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RyderQuanTy

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Everything posted by RyderQuanTy

  1. no one has any input on this idea good or bad?
  2. they should have kept the aoe and reduced the range sniper/slinger need help under focus fire
  3. My point was 2 fold one some classes under/over perform in both PVE/PVP using the pvp stat experities and tweeking each spec % gain would provide a powerfull to for overall balancing I can't see how anyone can argue that is a valid mechanic for class balancing but ill hear the arguments and debate it point by point.. I am not really against hybrids maybe put the expertise bump high enough that players can make hybrids but can never double up on expertise bonus. My experise idea would give bioware 3 thigs to balance pve damage, experies bonuse ,and the kite game in pvp no class would be left for dead. When people pick a class level it then try to pve/pvp end game realize its not viabale in pvp/pve they are more likely to get frustrated and quit which is bad for the overall community. I see expertise as powerfull balancing tool that is not being utilized and think its potential warents discussion.
  4. Great to hear See you guys there. I am not on face book so no rsvp but ill be there!
  5. Just thinking why not make every top tear skill provide 5% expertise as part of the skill. No more hybrids that cause logistical pve/pvp head aches and classes like PT the underperform in PVE and over peform in pvp could have a lower exp bonus say 4% and bump the PVE DPs classes that underperform in pvp vs pve like watchman could get say 6% bonus.. This just seems easy no?
  6. I just wont to add to this and was really hoping others would chime in. As stated by the devs DF/lethality should be slippery and the hit and run style is intended. So I have no real complaints about out surviveablility in compat. My complants is the damage damage. The biggest problem is how we match up vs other classes with heals and any dedicated healer. The dps classes sage/commando have heals more dr via heavy armor/dcs/ cleans plusss they have greater range sages have self heal/bubble / ect commando just cleans our dot and we need to spend a lot of effort to get into our rotation and sages same thin they can just do more dps because is to hard to consistently back stab and shiv. As for dedicated healers they just out heal any damage we do. It matches vs classes that have no heals the lethality is fine and competitive. So maybe if the dot were uncleans able and applied a 5% heal reduction our effective dps would increase vs a targeted group of players and have minimual effect on pve and non healing classes and as it stands 2.7 looks to be sage/commando friendly so heavy off heals will be common and a slight reduction to heals may be needed overall and this may be a good counter.
  7. I have been playing Lethality for a while now and it very fun but clearly inferior. In pvp many of the damage mechanics don't function like they do in pve where lethaliy /DF are doing well. I only kow ops terms so my apology. So here is my ex One the dps bonus from TA Lethality need to mobile moving in and out and to survive and the attack choice depends on the situation and we have the tools to do so. If you have the opportunity to cull you can't save the TA resulting in a dps lose. Devouring microbes will give a large dps gain in pve boss fight due to the duration of the fights. It will always be there 30% of the time un like a execute move which have low energy and high burst dps and an additional rotational attack to put people away in pvp devouring microbes does non of these thing the gain is so marginal it does not lower the number of attacks to put someone away so again pvp dps is much lower that pve dps dots in general have much lower functional dps if it take 1 gdc to use a dot that does 6k dps with crits if the player dies the dot will not do all its damage so by averages say everyone dies with 50% of dot application and u have 2 dots you need at least 1 additional gdc to kill someone so 2 gds that only deliver 50% of there dps on average for a kill means we are fighting up hill all the time . every attack that is the killing blow leave some dps on the table so that is even for all classes as is dr. In pve the unrealized dps from the 2 dots on a 5 min boss is neglagable. In pvp if I die and the opponent has 2 dot on him and 4k health if they were instants I would have won and a team with 2 dotters vs 2 instants the opponent would have 4 dot and say 8k health watchmen and balance get health from there dot which helps with the we don't and every class has a dps attack that manages energy. back stab as an enery managing and dps rotational attack is unreliable in pvp in pve it fine max dps is achievable what would Power tech look like if rocket punch was only useable from behind I listed all the dps mechanics that show how much lower pvp dps is than pve we are the only class like that. We need some of the other abilitys to be tweeked such as carbon burst not requiring TA and lower its energy to 10 and quick shots energy should be lowered to 10 crits on back stab should proc an instant heal of quickening should make the heal instant
