too much stuns and burst in the game, which totally negate these slow 1% heals. To keep this thread constructive, here is what can be done. 1. GBTF for watchman -- add to Zealous Ward smaller penalty for GB (When GBTF ends lose 30%/10% of your health). 2. Increase healing of Zealous Ward at least to 5% (actually it shall be more). This talent works really bad as it is now, it heals to very small amount, it is on 1.5 sec., long cooldown, and it is attached to something which gives clear visual clue (bubble), and make people to switch of you, which negates its effect. Or (better), make it 2% heal every 1.5 seconds for the duration of Saber Ward even if no one attacked Watchman. It will be granted 16% heal attached to Saber Ward. 3. Weakening Wound can give more damage reduction. 5/10% looks ok, and will make Watchman a slightly better dueler (right now it is one of the worst dueler out there). It also will make it more team oriented, because Watchman can work as a doc protector. 4. Critical hits can heal to 1.5%. It was 2% before nerf, and it was when generally much less damage was in SWTOR. Making it 2% will be OP probably, but 1.5% seems fine. 5. ZEN crits can heal your team for 1% (as it is now), AND add 1% to your crit healing, so when ZEN activated you get +6% of health of total 12% (1% from Merciless Zeal + 1% from ZEN for 6 stacks). Not a huge, but seems logical. 6. Make it DoT resistant by adding to some talent a 25%/50% resistance to DoTs (damage reduction from DoTs). This will work only against some classes, but will make a watchman a better dueler against some classes, will generally increase its survivability in WZ, and will slightly move it down the target list in ranked. Any of this, or combination of few can be used to bring Watchman to PvP game. Hope for a discussion here.
  14. It will be nerfed again soon. This
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