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Daiyukie

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Posts posted by Daiyukie

  1. Which is easiest for a rookie healer?

    Sage is considered to be the easiest healer, Scoundrel - hardest

     

    And above all, which is most fun?

    I love healing as Scoundrel. As I said, it's the hardest one, but if played perfectly, shows insane power in PvP.

     

    I agree with the rest, but what makes you think Scoundrel is the hardest healer? Resource-wise maybe, but once you actually learn to control yourself and use the proper abilities and Cool Head, it's mind-numbingly easy. Part of why I went back to DPS after speccing at level 47; it was just run and hit instants, trying to generate as many Upper Hands as possible, or take cover and cycle Underworld Medicine and Emergency Medpack if you're not being chased.

     

    It's a lot harder to stay alive as a Sage, which makes the class harder to play in my opinion. From a PvP perspective of course, since PvE boils down to finding a resource-neutral or -positive rotation and using that, then burst-healing when you need to and recovering energy in a lull. Nothing really reactionary or difficult about developing the best rotation for your class and yet, with the Sorc/Sage nerf, it's still harder to maintain energy on a Sage than it is a Scoundrel.

  2. Having subtle twists on the same game mode is also an idea, but the general gist of "new environment, not new game" is fine by me. I love Novare far more than Alderaan both because of the physical changes to the map and the slight tweak to the gameplay, but it doesn't have to be both, just has to be new! =]
  3. The best fun in covers is when you see one >10meters away and you just roll away from your pursuer. lovely

     

    Speaking of which, is roll to cover any more reliable than it used to be? I rebound my cover button to "crouch in place" to be honest, because I'd glitch-roll into objects or just freeze in place, but I have seen the merits of being able to roll into cover, such as an Alderaan when I rolled from the slightly-raised mid metal circle thing that leads to the node all the way up to the corner of the outside wall where people used to climb up and Snipers liked to perch, just around the corner from the red WZ buff. That must have been like a 35m roll and I just kind of went O.O and hopped down eventually, but it was still hilarious.

  4. I stopped watching after you broke stealth with Thermal Grenade and proceeded to turn your camera away from the enemy and run away from the objective whereas hitting Shoot First and then actually engaging the guy (and kicking him in the nuts) would probably have given you the cap given how close your ally was to capping already with the guy just watching.

     

    Based on that and you walking right by two people in stealth without them doing anything (like sub-5m right in front of them) and the level of play in the game is probably not that educational, since you could likely just facetank heal and survive just fine in such a game.

     

    That said, keep making videos, then rewatch them yourself once you have the freedom to look at the whole screen, outside of the heat of the moment and analyze situations better. If my Fraps would cooperate with me, I'd be able to learn the small tells for buffs that I always miss when fighting, like the Guardian leap CC-immunity, I still don't know what to look for >.< Juggernauts are a lot easier what with the giant glowing chest-shield.

  5. +15 energy would certainly be nice and yes the +15% Backblast is the best set bonus. I go for the +1 second duration to Dodge secondary set bonus myself because Dodge is a powerful ability and I use it waaaay more than my XS Flyby.

     

    At first I thought the +15% applied to Shoot First as well and was confused at my parses telling me otherwise, but then I checked the set bonus again, thinking it was bugged, and saw Shoot First wasn't listed. Was it at any point, if anyone remembers, or did I just skim through, see +15% and assumed it worked on Shoot First as well? It would be wonderful if it did, since seeing 1300 damage Shoot Firsts makes me sadface.

  6. You should check youtube better :)

    here are some examples of unusual pvp videos of swtor:

     

     

    epics:

    3.

     

    That video was amazing! =D Alpha Company probably doesn't enjoy the game anymore though, just a wild assumption.

  7. Shameless bump and reporting that I am back with SWTOR =] I missed faceplanting people, though competitive PvPers should certainly check out Guild Wars 2, it's so intense and fast-paced that I felt no rust at all coming to SWTOR, continued chart-topping in my first night back with no losses. Felt almost like slow-motion, but then there were some good old intense moments that I love in this game. =D

     

    Give this thread some love, Scrappers! Tell me what you've discovered about beating Marauders! How useful Sprint is in fights! Come on =]

  8. I feel as though you're not using Sucker Punch enough in your standard opener. Removing the one-off Cool Head and Vanish -> Shoot First at the end and adding a Sucker Punch in every time you have a bleed on the target seems more reliable, since Vanish -> Shoot First is more of a tactic and very situational as opposed to part of a rotation.

