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MrRag

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  1. Thanks for the clarification. I think a lot of people will be happy about that.
  2. It would be good to know. From the stream we know that there will be legacy bound MH and OH weapons, such as a Furious Lightsaber and a Furious Offhand Lightsaber. They used a Revanite Focus, so there might be no Furious Focus/Generator/Vibroknife/Scattergun. Without those OHs, the lockbox would have to contain 8 weapons (MH Saber, OH Saber, MH Pistol, OH Pistol, Rifle, Sniper, Cannon, Saberstaff).
  3. I'd like to know that as well. Is a "Weapon Set" considered one of each weapon or is it a MH and OH for a specific AC?
  4. If you're looking for a durable class that is easy to get into, go for a Vengeance Juggernaut/Vigilance Guardian or Pyro PT/Assault VG. Out of the ranged classes, the Sorc/Sage is currently the class with the best defensive cooldowns while putting out high numbers with little effort in Madness/Balance spec. Remember that certain classes and specs get a huge boost at 45 or 51. Sorcs get their Force Barrier at 51, while PTs get Kolto Overload at 32 and Juggers get Enraged Defense at 38.
  5. It's the rep/imp ratio. So roughly 2/3 of the top 100 players of each class are imps.
  6. Here the solo ranked stats per class as of now. It's usually a good indicator of the FOTM classes. [imgur] Average ranking of the top 100 players of each class
  7. If you die 15+ times and do no damage, it's because you repeatedly leap into a group of enemies and die within seconds. It's not a class problem, because no class is supposed to withstand the focus fire of multiple enemies without a lot of support from the team. Melee classes get a lot of unwanted attention because they're in the middle of every fight. Pick your fights and don't jump into a group of enemies. Let others engage first and you will draw a lot less attention.
  8. It's very unlikely that this happened in a warzone. With 2018 expertise you do 60% more damage to players with 0 expertise. Because of bolster even a player in 180 gear should have 1000+ expertise, which results in a ~23% or better damage reduction. If you're at 2018, you do ~23% more damage to a player with 1000 (1 * 1.6 * 0.77). Bloodthirst adds another 15%, but that's still nowhere near enough for a 29k FS. What's more likely is that he got hit by Gore, Ravage and a buffed FS while Berserk was active. The last tick of Ravage and FS can hit a player at almost the same time.
  9. The problem with solo ranked is that your personal rating is based on your team's performance, but the team composition is random. So ultimately the outcome is based on luck. Since cross server queues are unlikely, there's no way to fix the matchmaking. I can't think of another rating system for solo ranked, since your individual performance largely depends on the class and whether you're being focused or not. Relying on medals would always favor dps specced classes with taunts and self-heals. Relying on high numbers would reward players for abandoning their team and farming points. There are just too many variables to make a rating system that takes everything into account. The ranked scene should be about competitive play, which solo ranked clearly isn't. The solo q should be repurposed as an unrated arena q so players can get ranked gear and learn to play their class in arenas. Group ranked should be made more accessible. Give us a system to find other players, compare stats and form teams on the fly. People would play group ranked, if it was accessible and the only way to get rewards.
  10. Madness Sorcs/Balance Sages are slightly over the top in PvP. Their range, mobility and defensive tools put them in a great position. They can DoT someone up and hit hard while being up to 30 m away. Only FL/TT has to be channeled and it can be clipped after 2 seconds. Beside their stun, slow, knockback and whirl they have a root on a 9 seconds CD. They have Force Speed (which can be specced to remove movement-impairing effects), a bubble that absorbs damage (and effectively counters stealth openers), a barrier with 8 seconds of immunity (while the DoTs tick) plus a 20k absorb bubble, self-heals from DoTs and an instant self-heal ability. Overall, that's a lot more than some of the other classes have to offer. I think Sins/Shadows are a bit more balanced. Compared to Sorcs/Sages they have to be within 4-10 m to use most of their abilities. This puts them in a vulnerable position, which requires good use of Shroud/Resilience and Deflection to avoid some of the heavy hits. With the popularity of DoT specs, it's difficult to stealth out of a fight, unless your purge ability (Shroud/Resilience) is ready. Phase Walk is a great tool, but it doesn't remove you from the fight. So with DoTs ticking on you (which can be seen through walls) or if the enemy is still targeting you (if you didn't use combat stealth), you're still vulnerable. Overall, Sins/Shadows trade a lot of survivability from the Deception/Infiltration tree (6% increased DR after 3 crits, active 25% DR and passive while in stealth and after breaking stealth, 30% AoE DR, 30 seconds combat stealth CD reduction, no 100% heal reduction after combat stealth, Low Slash stun) for self-heals, a root and insta whirl, which seems fair. Madness/Balance DoTs are strong because they bypass armor (internal damage), can't be cleansed and last for quite a while. I don't think damage is a problem, so the damage type should stay the same. Making all of the DoTs cleansable could break the spec. A Sorc/Sage would be able to avoid 30-40% of the damage with an ability on a 4.5 seconds CD. Even if only healers could do it, it would be way too good of a counter. DoTs from abilities with a CD should never be cleansable. I think the problem lies with the duration of the DoTs. DoTs should have to be reapplied a bit more often, which would encourage the player to focus on one target. Currently it's too easy to put 18 seconds DoTs on some players and then target another player. The same goes for Lethality/DF with their 21 + 9 seconds DoTs, but nobody cares about that spec since it currently underperforms in PvP.
  11. Are there any EU servers that have them listed for less than 20m? They're around 25m on TRE and TOFN.
  12. The player you're referring to said the Sniper's survivability is questionable. The problem is their viability in 4 vs 4 ranked arenas. At the moment there are only 2 that do well in solo ranked and none that do well in group ranked. In every ranked class comparison I've seen so far, Slingers/Snipers and Mandos/Mercs end up at the bottom of the chart. http://i.imgur.com/fnvqjmU.jpg
  13. 11. Post in the forum that your class is fine and that others just need to L2P On a more serious note: I hope the devs keep an eye on it, since 2.8 might not fix the problem.
  14. The game isn't balanced around 1 vs 1 encounters. Some classes and specs can effectively counter others. It would also make the existing class imbalances much more obvious. People would be encouraged to either play the FOTM (currently Guardian/Juggernaut) or a Shadow/Assassin.
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