Jump to content

KyoMamoru

Members
  • Posts

    474
  • Joined

Reputation

10 Good

Personal Information

  • Location
    Louisiana.
  1. It's really hard to keep commenting on topics like this. We've stated our cases so many times, and we simply are ignored. We're the least played DPS in the game. On StarParse's statistic page for raiding, Operative DPS have been hovering around the 2% usage mark for the past few months. We're down in use since the expansion as well.
  2. The miners have come very, very, far since then. More importantly, Bioware has started to get very careful about putting 'far future' or 'concept ideas' into the patches. They haven't been wrong on a value since they stepped up their game during the release hype of 3.0.
  3. Fury is most likely capable of a bit more, just no one is parsing it or using it in PVE due to how much better Annihilation/Carnage are. The Hard modes as said, are just terribly easy. I feel that without a fourth dps, a raid team wouldn't hit enrage on most bosses. My main hope for the content when they were recycling it was that it was going to be substantially more balanced in terms of dps/hps checks. They failed pretty handily, given that the classes weren't balanced at all. This showed that any thought that went into the Operations were nothing more than applying the level adjustment to the mobs/bosses. This terribly level of balance was even shown in the single/small group experience with the fact that companions were so over the top, then reduced in effectiveness, and then readjusted. They panicked due to high dps in pvp, and added a buff to endurance at 65. This made most of the healing checks in PVE a joke, since you have such a large buffer of HP on your tank now. Now the DPS are going to go down in PVP, reducing total burst, while healers are going to be pretty untouched for the next few weeks due to Bioware's vacation and what not.
  4. It's because they released the classes half balanced leading into 4.0. They removed the DPS surge bonuses in the transition for half the classes, and shockingly those that didn't have that change were the top performers by a mile. They also added a few 'way too good' passives at 65, such as the Engineering crit increase to AOE damage which ended up adding 250~ DPS in a single passive. Prior to this patch [numbers from two weeks ago from the 1.5 million dummy parses] 7484------- Sniper - Engineering || Gunslinger - Saboteur 7403 ------ Powertech - Advanced Prototype || Vanguard - Tactics 7381 ------ Marauder - Annihilation || Sentinel - Watchman 6963------- Sniper - Virulence || Gunslinger - Dirty Fighting 6953------- Assassin - Deception || Shadow - Infiltration 6945------- Operative - Lethality || Scoundrel - Ruffian 6927------- Sniper - Marksman || Gunslinger - Sharpshooter 6918------- Marauder - Carnage || Sentinel - Combat 6749------- Mercenary - Innovative Ordinance || Commando - Assault Specialist 6746------- Mercenary - Arsenal || Commando - Gunnery 6760------- Juggernaut - Vengeance || Guardian - Vigilance 6609------- Assassin - Hatred || Shadow - Serenity 6456------- Sorcerer - Madness || Sage - Balance 6466------- Powertech - Pyrotech || Vanguard - Plasmatech 6445------- Sorcerer - Lightning || Sage - Telekinetics 6438------- Operative - Concealment || Scoundrel - Scrapper 6118 ------- Marauder - Fury || Sentinel - Concentration 5915 ------- Juggernaut - Rage || Guardian - Focus Bold classes were nerfed. With that said, the nerf to Annihilation won't be enough to drop it to middle of the pack. With the changes to everything else, it'll be the melee king by a mile. Content wise, HM Operations are a joke due to how much DPS is going out. The hardest DPS check in HM is Styrak in S&V at ~25,500 required dps to kill.
  5. I unsubbed. I left this letter to them, not like they'll read it. They are out of touch with their metrics and forum presence. "Three terrible announcements in a two week period. 1) You hyped up what amounted to be a 'please stay sub for eight months to get a bonus chapter of content.' 2) You hyped up an insanely disappointing 4th year anniversary. Really, the basic stronghold for... 5 credits? It's normally 5k. 3) NIM will not drop 224 gear. It already lost the shells in the change. No reason to run it. I already have the old achievements. Couldn't even give us new ones? 4) No new Operation Content in over a year. You busted last content tier by allowing bugs to break the content/gear progression cycle. 5) There's undoubtedly a dupe glitch going on right now. 99x stacks of contracts and gifts. It's been happening for six weeks with no fix. The economy is all but destroyed. 6) Continued Nerfs to the Operative DPS class. Concealment is terrible, Lethality was finally doing well only to recieve a 150 dps drop in the most recent patch. Both of them have terrible AOE. In fact.... 7) Carbine Burst is the most terrible move I've ever been forced to play with in an MMORPG, and I've been forced to use it due to the dot spread mechanic. You took away Orbital Strike, and left me with this? -.- The most important part of an MMORPG for me is to log in and progress a character. I need a number to improve. I need a reason to care. You've taken all that away from me, and most of my guild members. Before this announcement we had 9 Progression Teams. I don't see that lasting." I need to get off this crazy ride. =/
