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HuNtOziO

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Everything posted by HuNtOziO

  1. Because 'your' damage numbers are a factual representation of the state of the dps compared to lightning?? RNG is RNG even for parsing. We need to wait a lot longer so we have more data samples to compare. Still recon arsenal is higher than lightning though (Non bugged ones of course).
  2. There are already two high parses for dirty fighting on parsely - 9.9 and 9.8k. However remember these are usually the lucky parses, not the average. Engineering also has a few 10kish parses up there post nerf. Nerf seems fine, took them down from being well over tuned like they were, to 'balanced'. I have a feeling in 5.4 or sooner the last few over performing specs, even for melee sustained (looking at you lethality operative!) will get a small nerf.
  3. The tears in this thread are glorious. Such a long time as the top dog healer, blatently overpowered which ruined pvp and made pve healing trivial. The moment they get balanced to be equal to mercs and operative healers the crys of OMG unsub and not playing anymore come out. If you cant heal on anything that is not overpowered, dont heal at all, period. Balance is good for the game.
  4. Can you please tell us when you'll be posting more class balance changes? This is by far my most anticipated change in the next patch and would love to know the balance change plans
  5. Not sure what you are getting at here, often i dont agree reading what evo says when just browsing and reading but i fully agree with him here regarding healing. Anybody who has played this game along time knows what he means, damage vs health pools has been getting worse with each expansion. This has contributed to healing getting out of control that's been increasing exponentially each expansion. Too little damage going out, too easy to heal players and heal numbers are far too high. This is experience over time he is referring to, not "cuz proof", you cant 'slap proof' on trends over time unless he constantly logs and takes screenshots over years, which c'mon that's just not going to happen. Throw in what i hear many say about guard also being too strong and we have a very low deaths meta that we have now. Its stale, boring and has further helped pvp decline, aside from the ugly command xp gain why people queue. Only good thing i can think to balance it out is perform a stat squish next expansion (numbers are getting silly now), and tweak the ratios of dmg/guard/heal in pvp. Also some kind of cross healing debuff in regs would also be good but no idea how they could implement this. This would help stop healer stacking being so effective, sort of a diminishing return for using too many healers and nobody ever dying.
  6. And missile blast sucks awfully bad, the new animations look better. I see no problem here
  7. As a player since beta and launch all these years, and running a guild that has raided the entire time. This has to be the most dumbfounded design decision I have EVER seen for this game. This makes absolutely zero sense, even dulfy is having a dig at the sheer stupidity of this change. NiM is significantly harder than highlighted 'casual' modes each week and as such should reward the best gear 100% in all of them. TBH you should be giving out 228 gear set just for NiM only so the prog raiders actually get rewarded. What incentive is there now? nothing, none, and not even to be "fixed" until feb. Massive let down, starting to have enough with this game after hundreds of £'s spent on it.
  8. It was edited out at some point after the initial posting, but i also saw the post about him only wielding one blaster. Guessing they removed it as it was incorrect, either way technically everyone is correct and they have screenshots to prove it, bioware omitted it
  9. There is a chance it is yes but many people raised tickets and made posts back in 1.4 when changes came out and it was never confirmed if intentional or a bug, the majority of people assumed it was a bug but to this day we still have no confirmation of it. Id just like them to look into it and if it is a bug, please fix because really im not lying, the old effects were far better, its just on those 4. the fusion missile one is just a launch sound bug (100% bug) but the other 3 had active sound changes.
  10. Uh perhaps try to sound less condescending about what is essentially a bug report? No need for attitude for something you don't like when its a bug.
  11. No mate you have no idea of the number of complaints posts that were made when they gutted many sound effects since 1.3, they sounded better then. If you think they sound fine now youd really love the original sound effects, there is a reason this is being called a bug.
  12. See this thread and my post specifically on it as the issue still exists http://www.swtor.com/community/showthread.php?p=8404968#post8404968 This bug still to this day since 1.4 drives me insane when playing arsenal merc and assault specialist commando
  13. I cant believe this still has not been fixed, even with 4.0 mere 2 months away The original old sound vid link doesnt work, but this one does! This was recorded when 1.3 was live and sounds worked correctly, ever since then many ability sounds have been bugged/changed and have never been fixed. Tracer since 1.4 and to this date sounds horrendous, note on the video it has both charge up sound during the cast and a launch sound which sounds amazing, both were removed in 1.4 and the cast is almost silent and lost all its ooph. Heat seeker missile also sounds far better in this vid and has extra sound effects which played all time. Currently on live HSM only has a few of these extra sounds inside warzones and player ship, but still not as good as in this video i linked, when questing or pve operations absolutely none of the extra sounds occur, its the same sound every time, no wizz of the missiles or a flashy sound, just a dull plain click. Fusion missile has a similar bug to live HSM, its launch sound only plays in warzones and on the player ship, in the field and operations it doesnt make a launch sound, just silent, another bug. Charged bolts on commandos also lots its powerful fwush sound it made when it fired, it made 2 sound effects, the current one on live and the additional one which was removed, so since 1.4 it sounds incredibly weak and pitiful. Far worse than mercs powershots. Quickshot on smugglers used to make a powerful bang when shot, this was also removed, along with charged burst (but this one is no big loss, sounded silly). Main request: Please please fix the arsenal merc sound bugs and the charged bolts sound bug, restore them to their 1.3 glory where they actually had excellent sound design and sounded far more powerful, this will make myself and other arsenal players (and assault commandos that use charged bolts) far happier. Abilities in question to be restored and have bugs fixed: Tracer missile, Heatseeker missile, Fusion missile launch sound, charged bolts. It is only 4 abilities, thank you.