     

    For example:

    Translation: (Off GCD ability) Main ability

     

    Scenario where you get Upper Hand procs off each Sucker Punch used:

    Stealth (Defense Screen)

    (Flechette) Shoot First

    Sucker Punch (Pugnacity)

    Blaster Whip

    Sucker Punch

    Sabo Charge

    (Flechette) Back Blast

    Sucker Punch

    Sucker Punch

    Blaster Whip

    Vital Shot

    Sucker Punch

    Sucker Punch

    Thermal Grenade

     

    That ends up being most of my fights, though of course that's an ideal world. You can safely subtract two Sucker Punches from that list to get more of a realistic idea, the critical proc is the first one that lets you apply Pugnacity right away plus get in that extra Sucker Punch.

     

    Fairly recent trend for me, in fact. Looking at the list, it seems sad, but that's not including reactionary things like Dirty Kick, Dodge, Cleanse which all add an extra GCD that needs to be used.

     

    Nice concise tips =] Better than my 1v1 ramblings ;]

  9. I hate to admit it, but I gave into laziness (:o) and stopped reading after the 3rd paragraph (I know, I know tl:dr is for morons, but it's been a long day).

     

    I really liked what you pointed out, the 1st Matrix was designed to be paradise, a virtual heaven for humanity to live in.

    Unfortunately, humanity can't actually imagine what heaven would be like, as heaven by it's very nature is better than everything we have experienced - and without experience to base it on, it would be something we couldn't comprehend.

     

    The problem with balancing classes based on metrics is that it would rely on an unimaginative machine-like playstyle. People aren't machines, we frequently utilize tactics such as Line-of-Sight, using knockbacks to counter leap, and bringing Shock-Frozen Water into matches so we can get a free medal:p (they fixed that one though).

     

    That's why GW2's talent system is much more fun than SWTOR's, it's like the 2nd version of the matrix not mathematically perfect, but better than an "ideal" skill/talent build, which is a is a bad idea. After 1.1, BW changed the builds so people would utilize hybrid builds less, all this did was punish the classes that were balanced best when using hybrid builds:mad:. Rather than making people play the game the way that you want them to play, challenge them to come up with their own unique playstyle. Just as the 1st matrix failed because the machines tried to create heaven, and the 2nd succeeded (within limits) because they gave humanity a world in which to live with the illusion of complete freedom, allowing for not one, not two, but three or even four different builds that are competitive means that players can be themselves rather than carbon copies of other players.

     

    That was my initial thought, what with cookie cutter, mathematically-the-best builds and balance-by-numbers approach, but I did throw some ideas at the wall and suggested solutions, since it's easy to complain out of ignorance and supply nothing else. You get it, thanks =]

     

    On the topic of "playing like machines", though, they designed the game to have a main "signature" damaging move for each class and then supporting abilities, which you can see from damage parses quite clearly. What I don't understand is how they managed to lower the skillcap as well, since that same system is present in Guild Wars; every weapon has a main damaging ability and supporting abilities, which is why I focus on the idea of "more options" because that simply adds exponentially more possible interactions between skills. This of course makes it harder to balance, but the game lacks depth at its core, despite being a very solid experience. But yes, the CC is rather crazy compared to Guild Wars 2, which would make me curious to see how it plays if they removed all stuns and mezzes from the game on the PTS.

  10. this seems like a very long and well disguised "nerf rail shot" thread.

     

    yes, lets nerf merc dps AGAIN. youve already punched us in the mouth, and then proceeded to kick us a few times while we lay on the ground curled up in the fetal position, why not shoot us in the head as well and just put us out of our misery?