  8. Funny thing as a pvper on a lethality op I did nerd range and delet my character which after a cool down period I begged CS to retrieve it which they kindly did so GJ Bioware/EA for that 2 just did that 3 playing my alts 4 in the process 5 taking it but it hurts The lethality plays like a balance sage with no self heals has longer set up time an inferior energy pool dots can be cleansed and must be in melee range If u pvp with the class it cuz it style is fun but know your are inferior and can be a libality. The troll role could win a game here and there but that's soon gone. Ops need a buff to the off heals and nerf sage/ mando off heals 2.7 they will be game breaking op together in regs
  9. with season 2 comes many class changes and players may choose to play a different class and try to make an alt before 2.7 So As stated can we lower the cost of Orabron gear let everyone get caught up so when season 2 begins no players feel like they have a barrier to entry. New season so let everyon get caught up. Just think of it as double xp or for that matter double coms for pvp would work. All out dated seasonal item go on sale. Why not
  10. Ok I am nerd raging I will never play a new character I Just can't deal with the datacrons anymore all I wont to do is pvp in the arenas with out being a gimp after falling throught the playfor for the aim datacron 3 times and once I go stuck in it and it killed me now I can't find the high security sector arrrrrrrrrrrrrrrrrrrrrrrrrrr I am done this might make me quit and fined something fun
  11. now we need datacrons tied to legacy it has me ready to quit and never lvl an alt again
  12. no is going to play them eith of they will all qq as I sid in the original post the ranged classes got fixed to compete in todays game make up so more people will play them the ratio of ranged to melee will tip tot he ranged and we are equal but opposite to the problem. Now melee will no longer be viable. think of how powerfull electronet is what is going to happen if 3 commandos and 2 sages are stand side by side knocking everyone back and electroneting everyone the nerf cry will come and it will be op to the few melles left. At least if there is smash the can break the cluster and if its 2 mercs and s sorc v 3 commandos and 2 sages no one will die but the melees no objectives will be achieved and the game play will be boring. we have been there that's why the ranged classes got nerfed in the first place and to much so. Buffs ans nerfs as a policy should never happen at the same time. All they have to do is watch it play out with out the nerfs. Also I was looking at my sage and the hybrids will be very common and op so prematively mez bubble needs to be moved uo 1 tear .
  13. again my point no one will die and we will have long boring zerges with no results
  14. you are making my point u can heal the main target and the off targets will heal them selves because of get off heals or the main target has a bubble and guars it hit the main target for like 1k
  15. I play my sage with 10% alacrity and never have force issues! also. yes I give up surge but in return I get 1 extra gdc ever 15 seconds. and when there are breaks in combat you regen much faster Alacrity is a sage specific stat IMHO
  16. As stated in the title this is a note to the Combat team about rethinke smash nerf for 2.7. Looking at the results in arenas its easy to say smash is to strong but we need to look at why. Smash posed the biggest threat to commandos and sages since the biggest strength of smash was that is was unkiteable if played well. With the changes to sages and access to egress sages can now escape and the game play has overall been improved for the class. Secondly commando healers and dps are also stronger and more playable. What that means in now ranged classes will be more popular. Increasing those classes in a wz /arena increases overall survivability for all via double bubbles and off heals. Further more ranged classes can cluster and combo knock backs roots and all forms off cc sevielly limiting melee effective ness if they stay in a tight group. Further more Off heals can easly recover from and avoid every aoe in the game as planed for 2.7. If 2.7 goes live as presented in the dev track regular wz will be miserable, there will be void stars where no team can take the first door, arenas where teams stacked with ranged classes go to tie breaker every time and melee teams lose. Smash is a cluster buster it make the range class spread out and minimizes the compounding rate of return on defenses. We have has smash this long I say keep it as is see how it goes and then put it in later if need be. I do not play smash Since launch I only pvp I am currently pvping with my sage, vigilance guardian and lethality op(and fyi lethality is by far the wors class) my commando, vg, sent, slinger, and shadow are collecting dust.