  6. Wow. This is depressing. The past three announcements have taken almost any wind out of my sail for playing this game. All my raiders want from Nightmare is for it to drop the tier of gear it should, and for it to drop the shells for NIM again. Let us trade the tokens in for looks. This is an MMORPG. You've taken away my carrot. I need something to progress with. I need a bar to fill, a number to raise... I need a carrot. You've managed to break the illusion of why I play this MMORPG. It has only been the camaraderie of my Guild that has kept me coming back. With the lack of updates to the 'MMORPG' side of the game in terms of PVP/PVE Operations, there's just not much left now.
  7. Only Bioware could turn an easy announcement of free additional content to Subscribers into a let down by setting expectations high for no reason. At face value, there's nothing inherently wrong with what they are providing over the course of the months to come as subs. Unfortunately, they went hard in the paint with the hype, so everyone's going to be deflated with what they said. So, Bioware, I'm going to give you some advice. Please, next time just show us the rewards/information rather than tell us about how awesome they are going to be. There's no reason to be deceptive in announcements in regards to content. Here's what you could have said: "We are going to have a Live-stream on Tuesday. This is just a recap of what we're doing/timeline going forwards as long as some player metrics." Bam. People tune in, and you show them the sub rewards as an additive, not as the main selling point of the stream. People would have wanted to know the time line and the metrics of what people were doing in the expansion/game so far. How hard would it have been to do this? Ideal Stream Layout: Meet and greet. Go over events, conquest schedule. Throw some numbers of class popularity, use of operations and so forth. You could even do a "by metrics, x% of people are taking the kneel choice." Tell people that the chapters are coming out, the schedule going forwards. Big shock! We have extra sub rewards to show you!
  8. I'm pretty sure that everyone that is playing the class at the end game can feel that there's something missing, be it in PVP or PVE. I had just hoped that with this expansion since the only class that had rotational changes was Marauder that we'd have seen far closer DPS targets. It doesn't make sense to me that you can know exactly what people are getting on your dps classes and cause the entire thing to spiral further out of balance. Part of it, I think stems from when they were designing the passives, it was before the Surge Nerf to classes. For example, Concealment's Passive is 5% more damage via Laceration to a target that has Acid Blade. Acid Blade has a dot tick of 6 seconds. This gives you 4 possible global cool downs to have it effect Laceration, leading to a total of 20% extra damage in a short term burst. This would be assuming two TAs, Stim Boost, and the refund TA hitting all at the same time. In a more realistic look, it's a 10% added to damage to Laceration over the course of the window. So, observing the Parse from Fioh again: Lacerations - 66 for 462129. Backstabs - 21, which leads us to 6x21 ticks of Acid Blade. 126 seconds of Acid Blade. There's 235 seconds in this parse. This means our new passive is giving us a 5% damage increase 53% of the time. Laceration is responsible for 1964.96 dps in this parse. Of which ~52 dps is coming from the passive. For Lethality [using Fioh's parse again], we gained 5% more damage on Toxic Blast [2 dps increase!] and 10% chance to double tick on Corrosive Grenade. 10% of 97 ticks leads ~60.7 dps. Now, compare that to a passive that other classes have gained... Energy Burn: Energy Burst causes the target burns 198 damage over 3 seconds. Stacks 4 times. Each Energy Lode Unleashes generates one stack. This is worth 140 DPS. Engineering is harder to reverse engineer, but they gained 15% crit chance to all of their AOE attacks, which is of course stacking rather well with their 30% Surge Bonus. Just on Plasma Probe alone, that's ~148 DPS. Annihilate causes Bleeds to do 5% more damage after used for 4.5 seconds. Top parse has it used 48 times which would lead to a 216 seconds of up-time out of 206 second fight. This is around 170 dps increase. Deception gained 5% to Surging Charge, and Phantom Stride gives 3 Static Charges. This is at least 100 dps added, hard to figure out the value of 3 extra Charges for free every 30 seconds off gcd.
