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Rigofwar

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Everything posted by Rigofwar

  1. Red brings drama to your response. Nothing wrong with bringing a type of disc priest distinction into the sorc healing tree either. Too bad there isn't a forum where we can talk to devs directly versus having emotional people respond because they are worried they are going to be nerfed. You added zero ideas to the thread and only identified "lackluster" or "gimp" to the post. Vague descriptions to defend your stance. Read the forum guidelines sir. It is frowned upon to use coloring in your text to draw unnecessary attention to your posts. I am not a developer but, what I do know is this is becoming ridiculous to see sages and sorcs with zero deaths, top healing and top damage. Something is highly wrong.
  2. I was pretty much flagged for being non-constructive in a previous post when I was angry about the current state of pvp in this game with the massive surge of sorcs/sages. So, let's try and be constructive. I am not asking for you to nerf them into the ground. I am not asking you to penalize those people who actually enjoy the class however, there has to be some middle ground. 1. Let's talk what is currently an issue with the healing/bubble combination. The bubble they receive begins its cool down right after it is cast therefore a double bubble is pretty close to reality in warzones. All you have to do is place that bubble's cool down for self-casts to begin when the bubble is expired or absorbed. This would be balancing. Add an additional spell bubble for PvE use that is half the damage absorbtion that begins its cool down when cast. 2. I have read placing a stance requirement on healers would help allot of things. A merc has to utilize the healing cylinder to open up his healing toolbox completely. An operative needs to go further up the healing tree to be effective as well. A sorc should have a charge on their lightsaber to makes their heals where they currently are but, also adds a 20% damage reduction to all damaging spells or at least the majority of them. To switch charges, they will have to use 100 force just like Assassins. While the healing charge is up they would have full use of healing abilities however when it is down healing is now reduced by 20%. 3. A much bigger change would to be to place two separate trees in the Sorc healing branch that would allow a sorc to choose a bubble healing specialty or a direct healing specialty would focus more on the bubble absorption, lowering the cool down, and power to dark heal but lengthen the bigger heals. The healing specialty branch increase the bigger heals they have power but, lower the absorption of the bubble and what not. You get my point. Just some examples. I am not great at the written word but, this is what I have to offer to the table.
  3. Yeah I am cxing Bioware. Good effort but, not good enough to keep my subscription. 1. Warzones filled with Sages/Sorcs. The class of the entire game is now sages or sorcs or lvling sages/sorcs. Boring. 2. Still can't fix the mix maxed team sizes. Wow what a waste of time to enter a warzone and start with six people and get face rolled. 3. No consequences for afkers, medal farmers standing in the corner healing themselves, standing in green goo healing themselves, or people straight throwing the game for you by holding the ball and not advancing. Yeah, we can't police our own and noone in Bioware is so now what? 4. I grinded to Battlemaster to see a teammate get a token in every single box he has opened to my seeing not a single token. Random tokens is ridiculous. This isn't PvE! This is PvP and our efforts for a month of grinding Battlemaster shouldn't be random drops. We should be able to purchase tokens with comms. 5. So what, 1.2 is going to be the big one right? Rated warzones with 5 sorcs is going to be total BS. You have made the ultimate class and gimped everyone else. The community is garbage. They are so angry at how the game is going for them they troll everyone. TOTAL waste of my money and time!
  4. How to make the Juggernaut better by: Rigofwar aka Vastros aka lover of the tanking class My assessment of the Jugg class so far is that it isn't complete. The ideas behind the class are great on paper but, when executed for real game scenarios are not enjoyable but, in a way frustrating. I rolled a Juggernaut to be a tank. In my experience in MMOs when your a tank you can take a large amount of damage without relying on cooldowns until after a certain amount of time when rng just can't account for mitigation or avoidance anymore. As a Juggernaut I do not feel that I am that tank yet. My defensive abilities that are not rage dependant, aka shield generator, has a 20% chance to proc. When I am tanking a pull of 5 or 6 mobs of which some of those are ranged, that proc chance is under toned. The shield should either be increased in its proc rate to say 40% at lvl 50 or 20% with an additional ability such as revenge that instead of increasing your defense by 6% increasing your shield proc change by an additional 30% or more. Let me feel like I am a tank and not so concerned that I can't handle a 5 pull without dieing within two globals when my cooldowns are on cooldown. What I see now is poor damage and poor survivability unless we have a particular minion out to help us while we quest. If Quinn is out i finally feel like a tank only because I have this occasional 300 heal and a 50 to 80hp heal over time. I can actually survive. When Vette is out I am on my toes trying to survive a four pull. I am sorry but, I shouldn't spend so much time strating who to take down first on trash quest mobs because my tanking spec is reliant on cooldowns to survive when I have my dps companion out. I should have to do that as a dps spec not as a tank. I am a tank, I can handle damage, but right now as a Jugg I feel like I am a squishy class with bulky armor. A possible change would be to raise the damage coeficents on revenge and to add a bleed effect to smash. Revenge should also always be available rage free whenever your shield procs. If your a tank you should be able to do more damage if your being attacked. The more your being attacked the more revenge will proc. Remove the rage cost of revenge and lower the cooldown to a full global. The smash bleed effect would be a talent adding a Sonic Bleed effect, "your force smash causes all targets affected to bleed for x damage for 6 seconds due to mind trauma from the blast effect". Now we have increased aoe damage that isn't bursty and increased single target damage based on how often we are being attacked. I have so many other ideas to balance the Jugg class into a dream class that isn't overpowered but, actually feels like a true tank.
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