  17. I agree with the previous post that Leathality is going in the right direction but dps operatives including lethality have issues still. With the removal of the knock down to hidden strike is should hit much much harder. Like the single hardest hit in the game by say 10% for concielemnt. Second the back stab should be removed if the rogue style is to much for people to except no need to keep the draw back of needing to be behind the target. I thinking the ops are more james bond than assines anyway so make it useable from anywhere. Back stab from anywhere is A major help for energy and dps. it so situational now the timing of it can destroy your dps via energy regen peneltys. As far as survivability I say let the 2.7 changes play out and discuss it from there.
  18. They already have same faction matches so the animation of skills should not be a point of contention. The ex above about playing his scorc vs his sage is a perfect ex of the piling on and it causes a bad experance for a bigger group of players mix faction matches would make the match making sysete more accurate and matches would be more compative and pop faster. And the above ex the guy had a scor to go to if u only had a sage you probably would have quit. I just don't see a down side.
  19. On POT5 most of the veteran players have migrated to the imp side leaving newer players on the rep side to get crushed the rakings would be more compative if they mixed factions and more populated. Instead rep only players have a feeling like you need to start over and rerole imp to be compative taking a player out of q in the process.
  20. I haet to say it but this is a clear ltp issue. I play vigilance so if u have unremitant so do u if u were stunned 2 time that is 8 focus so pop focus defence force focus snare pb (almost 6k no crits( sunder(cll it 1.5) ms (8k) OH slash dispatck 6k (6k) stasis 1.5k Ms 8k that kind of contunus dpd is op not ops did either of u taunt did u snare did u panick and force push and put leap on cool dow giving him an escape the op is not he problem here if I get stealth by an op on my guardian alone I can take them down
  21. Few thing I do one here is my build http://www.torhead.com/skill-calc#500MZsMrRrRsRrcczZf00z.3 as far as accuracy 1%= out of hundred full3% mean 33 out of 100 in pvp 1 in 33 attack is not woth any point in my opinion. gather strength is a must IMHO in the kite game the 8-12 % to OHS is hug especialy if it crits that 2 or 3 stacks never mind if someone leaps you +4% it add up fast which is why this talent got nurfed its a pvp talent and a must have. narrowed focus with so much aoe it add up and it 1 point vs the sunder 2 I say I am just as likely to get hit by 2 or more aoe attacks in 12 than spend an extra point on the sunder 2 focus. keep combat focus for use with focus defense dps focus is easy to keep up rotation force leap sunder PB MS OHS(taunt they line up so u always know where u are at) MS BS FS dispatch guardian leap always keep guardian leap in cool down 8% heals is a must pro tips AWE is a fabulous anti kite tool if some think they are sprinting away pop awe and put your self between the enemy and where they need to go then continue dpsing if u can guardian leap close a gap do it range classes will run u have force leap ready to put away healers apply all burns and use stasis until proc dispatch and clip stasis always keep taunts in cool down I use it with OHS so its easy to track never us saber through on the way in use it when kited
  22. no idea what all those numbers are but sunder builds 7 focus Zen Strike Overhead Slash and Plasma Brand have a [33.34 / 66.68 / 100.02]% chance to produce a stack of Zen Strike. At 2 stacks, Zen Strike finishes the cooldown on Master Strike and generates 3 focus. so zen generates 3 focus so 7 focus + 3 focus is 10 foget the refund complication and log winded text PB cost 4 focus OHS and BS cost 3 10 focus over 12 seconds with the force sweep bug sweep grant one focus so every other time around u can use slash instead of dispatch as is u never use strike , saber trough , or force leap to keep up your dps your only filler is sundering strike if u star with force leap u have 3 in the bank 6 form force focus if its aoe over 10 seconds w/arrowed focus that 4 more over all u need 14 6 4 3 banked so u only need 1 strike to keep up the rotation
  23. use it as a chance to back off and set up leap taunt and snare the crowd guardian leap out set up the return
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