  9. Going off the numbers from the top Concealment Parse, the changes to crit damage would be: Laceration: 8870 to 9896 Veiled Strike: 8740 to 9725 Backstab: 10431 to 11695 Vsub: 15732 to 16758 Total Dps Change: 6390 to 6737.
  10. I play Concealment almost exclusively, but from what I saw in parses it appeared that Overload shot was being used between one to five times in less than 230 seconds. The top parse only used it once [your's =p]. It's troublesome that a move that has such a low utilization would hold spots in our passives/utilities. In a typical parse, there are 153 global cool downs before alacrity. It seems a waste to have a move that is only used less than 3% of the time to be getting so much attention. =/ But, as said. I don't play the spec much. I've been looking into it, but even in your parses it has low utilization. D: I'm looking into doing so, mind sharing me your stats?
  11. I've said it before, and I'll say it again: Our AoE is terrible. I lose DPS doing AOE in mob packs during Operations unless there are 8 mobs scrunched tightly. Fragmentation Grenade tickles opponents. It's considered a single target until it hits the mob. If a mob dies by it, it won't actually have the AOE trigger. More so, the AOE has been reduced in size from 7 to 5 meters in 3.0. Carbine Burst is unwieldy, and does terrible damage. We have the worst dot spread mechanic in the game. [Carbine Burst.] It has the absolute worst aiming mechanic with an animation that is in no way accurate. Acid Blade does almost zero damage now. Our burst in PVP can be cleansed/purged. Our burst even in PVE is fairly terrible at this point, along with our single target dps being limited. Despite positional dps requirements in concealment and a lack of AOE, we're one of the worst dpsing specs in the game. We have numerous passives that are tied to terrible moves: Concealment - > Imperial Ammunition - 15% Crit chance/ 30% surge to Carbine Burst. Concealment -> Surgical Strikes - > Increased damage to Overload Shot and Veiled Strike by 5%. Cutdown -> 5% to Lethal Strike, Carbine Burst, Overload Shot, and Corrosive Assault. We have multiple Utilities tied to terrible moves. Imperial Weaponry - Carbine Burst 25% more damage. Curbing Shots - 40% slow on Carbine Burst/Overload Shot. Med Shield - 5% Hp heal. At some point, the developers became convinced that we should be using Overload shot in our rotations. They've included it in two near endgame passives. I can understand Overload Shot being used early on in the game, or by a healer to have an extra move. It has no place in a rotation for DPS in either spec. I've kept it as an alt fire for my blaster fill just in case, and I don't think I've used it more than ten times in three years. Back in 3.0's live stream, the devs tried to convince us it was good; they acted as if it was a secretly great move that no one knew about. I want to be very clear about how terrible our AOE is. An ungeared level 65 Sniper with only a 224 weapon on [nothing else!] will out AOE a Concealment Operative that is nearly fully geared in 220/224s. All it takes is their Suppressive Fire. I've tested it recently, and I was fairly disgusted. @.@ Carbine Burst and Fragmentation Grenade need to be both buffed by the Utility. Carbine Burst needs to be changed to Tech Damage and do substantially more damage. Fragmentation Grenade would be fine with just getting buffed via the Utility. Sigh... I could go on, but unfortunately our class falls within the realistic 'goals' of the devs. There was a time, in 3.0 where the devs discussed what there internal methods of Dps were. They stated that the numbers were essentially: Sustained Melee DPS: 105% Sustained Ranged/Burst Melee : 100% Burst Range: 95% In this expansion, based off the numbers we're seeing, it is very likely that: Sustained Melee DPS: 7000 Sustained Ranged/Burst Melee : 6650 Burst Range: 6317. The problem is that Bioware isn't very good at balancing classes for competitive content because they allow for such a wide range of variance. Within each 5% tier of difference, they allow for another 5% range between the top performing and the lowest performing of each. Thus the real range of DPS in the game by their allowed design is 7,350 to 6,001 dps. Those numbers should be fairly familiar, since they are pretty close to the top performing and the lowest dps in the game. To Bioware these ranges are completely acceptable. They have accomplished their balance mission if each of the DPS specs fall somewhere around this range. So even though specs such as Concealment [-6.5%], Hatred [-7.7%], and Pyro [-11.4%] exist off my predicted targets, it is unlikely that they'll get fixed anytime soon.