    Nope. Just the main example of an ability that has no counter. Goes through armor, instant-cast, used multiple times in a fight. I highlighted WHY people don't like it and the problem with having only one or two cooldowns in the whole game that completely nullify one shot of it. What's needed is an answer to railshot, i.e. a buff to others rather than a nerf. More options = more fun, at least when it comes to talent trees/build planning/skill choices.

    if you want a serious talk about balance, the first thing that needs addressing is the stupid amount of CC in this game. Hard stuns and knockbacks should be rare, niche abilities. There is currently no real "Utility" class, focused on group buffs/debuffs, which would have things like hard stuns and knockbacks. Giving those CC abilities to everyone already makes having any real balance ridiculously hard to achieve, especially at the rate at which those CC abilities can be used.

     

    there is just too much CC in this game to really balance it effectively. add to that the fact that bioware seems intent on balancing this game around the lowest common denominator, which makes even mildly skilled players become overpowered. the game should not be designed to compensate for a player's badness, yet that seems to be the direction we are heading in.

    Touched on CC

    [...] the underlying thought is give players OPTIONS, but do not allow them to pick all of them. We see that already to a limited degree with the 31/X/X format or actual hybrid builds, but Bioware has shown that hybrid builds weren't exactly planned on and have nerfed the "having your cake and eating it too" hybrid builds. These free-floating, between-tree skills would solve that to some extent because they can simply be utility skills, an extra CC breaker, a "dispel" type ability to remove a specific buff, a blind to cut into someone's DPS phase that you saw coming. Anything of the sort gives you options and clearly addresses a need, e.g.: "I keep getting ***** by Railshot, let me take this 30 second CD blind skill to make him miss a few of them and I guess I can spare.. my AoE reduction ability." There is not enough of that kind of thought process, because Bioware seems to bank on CC being the answer to everything.

    Most specifically the last line.

  11. ... in that it's like the first version of the Matrix, which immediately failed according to the Architect. Meticulously planned, numerically perfect, but as soon as humans were introduced it collapsed. So an imperfect Matrix had to be rebuilt, accounting for the chaotic human nature.

     

    SWTOR is balanced on pure metrics and numbers and BW says that the math works out, classes are balanced and all hit within 5% of the nebulous DPS target. I believe that the problem lies in HOW they get there and that's where the human element comes in, namely human error, because I think they're assuming that each class is played perfectly to achieve those numbers.

     

    A game should always be balanced around high-level play, of course, because only when you're using your class to its full potential can you realize what it's actually capable of. 90% of posters on these forums seem to consider themselves "The best X, Y, Z on my server" or "Always among top 3 in DPS" as if that meant something. To make a proper balance argument, you'd have to record fights against other classes and slow things down, point out just what you're doing and what he's doing and why that relation is imbalanced.

     

    Something is imbalanced when there's nothing you can do to stop it from happening or when it takes an inordinate amount of effort to counter something simple. That is my definition of imbalance, at any rate, and I invite you to supply your own, but my thought process is predicated on that thought. This is why Railshot gets complaints, because only Dodge (Smuggler) and Guarded By The Force (Knight) actually stop it. Speaking of which, that's why Guarded By The Force gets complaints, because it counters everything except a hard stun.

     

    These two abilities have exactly one counter, which not every class can supply (through no fault of their own), and this is why we need options. The Guild Wars 2 model of "bring your own abilities" is perfect for this, but in the constraints of SWTOR, we simply need some auxiliary skills. Put some extra abilities in between trees, perhaps LINKING trees so that only by taking these abilities can you open up a hybrid path. This would work best if the existing trees were expanded so that all available skill points can be usefully placed in one tree, thereby enacting a choice between options rather than what is simply "best" and thus avoiding cookie cutters.

     

    I can see this happening when the level cap is raised, but the underlying thought is give players OPTIONS, but do not allow them to pick all of them. We see that already to a limited degree with the 31/X/X format or actual hybrid builds, but Bioware has shown that hybrid builds weren't exactly planned on and have nerfed the "having your cake and eating it too" hybrid builds. These free-floating, between-tree skills would solve that to some extent because they can simply be utility skills, an extra CC breaker, a "dispel" type ability to remove a specific buff, a blind to cut into someone's DPS phase that you saw coming. Anything of the sort gives you options and clearly addresses a need, e.g.: "I keep getting ***** by Railshot, let me take this 30 second CD blind skill to make him miss a few of them and I guess I can spare.. my AoE reduction ability." There is not enough of that kind of thought process, because Bioware seems to bank on CC being the answer to everything.

