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DujaanKorr

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Everything posted by DujaanKorr

  1. In 1.4 coming soon, you note that you are balancing a number of the classes mostly for PVP. It has been proven by the mix-max theory-crafting community, that the 5% difference between classes is false and in fact there are instances where classes are closer to 10% below other DPS classes, namely the DPS Sage/Sorcerer. With people initially rejecting DPS characters who were melee based, it is now coming to the point where operations teams are starting to reject ranged DPS sages/sorcerers due to the lack of DPS they provide in end game raiding. Have you investigated evidence provided by the theory crafting community in regards to the position that the 5% range for all DPS is false? Will you at least investigate this issue before the ranged sage/sorcerer classes are outright rejected by end game operation teams? The majority of end game players are now looking at the guides that theory crafters are providing, and are gearing their characters in 'Best in Slot' mods. So the 5% that you may have thought fine with the vanilla sets are no longer valid with characters who are now gearing in 'BIS'. I hope you will at least look at this as one class will be shunned in future operations due to the lack of DPS that they provide.
  2. First off let me state that i am a PVE player, and i reject the assumption from EA/BioWare that the majority of players play the warzones because they enjoy them, more so because there is nothing left for them to do with their time. I pvp because there is nothing left for me to do PVE wise after i've done my weekly and dailys. What i am suggesting is a racing minigame based on the idea of podracing/swoop, circuit/drag race type games. The vehicles themselves would be unique from our every day speeders, they would in themselves be moddable, like we have with our weapons and armor. A vehicle would have three modable slots. - Acceleration slot - Maximum speed slot - Manouverability slot This would then give a crafting option to cybertech. Each component crafted for a specific mod slot would have a rating between 1 - 10. So that when all three items are slotted into their respective vehicle mod, the total rating allocated to a vehicle would be 12. Example: Acceleration slot: 4 Rating. Maximum Speed slot: 2 Rating. Manouverability slot: 6 Rating The example above means the bike has a decent acceleration, very poor top speed, and very manouverable. One vehicle might be more suited for drag racing, another for circuit races etc. So we now have different vehicles for different race types, and there'd be no *ultimate* vehicles unless you're really into your racing. If the dev team can crack out new content in 6 weeks, then 3 racing maps could be created pretty quickly based on the size and complexity involved in a circuit/drag style courses. More so the only realy work would be in creating a system to produce racing kind of games, and the ability for moddable vehicles having various acceleration, speed and manouverability. Something like this would be far more welcome for players who'd prefere social gaming rather than straight up pvp. This type of social game would fit right in with the Star Wars universe, as we alreayd know of swoop racing, and the pod racing which comes later in the lore. Hope the above is read and acknowledged, as people are crying out for other things to do in ToR than pvp and raiding.
  3. I'm guessing he's a full TK spec like myself. Is so, then it's part of his rotation, but he can chose to not cast it when it procs, he can wait 10s to see if he moves away from the cats. His/Her DPS will drop if he doesn't cast or delays, but you can always ask the tank to keep the cats away from Bonethrasher during that stage of the fight.
  4. 1. We've paid our dues by subscribing. 2. The white crystal is a unique and rare item, but giving it away to a cash shop, it loses it's uniqueness. Every Tom, Rick & Marry-Lou will be using one, how unique will that item then be? Consider it a reward, like the Founder title.
  5. http://www.swtor.com/free/features Operations: No Access Warzones: limited Flashpoints: limited You want access to operations? subscribe, you cant buy your way in with cartel coins. Alison breakdown from Sub to Free: http://www.swtor.com/community/showthread.php?p=4944626#edit4944626
  6. Having played through both stories, I'll give my opinion below not using game mechanics, as it's flawed when doing X vs Y. It would come down to a battle of will. Sorcerer: Without the Force Walking ability, the Sorcerer is just your average Sith, and cannot compete. However, as he has 5 ghosts bound to him, and having to have his body genetically altered to control them... at his height of power, he has an unnatural edge. Sage: Jedi barsen'thor, the greatest Jedi of an era, where the title isn't given away annually (not even Satele Shan is one). Naturally powerful in the force, the kind of Jedi every light side force sensitive should aim to emulate. My opinion: Force confrontation The Sage would be capable of defending him/herself against what ever the Sorcerer could throw, however the Sage unable to deliver deadly attacks through the force (in keeping with the Jedi tradition) which wouldn't cause problems for the Sorcerer. The confrontation would result in a draw. So it comes down to who would give up first. Would the Sorcerer realize how not-so powerful the dark side is and retreat and/or chose the path of the light side through the sages influence? Or would the sage simply retreat as the contest through the force cannot be won? (Yoda vs Sid) Lightsabers Drawn Both individuals are equal, neither relies on brute strength for their saber style, you can argue that both are proficient in all saber styles. The Sage in this instance isn't as hesitant in attack with the saber compared with the use of the force. The Sorcerer cannot now take for granted that the Sage will not attack. At this point it will come down to skill of the blade, neither stands out as the better of the other. take this as a balanced review, i like both stories equally.
  7. Long story short: Poorly designed open world pvp zone, any incentive in going there was removed when they stopped pvp quests for that zone. Everything else there still works, you can still pvp (no reward), still capture objective points for which rewards you in WZ games. the only time Ilum will become populated again is if there is a community drive to get it going again, which isn't likely to happen.
  8. Having played both Jedi Knight & Consular, the Consular feels more like a Jedi story than the Knight, even though i believe the ending of the Knight and Consular should have been swapped, but that's for another thread. My favorite class is the Sage (TK spec), it feels powerful, and looks like it has a diverse set of abilities compared with the forever lightning spamming sorcerer. It is a little slow at times, but a Consular's life isn't glamorous.
  9. 1v1 against a pvp'er who knows what they are doing, you'll lose. If you're helping another player in pvp and not being focused, TK specs rely on the crits and procs for those big hits. Mind Crush -> Turbulence (+4k depending on gear) Potency -> proc TK Throw -> proc TK Wave = ~ +7k - 10k (depending on gear). The damage is there, but you can't do it being interrupted or focused due to light armor/defense.
  10. TK Sage (31,7,3) 1. How do you think your Sage spec is perceived by other classes? Weak and easily managed with interrupts, nothing more than an irritation in PVP. Good performer in PVE, however isn't as powerful as someone who's apparently a master of the force, a utility dps. 2. How do you perceive your own spec? Performing in PVP can be hit & miss and are relying on the RNG or crits in-order to perform as well as other DPS specs due to our light armor. PVE, i believe if geared correctly, and this involves changing the mods in our gear, we can deal a lot of damage, however i don't believe we feel like the masters of the force. Perhaps return Force Slam to our arsenal in the TK tree? with a expanded skill to allow it to be an aoe attack. (1 skill point to attain the skill, next tree skill out of 3 points, makes it an aoe and expands the range of the attack.)
  11. You can take out every mod on an orange item, and upgrade it as you level. The only difference between them are the looks and the initial modifications when you loot it.
  12. A few of us searched Hoth last night, all standard quests finished appart from a few heroics, 'n' the starter NPC hasn't been found. I got an un-easy feeling that he's been taken out and is going to be used for an expansion.
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