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KarathAnno

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Everything posted by KarathAnno

  1. Tait, Can you ask why the fix to the Defense/Immortal discipline ability Stasis Mastery/Force Grip was removed and if they ever intend to make them do anything? It was acknowledged as far back as the preview live stream that switching the channel to an optional 1.5 seconds made those discipline abilities pointless and on test they had changed them to increase damage & threat. Even if the increased damage proved to be to much the discipline ability should do something (maybe just increase threat?)
  2. Aren't you comparing 3 gcd's worth of attacks here against 2? Being very new to the spec I am probably missing something but shouldn't the comparison be (Precision + Master Strike + Clashing Blast) vs (Precision + Clashing Blast + Dispatch + Blade Rush or some other 1 gcd filler) both under zen etc?
  3. I encountered a major bug in The Enemy Within the other night. Despite what the developers clearly intended for this fight I was actually able to get an attack off! I realize I should have taken a screen shot as proof but it was so sudden and unexpected that I panicked and ended up backpedaling while hammering my windows key. I of course immediately contacted CS when I returned focus to my game and saw my character was once again chain stunned as designed while the NPCs continued their heroic fight against the expansion's main antagonist. As I reported to customer service, the best that I can figure is there is, every so often, a very small gap between his stun, knock back, and combo knock back/stun that can be exploited to affect the encounter. I also suspect that server lag or extreme ability delay might have contributed to making this unintended and unprecedented event possible. Perhaps my client thought my character was safely locked down while out of synch with the server and an action that should have been cancelled somehow slipped through? As a result of this bug not only did I minutely reduce the length of this encounter but I suspect I crashed the Harbinger server. While I have no idea how an exploit on another server would bring down Harbinger I don't think it is mere coincidence that it went down again at almost the exact moment my errant attack slipped through. I could be wrong here but if I'm not and if other players, through no fault of there own, are occasionally getting an attack off too it may be why that server keeps crashing. Either way I'm sure you will want to look into this and hot fix it immediately. Otherwise who knows how many people might have their chance to watch the final fight of the story play out without them spoiled!
  4. These would be welcomed changes. As it stands out DoT spreading is painful: small area, costly, and does not fit into our rotation at all. Changing it to TST would be a huge improvement, I would also really like to see our self-healing either go back to 2% or become a true life-steal like Hatred with Berserk still causing auto crits and healing the team for the same amount on those ticks.
  5. This is only true for the purple mats. With the slot machines I found myself needing 4 times as many green and blue mats as I did purple, which the slot machine came nowhere close to providing. So I ran missions for the blue mats, gathered for the green, and played slots for the purple. I do agree that the purple drop rate needed to come down some, but they went way over board. If they had halved it in addition to the 50% token cost increase it would have made the cost per purple mat ratio 3x higher which would have brought it back in line with missions.
  6. I fail to see how having easy access to raw materials hurts crafting? I know I for one did more crafting as the result of the slot machines rather then less. What it hurt was people who made credits farming mats and people who had stockpiled mats at higher prices. But if you were converting mats into goods then it probably helped you. True it drove down prices but I was able to more then make up for it in volume. Now an argument could be made that it made it to easy to gear up when you hit 60. But since you can easily afford a whole set of 186 gear the moment you ding if you save your basic coms and Bioware just started handing out whole sets of 192 companion gear for doing an easy weekly I don't think that holds much water.
  7. This is about where I am at too. I normally give the devs in MMOs a lot of slack because I don't think most people appreciate how hard game developers work. But so many things since 3.0 feel rushed, poorly thought out, poorly implemented, and poorly tested. I don't know if it is under staffing, poor management, unrealistic deadlines, or something else but there is a problem with the way this game is being run right now.
  8. While I hope they change the drop rates back to something more reasonable I think the sad truth this is just another example of BioWare screwing up.
  9. Yeah BioWare's handling of this has been extremely poor. While a moderate adjustment may have been needed changing the drop rates to 1/100 of what they were while increasing the price 50% one week after saying they were working as intended and thus encouraging people to spend real money to acquire them is shady to say the very least.
  10. Yeah this was an awful and uncalled for over reaction on BioWare's part. They didn't so much adjust the drop rate as murder it, burn the corpse, and salt the ground so nothing will grow there for the next 100 generations. I just wonder how anyone there though a change this extreme was a good idea,.
  11. Increasing the cost of the tokens by 50% and cutting the drop rate of the (purple) Jawa Junk in half would have easily corrected the situation. But almost doubling the failure rate while reducing the drop rate to 1/100 of what it was for everything but rep... I cannot even fathom what the design team was thinking with these changes. This was not correcting the machine drop rate, it was not even nerfing it, you effectively destroyed it as a means for getting anything but rep.