     

    This turned into a far longer post than I thought, do take it in in more bite-sized chunks if you wish =]

    TL;DR = Lots of stuff, pick one paragraph at a time if you don't want to read it all, though I tried to have them all follow logically.

  12. Bioware, I am wondering did you decide to make Stealth which is already OP even more OP or was this just something that never entered your mind when you did another change to game dynamics. Stealthers already can hold a node against two other toons without a lot of effort, they are already premier at the continued stun.

    If it's so easy, get on your stealth class and hold the node 2v1 "without a lot of effort".

    When you are dealing with a class that can slip in and out of stealth and if they are all up has enough stuns to put you down before you can kill them between the slows and the stuns and the roots which allow them to run around to the back side constantly while you are slowing trying to target them, it is about the only strategy I have found to kill them. I can play games with Maras slow, root, stun, and continually kite them if everything is up, however for fighting with the agents, I am screwed and I watched them take out others as well.

    Stunlocking with one stun, like a boss! Those darn stunlocking Operatives.

    You have to force them into combat and get away from them as fast as you can, which amounts to coming up with a combination which takes them out of stealth and roots them and dots them.

    Oh, so you mean you have to pull the stealth class out of stealth before you can hit them? WHAT A CONCEPT, who'da thunk it?

  13. Lol. Keep making videos, but more for yourself. It's the best way to watch how you play and pick up on things you can do better; it's not like SWTOR is going to get mainstream appeal or Esport fame, so you're not going to draw a crowd with a SWTOR PvP video no matter what you do =]
  14. Thanks for the feedback when you attack players in recruit gear.

     

    Mid 4k's is what you should expect on light armor, ~3.8k on Medium and variable on heavy armor, since it depends on whether you're hitting a tank or not. 4k crits ARE the norm at WH vs WH hitting a Sorc, but lower is of course seen, into the medium-armor range damages even, but since there's no way to tell if that Shadow has the +30% armor trait or not, it's hard to gauge without controlled testing.

     

    You develop a feel for your targets based on the numbers you're used to seeing and those are perfectly normal, however. You'll get higher, generally 5k+ on Recruit and PvE or a mix thereof.

  15. I've been having success with scrapper mostly by following the gear advice on these forums.

     

    With about 925 bonus tech damage, 30+% crit chance and 80% crit multiplier (surge), the other team will definitely be watching out for you in warzones. My issue is that it shouldn't take stats that high to make the spec viable. Those same stats on a marauder, PT or sniper would be absolutely menacing!

     

    Before I got my stats high enough, opening on somebody with full health as a scrapper would usually lead to embarassing results. So, I decided to use DF while gearing up. I'm one of those players who feels DF *does* work as a single-target burst spec if used right, but can be frustrating in the beginning if you're used to opening with big numbers. The damage is more than just fluff though, and I've had a lot of success solo-capping by stringing together 2-3 wounding shots. I also feel it's a lot more effective than scrapper in the earlier stages of the gear grind.

     

    I haven't lost faith that the dev team is listening to the scrapper feedback and is doing something about it. I just hope and pray the "fixes" come soon. They should have been in 1.3...

     

    @ the latter part of the post: It feels better because it's more consistent, since Wounding Shots is internal damage, but Scrapper will out-burst the spec and requires no setup. It does have utility and energy advantages, however, I just don't personally like it and the setup for the burst is really the culprit.

  16. If you get rooted after the knockback, remember that certain roots can be cleansed with triage. When you do get knocked back, it's usually a good opportunity to crouch and use SC. Some mercs like to follow the knockback up with tracer missiles. Dodge is usually the best counter.

     

    I see a lot of scoundrels not using their regular blaster attacks when trying to close the distance. That's a mistake to me. It doesn't do a lot of damage, but it's free and *does* add up.

     

    Nothing can turn a fight around like Vanish > FR > SF. If there are just 2 of you, and you managed resolve throughout the fight, tranq'ing off the vanish is another option, and is great for buying some time to heal.

     

    Lastly, take time to go over Daiyukie's Scrapper Guide. Lots of tips and tricks for 1 on 1 fights that have been invaluable to me.

     

    Just some ideas... Hope this helps...

