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Tankqull

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  1. Tankqull

    Stealth Healing?

    its a common bug that happens regualary to chars being killed the moment they vanished (due to lag and latancy issues on server side this happens alot) most of the times one of his weapons are displayed and as vibroblades not being visualized ops and scoundrels are quite often entirely invisable while other classes are displayed as hovering weapons. so nothing to blame but the SWTOR coding.
  2. you cannot rupt dmg mitigation
  3. because beeing good in a 1vsv1 environment doesent equal to a good grp environment performance.
  4. so your either facing a shade/sin who will negate your smash with their shroud or an ops/scoundrel who wont vanish as suckerpunch/laceration will do the job anyway.
  5. only for 3 attacks, after that scrapper/conceal does much more dmg than deception/infiltration.
  6. und wenn ich mir so das geweine in den tofn threads und das krampfhafte bemühen soviel spieler wie möglich von andern servern anzulocken betrachte gehts auch da den bach runter. pvp lebt von der abwechslung und die stirbt einfach flächendeckend in swtor aus - und alles was jetzt noch seitens EA kommt ist einfach 6-12 monate zu spät leider.
  7. simply implement a merchent selling the missing pve/pvp armorings for the other playstyle problem solved.
  8. denke mal das zumindest am we ne menge das eso WE nochmal mitgenommen haben um es sich anzuschauen. das spiel ist nicht der heilsbringer aber macht in vielen bereichen wo swtor vollkommen versagte ne menge richtig. und das näher rücken von sommer (gerade die letzte woche mit fast 20°C im spätwinter) ist immer verbunden mit spielerzahlrückgängen spielen wie eso/wildstar mit der aussicht auf besseres pvp(open world im falle von eso und instanzpvp auf seiten von wildstar) dürfte gerade die pvp server massiv ausbluten lassen nach deren release und da viele ihre abos nicht überreizen wollen spekulier ich einfach mal das viele abos in den letzten monaten deswegen nicht verlängert wurden.
  9. well i dont see the problem situation1) you are in fight you opponent vanishes -> next target targeting someone else -> smash tada you hit him situation 2) you are entering an area that seems to be empty and want to check it via smash -> last attacker (who can be on the other side of the map) -> smash tade you´ve got the stealther or not ^^ the only moment youl´ll get problems is when your last attacker is a stealther in an empty area and to be honest if he´s using a 2minute cd (sents maras are dmg imune anyway - so smash would pop them out of stealth) it should not be neglected by a 15sec ability...
  10. valuing smash potential by dummies is rubbish as they dont fight back. thus the centring generation is heavily reduced wich directly end in fokus generation problems wich heavily reduces the dmg output. while i can spam "mindlessly" focus consuming attacks in pvp because of never running out of focus i´m heavily falling back on the focus generating skills while hitting the dummy wich do crappy dmg reducing the dmg even further. while i agree smasch is not usefull in pve as both other dd specs of sentinels deliver more dmg while not beeing attacked the tides are turned heavily in pvp where anihilation is just useless and the reliabilety of gore/precission slash window is not guranteed smash is a wortthwhile singeltarget spec as its dmg can´t be stoped(carnage dmg without gore sugs outragous) only delayed.
  11. Tankqull