  12. You're doing great work. Now to go swallow my sadness as a Concealment Operative with no AOE and the second to worst single target DPS in the game.
  13. It's really hard to come back to my Operative after playing my alts. In terms of progression raiding, I may not even start on my Concealment Operative this tier despite it being what I consider my main. The other classes just offer too much by comparison, and I cannot help but feel that I'm always making my Raid Team worse off. I really hope that Lethality could become a true AOE spec. I find it disturbing that our specs try to buff Carbine Burst, or use it as part of a rotation despite it having one of the laziest animations in the game, on top of the fact that it does a pittance of damage. We are even getting a new utility that will apply a slow when we use it. As a reminder: Concealment's level 12 Passive is an increase of Crit by 15% and Crit Bonus by 30%. Lethality's level 12 Passive forever ties the spec to Carbine Burst with dot spread for Corrosive Dart. The level 59 Talent includes a 5% increase to its damage. A Skillful utility for 25% extra damage. A Skillful utility to add a 40% slow for 6 seconds. All of these abilities are completely useless. If it wasn't for the fact that Carbine Burst was forced into being a dot spread, the move would never be used. We have no abilities that alter Fragmentation Grenade in any way outside of the passive that allows it to hit other targets. Which, as a quick side note is bugged, because Fragmentation Grenade is no longer considered an AOE until after it does damage, which means a Single Target Reflect will still reflect the grenade. This causes Operatives to have very little they can hit a Juggernaut with during a Saber Reflect. I'd be fine with our nonexistent levels of AOE if it meant that we were far and beyond the top DPS class in the game on single targets. This isn't the case, as we see ranged specs with superior AOE dominating the charts every single time in both damage and usage. According to Log Parsing tools Ranged DPS have 59% utilization. Once we start going into Hard Mode only, we find that it increases to 62%. If we take it a step further and only look at current raids, it jumps to almost 70%. Even at the most broad of spectrum of all raids, Operative usage is startling 3.2% with 75% of Raiders using Concealment. So please, please make Lethality into a viable AOE Build. Take Carbine Burst out the game and give us a 10 meter PBAOE that we can place. It should be shaped as a circle.
  14. It is depressing how little AOE our class has. During 12x, I've taken the time to level both a Merc and an Assassin, and it doesn't feel right to even compare it. There is never a time to use Carbine Burst. It is a waste of a cool down, and will be a waste of a utility slot.
  15. It'll only work against White damage attacks. From the more popular specs: Concealment Operatives are all Tech damage, aside from their filler blaster fire or carbine burst cone AOE. Power Techs are all Elemental/Energy damage outside of Rail Shot. Veng Juggernauts have almost every move outside of Force Scream, Shatter, and Slam as white damage. Immortal Juggernauts have white damage on the above, plus Aegis Assault, and Crushing Blow. Deception Sins would have trouble hitting you with low slash / Maul. Hatred Sins have Lacerate [spreads dots now] as white damage. Sorcs are all Force Damage. Arsenal Mercs have white damage on Blazing Bolts/Priming Shot. Innovative Ordnance has white damage on Serrated Shots and Mag Shot. Marksman and Lethality Snipers have rotational moves that are white damage. So let's say, you changed all your augments to defense. That's 728 Defense. This would give you +8.73% defense. I believe the base defense chance is 5%. So now you're at 13.73%. Predation gives you +10% to defense. If you're in Carnage, you have +6% to defense if all your stacks are there. If you were in Fury, Furious Defense would give you +10% defense for 6 seconds every 9 seconds. So this give us a range of 29.7% defense to 33.73% defense assuming fully buffed. Since you're using tank stats, you'll still get 34 Power per augment for 476 Power. Most players don't spec for accuracy, but all should have at least 101% due to their companion bonus.
×
×
  • Create New...