  12. My guess it is falls into a sweet spot of important enough to be a priority and easy enough to fix quickly.
  13. I'm beyond frustrated with the changes to the Annihilation spec. I did not enjoy the play style when I was leveling my Sin and I like it even less here where it replaced one I really enjoyed.
  14. I want Annihilate to return to something closer to its old play-style and not be a semi-mirror of the Hatred Sin. Specifically I would like to see Rupture reverted to a fast ticking, short duration DoT with some sort of reset mechanic. I would also like to see Force Rend turned into a more interesting skill then Creeping Terror minus the root. Here is one idea that might be fun*. Rupture Weapon damage + 6 second DoT. 12 second CD, resets if the target dies while Rupture is active. Force Rend 10-15 meter range Force damage + it extends the duration of Rupture's DoT by 2 seconds. 12 Second CD, resets if you use Annihilate, Ravage, or Twin Saber Throw, To keep max DPS you'd need to use Rupture once and then Force Rend three times, weaving Force Rend in with your other attacks to manage the cool downs and keep Rupture's DoT from dropping off. This also has no RNG element (which I heard is why Annihilation was reworked). Force Rend has some range to it and can be reset by TST to help during movement phases and with kitting in PvP while Deadly Saber, Rupture, and Annihilate keep it a melee spec overall. * This is just a very rough idea I've not worked out the rotation or anything.
  15. I like Force Storm's buffed damage and feel it is in line with the other ranged classes spam-AoE attacks. The issue is that it costs far less so you can chain them together in a way you simply cannot with any other class. Also am I the only one that feel that ranged classes have much better on demand AoE damage then the melee classes now? The difference between Force Storm or Suppressive Fire and Sweeping Slash (for example) is huge.
  16. I leveled using Immortal pre 3.0 and if anything it should be easier* now that you get crushing blow so much earlier. For gear I'd go DPS + shield. There is just not enough hard group content to justify stacking tank stats until the end game. Jaesa and Vette are both murder machines and the only time I ever used Quinn was when trying to solo or duo a heroic or flashpoint. Good luck and have fun! *Back in my day... blah, blah, blah.... and we liked it!
  17. I don't mean to be rude bu EA is a business and we are there customers. I don't expect free gifts from my bank, the stores I shop at, or my local restaurant so why would this game be any different? Lots of businesses have customer appreciation sales around the holidays and the goal of every one is to make more money.
  18. I suspect this was intentional. DoT crits under annihilation's berserk only give one tick of self healing now too.
  19. /signed. Annihilation's play style was changed to be almost exactly the same as the Hated Sin and I hate it. If I wanted that play style I would keep playing my Sin. Also the Marauder utilities feel lacking when compared to the other classes.
  20. One of the things that really bothers me about the new Annihilation is that almost the exact same playstyle already existed in the Madness (now Hatred) Sin. Both have two long ticking DoTs they need to maintain at all times. Both have one DoT with limited up time they need to combine with melee attacks to use properly. Both have a hard hitting AoE they use on cooldown. Both have a hard hitting melee attack they use on cooldown. Before 3.0 the two classes shared a similar theme but played very differently. So did they decide that everyone playing Annihilation/Watchman really would have been happier if they rolled a Sin or did they really not see what they were doing?
  21. Five changes. 1) Aegis Assault builds one more rage then Sundering Assault used to. 2) Retaliation is now free and on the GCD. So not only are we spending less rage on the ability itself it is delaying/displacing attacks that we used to spend rage on. 3) Smash now only costs 1 rage at all times. 4) Allowing Revenge stacks to discount Force Scream exclusively until you can start to use Vicious Throw in the last third of the fight. 5) Ravage now has an 18 second cooldown and does less damage, again displacing filler attacks you would have burned rage on with in 2.0. So we build rage slightly faster then we used to and spend little to none on Retaliation, Smash, Force Scream and Ravage.
  22. Jugg tank. We still do out job fine but I feel like the class now lacks polish due to several changes. 1) To much rage. We are just swimming in rage with to few good options to send it on. 2) Retaliation being put on the GCD and costing no rage makes the rotation less fluid and responsive and is a large part of the reason we now have stupid amounts of rage. 3) Aegis Assault pulling double duty a our main rage builder and and providing key buffs. If rage was tighter this could be a big issue. As it stands its not a problem but if feels inelegant and wasteful to use it when I'm at 8-12 rage already, however delay to long and buffs drop off. 4) Not being able to go straight from Smash to AoE Crushing Blow can be a pain when trying to establish threat at the start of a large group fight. If the DPS AoE as I leap in it can be really hard to keep things on me with the one GCD delay on Crushing Bow. Again not game breaking but clunkier then it was.
  23. Good to know, and thanks for double checking. Given how bad my ability delay has sometimes been since 3.0 hit I can certainly believe me test was off.
  24. Strange. When I timed it it came in just under 3 seconds but I've been experiencing some really bad lag and ability delay since the patch so that could have been the cause.
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