    Dev attention

    pve is as dead as well...
  12. do the same for sages and youll see a different result. so sorcs are fotm while sages are not... ? so i would guess the optical appearence is more appealing for sorcs but they are not OP...
  13. as every class has some rampup time a 3sec dmg imunity actually is some kind of god mode. if bw feel they are lacking defensive cd´s change ballistic dampners to provide 6 charges and get rid of the lockout timer. or add some %tual dmg decreasement after defensive screen/shield probe has been used (lets imagine 35%by defensive screen+30%ballistic dampners+20%scrambling field that should be enough of def-CDs) but the true problem of sniper/slingers in arenas is the fact of the map layout wich is extremly range unfriendly especial when they are as turrety as slingers/snipers. literally the moment you have LOS you are within melee range wich is a pain in the a*s for every range class. due to its mechanic the only more mobile skilltree is absolutly horrible in arenas as it prohibits any cc usage of your teammates beside stuns and snares. possible solution with implementation of the doubleclick GTAE is to change shrap bomb/corrasive granade to a gtae with 2.7 that way skilled players would be able to aply their dots on singel targets without delivering cc immunity for every enemy. another problem with 2.7 atleast in areans is losing of the ae-flash bang wich would need the pbae-knockback to have no cover prerequisite. and or an option to reset its reuse timer.
  14. its most correlia even though a view mods are on the voss vendor. 45 mods are somewhat overbolstered and provide (slightly)better stats then obroan equip. and obtain thge obroan relics they provide the biggest stat gain (6xx power and mainstat proc) of all items and you´ll need them anyway to hand them in for the next new equip step. (would be the only pvp items i recommend to purchase currently)
  15. nope the problem is the horrible net code that forces the coders to make the leap work different in this game than comparable moves in other games. the leap here is instantly calculated with the animation done afterwards its more of an instant port with a delayed animation. because of that your root has only two options to effect the leaper, right befor he leaps delaying his leap by 2sec (if its not the rage/focus spec leap that can ignore roots) or when he has arrived even though he issent displayed their.
  16. nope healers gather their numbers in the same way dps do - the bigger the numbers become the more spreaded the heals are the less people have been saved from deaths as they have either not been focused or will have to release. so regardless if its dmg or healing the higher the value become the more fluff dmg and/or healing was done.
  17. doing a million+ on my gunslinger in every wz where my team is not completly dominated(or hutball). does that prove anything that dps are to strong or even that sniper/slinger dps is to strong compared to other dps? not at all (atleast from my perspective).
  18. im doing fine killing healers on my focus sentinel as their singeltarget dps is by for not that worse as proclaimed (3.8k combat vs 3.3 on focus... while singeltarget hps of all healers is around 2k while horribly burning power) vanguards have the problem that they quite heavily rely on dot dmg wich has absolutly no cleanse protection. and thus ther dps is heavily hampered.
  19. its 1.5 vs 2.5 not to mention the possibilitys of making snipe instant... yeah they are pretty much the same with 2-4 times the effective power consumption... as i can understand your problem as you´ll need a equally played dd per healer to out dps them effectivly you can run into team compositions that are possible to generate stalemates where the ability to use the few cells between our ears start to be the key factor and not only pure brainless dmg races.
  20. range dds have much more spell protection than any healer has. heals due to longer base ct are much more prone to setbacks, its easier and as the setback value is based on the base casting time 2.5-3sec for the big heals in opposiotion to 1,5 dd´s have the value being set back is much higher then on any other spell type. cc works in both directions and it does harm healers alot more than dd´s. i have shut down any healer i have faced jet to a point where he was doing nothing but trying to survive. and the same has happend to me by dd´s worth a shid as it is extreamly easy to shut them down if you know how they act (preferrebly by first hand expierience).
  21. sorry but that statement clearly indicates a heavy l2p issues... no healer can face tank a dd for a longer time frame than 10-20sec because of defensive cd´s and cc. if you take that as a nerfing reason every class must be utterly nerfed. regarding the value he lists its the big heal (underworld medicine, dark heal, delivereance, rapid scan and medical probe. as it is the only heal with a tt of ~4k.
  22. auch wenn schon ein wenig zu spät aber NEIN NEIN NEIN UND NOCHMALS NEIN! Makeb modifikationen sind das schlimmste das man machen kann in punkto bolster da diese mit dem ersten bolster nerf komplett vermurkst wurden und einem fürchterliche stats im bg bescheren. das einzige was noch schlimmer ist ist das mischen von lvl 20 pvpwaffen exp verbesserungen mit grünen lvl11 mods. damit man ja nicht auf 8k tps kommt im bg dann müsste vorher aber auch noch händler eingebaut werden die die fehlenden pvp/pve setbopnis für den jeweils anderen bereich anbieten.
  23. sorry but thats absolutly wrong - in a pure comparison of Dmg to Healing every DD-spec out damages healers by far as the last ones rely to powerhogs known as casted heals to keep the attacked person alive (if your dmg out put as a dd is so low that you are not forcing a healer to use his casted heals the problem is on your side) as all DDspecs have a much better energy management than the healing specs. vs a DD knowing slightly what he is doing you run out of power inclusivly all powerregen attributs in less than 20sec. so healers are perfectly fine in terms of your definition. as the only thing healers do is buying some time where you hopefully start to outnumber your enemies. where that systems starts to get messedup slightly is when DCD and tanks come intoplay as your war of attrition becomes a comparison of better DCDs (lower cd etc [personaly i would get rid of all DCDs and replace them with far better DR of the defensive stats]) another problem is the frustration threshold of DD´s wich is extreamly low and leeds to constant usless target switches after a few seconds.
  24. resolve works as intended the intension is utter BS but thats another battllefield...
  25. our burst healing hasn´t touched at all as 2-4k heal spam is no burst healing what will be nerfed instead is the ability to buy some time for another healer to cast a usefull heal or to activate defensive CD´s enabling us to cast a heal.
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