     

    PS: Pyro's are tough. Even if you play all your cards right, there's a good chance you'll lose if your gear is even.

     

    Dodge does nothing against Tracer Missile, fyi. Rail Shot is dodged. Intersperse at least one ability between your Shoot First and your Dirty Kick if you're going for full-resolve off the bat, otherwise they can CC break and all you've accomplished with your CC is one Shoot First.

     

    -Edit- Cut down the quote length a bit, what's remaining is all very true except for what I mentioned above. Thanks for the link, glad it helped you =]

  17. More than what I expected, the change to Sneak is godly. 30 seconds reduction on Vanish time is meh, the ideal would have been a short little Vanish that allows gap-closing and extra Shoot Firsts. It's actually a buff to the healing Scoundrels, since it's a base CD reduction and Scrapper-specific cooldown nerf (15 seconds per point reduction down from 30 seconds per point to 1.5 minutes for Scrapper, 2 minutes for Sawbones). Not exactly what I expected.. should just buff the Scrapper talent to 45 seconds per point.
  18. you missed the point of the post. some classes scale better than others (AND VICE VERSA). by taking out the gear, some classes will perform better than others due to their independents on gear (like marauders)

    considering you missed the point, i guess this would be moot

    because without the gear, a single player in a pug will be at an EVEN GREATER disadvantage.

     

    it's like i'm speaking to a 2 year old, having to repeat everything very slowly, several times, in different ways, before they'll grasp the concept.

     

    But, they won't perform better than they already do. The WH Marauder will perform the same if he's facing a Recruit opponent or if he's facing a WH opponent, but the relative difference will be bridged. Also like I said, everyone scales up just fine with better gear..

     

    "because without the gear, a single player in a pug will be at an EVEN GREATER disadvantage." No he won't! He'll have the same gear level as everyone else instead of being in Recruit! Where the hell are you getting these ideas

  19. here's why I would PERSONALLY never ever queue for un-geared warzone.

     

    1. certain classes scale much better with higher level gear, and are completely worthless without gear (sorc)

    2. certain classes survive much better, and without gear, that gap is even more evident (marauder)

    3. without gear, single player skill will be VASTLY outweighed by team play and group composition.

     

    the 3 combined means that un-geared warzones will be completely full of FTOM classes (if you think you're seeing a lot of marauders now, HA!), and people queuing with 4 people teams that just roflstomp you. good luck trying to kill a team of 4 with an operative healer + jugg tank.

     

    1. Everyone is worthless without gear. Marauder Recruit will get killed by WH Commando, so long as skill level is the same, but that's implied in any of my points.

    2. See above, these two are basically the same point.

    3. .. How do you figure? Team play and group composition > individual skill with or without gear disparity. Removing gear disparity will leave only player skill in 1v1 and team synergy in larger battles.

  20. I like the idea for making ranked equal-terms, breaks it down to who sets up their gear the best, who plays the best, and who has the best teamwork. Which is everything anyone should want to get out of it. I mean should it really be a 'ranked' game if people are on uneven footing.

    This also works because only people who are dedicated to PvP and willing to jump in TS/set up a good group, should really be queueing for ranked. And if you've got that kind of motivation and organisation then you probably have your War Hero already. It attracts the right crowd to the right place.

     

    Exactly.

     

    But I gotta agree with Icestar about messing with the comm reward. Rewards for people playing equal terms should be equal to - or even better - lower than normal PvP. Making it easier to buy gear for people who are playing gear-less doesn't really make sense, because either;

    - They're a fan of gear-less, so they don't need the best gear anyway.

    - They're a fan of ranked, and the best ranked teams on each server are always going to be the people who've played together enough to already have that full set of customised War Hero. So they also don't need boosted comms.

    - They're playing equal-terms, less because they're a fan of it and more because they think it'll be easier to save up for gear playing that way, so that in a few weeks they can just switch back to normal PvP and kick ***. In which case, why reward people who're just looking for an easy way out.

     

    I thought of that, but I saw it just as incentive to get people in Ranked. So Icestar is right in that respect, but I mean.. the rewards from Ranked are already like what, 3x better than the rewards from unranked? (10 ranked = 30 unranked comms). I don't see how the change to just eliminate the two different types and then lower the disparity in rewards is bad in any way.

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