  14. Yup its a sound bug issue mate, same with fusion missile, makes the launch sound on the ship and in pvp warzones but not anywhere else or operations. That and heatseeker as you said... Back in 1.3 they even had extra sound effects (heat seeker sounded even better than it does on the ship atm) and tracer missile even had a charge and launch sound when casting! 1.4 removed this and the sounds have been bugged/crappy since Sound restoration on these would be nice.... A load of other sounds got changed in 1.4 too for other classes, charged bolts (used to sound alot better), charged burst etc
  15. For a few days, but when it starts blocking your view during OPs and all your team mates complain about it, it starts to get annoying...
  16. Seconded, hatred is absolutely awful in 1v1 vs operative, with evasive imperative utility (basically every op takes this in pvp) they can basically purge all your dots and all your damage very often and you have less CC than in deception and less burst. Only deception can stand up to an operative 1v1 by being super aggressive with timings and cc and not letting them heal and/or mez.
  17. As the title says the animation is bugged just on pyro pt's only, the vanguard version works fine (plasmatize) Here are 3 screenshots of how crazy bugged the animation is, flames are twice the size which looks both hilarious but also somewhat off putting on ops fights, see how huge it is on the walker.. haha It also completely hides the ops dummy almost when parsing due to said bug, ill post the vanguard one below showing how it *should* look, the pyro one looked fine (same as vanguard one just yellow not purple) too until a recentish patch which broke its animation. Walkers: giant ball of flame: http://i.imgur.com/Qj0JfdM.png Lurker: shooting over stretched fire out of his ***: http://i.imgur.com/3WpfQ4O.png Dummy: hiding behind the flames!: http://i.imgur.com/r7Mdw3T.png And for comparison on an ops dummy, here is the still correctly animated vanguard version. Less "fun" i suppose but the giant flames eventually get annoying Vanguard correct version: http://i.imgur.com/hPFehWR.png See what you guys think, check and compare both pt and vanguard versions yourself, but its definitely bugged for powertechs. Submitted a ticket in game several weeks ago but it was not fixed in the latest patch.
  18. Bro do you even eyes? Here you go. Jedi Knight Sentinel New Masterful Utility: Ardor. Transcendence no longer requires or consumes Centering, but goes on cooldown for 30 seconds when activated. Jedi Promulgator is now a Heroic Utility. Removed the Defensive Forms Utility. New Skillful Utility: Stoic. Stoic increases your damage reduction by 2%, and you build 2 Centering when attacked. This Centering building effect cannot occur more than once every 1.5 seconds. Defensive Roll now additionally increases internal and elemental damage reduction by 5%. Force Fade now additionally increases your movement speed by 15%. Removed the Force Aegis Utility. Enduring now additionally increases the duration of Guarded by the Force by 2 seconds. Watchman Cauterize now deals its elemental damage over 6 seconds (down from 12 seconds) and Force Melt causes targets to burn for elemental damage over 15 seconds (down from 18 seconds). Force Melt now only costs 2 focus (down from 3 focus), and the damage it deals has been slightly reduced. The internal cooldown of Plasma Blades’ focus regeneration has been reduced to 1 second (down from 4 seconds). The internal cooldown of Burning Focus’s focus regeneration has been reduced to 3 seconds (down from 4 seconds). Accelerating Victory now builds up to a maximum of 2 stacks (down from 3). Merciless Zeal has been redesigned: Your Cauterize, Overload Saber, and Force Melt burns heal you for 15% of the damage they deal. Burning Sweep has been redesigned: Reduces the cooldown of Force Sweep by 9 seconds and the focus it consumes by 1. In addition, Force Sweep deals 30% more damage and spreads your Cauterize and Force Melt burns to targets it hits, if it hits a target already affected by those burns. The Weaponsmaster’s/Challenger’s Critical Bonus set bonus can now be additionally triggered by Twin Saber Throw.
  19. I get this bug also and its a pretty bad one really, should be high on the fix list. A 1 second delay to its damage and sound is... uh pretty bad lol
  20. No thats not a bug its just something the tooltip doesnt cover for one very specific ability, but its working as intended. Tooltip omission if anything
  21. If your current mainhand is a 186 or 192 hilt then the 204 strength would still be a DPS gain, youd gain more force power from the hilt base stats than youd lose via willpower for certain, so go for it.
  22. If you meant the original pen blasts animation (3.0 launch one) was better than the updated version then yes i agree . I think pen blasts looks a lot better than series of shots (both original one and even the new new one when not bugged) but then again its a replacement for it so it should.
  23. As you can see and probably know anyways, since 3.0 the new attack for virulance snipers is lethal shot, however the volume levels for it are about half of the rest of the abilities + basic shot. The video highlights this, i start with a lethal shot, then other abilities fired after are much much louder. Its very very annoying when playing virulance as most fights due to its silence you can barely hear the damn thing firing at all. Yet another sniper bug/issue after the massive penetrating blasts sound/animation bug for all female snipers and male body type 3/4 ones Magnetic blast and energy burst had the same issue when 3.0 came out on AP pt's, they were super quiet but were made louder in a patch, can the same be done for lethal shot please. Thanks for reading.
  24. It seems to affect male body type 3 characters also, but works for male body type 2's That or its random to each person and just luck based if you have the bug or not?? Maybe :\ Male body type 3 bug - (darkfireshadow submitted it) https://www.youtube.com/watch?v=IBUV...ature=youtu.be
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