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Zurules

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Everything posted by Zurules

  1. I'd hope you would straight up decrease the 1.5s cast time it takes to do the transpose ability to like 0.25s. Maybe make it 0 seconds as part of a set bonus or tactical item, I dont know. Even if this is not the thread for new ability ideas, i'd just want to suggest the new ability here: Carbonite grenade: single target ability that is used on yourself OR AN ALLY. It stuns them (does provide some white bar points if possible, but CAN be used if they are already white barred) It last 4 seconds and it Cannot be broken. Effects: during those 4 seconds, all healing received is increased by 100% and the target cannot be damaged by ennemies. If you were "effectively" healed by less than 30% of your base health increase your defense chance by 45% for the next 6 seconds, if healed less than 60%, increase your defense chance by 30% for the next 6 seconds, if healed above 60%, increase defense chance by 15% for the next 6 seconds. The defense chance is granted AFTER the 4 seconds. Has 2 minute cooldown. The idea behind this ability is to give vg/pt tanks the possibility to use a dcd ON SOMEONE ELSE(reminder, can be used on yourself). It can save an ally from being bursted or even killed. The point here is to save an ally and give your healer the opportunity to catch back up. However, the less heals the target receives the higher the bonus defense chance will be once you come out of the carbonite grenade. This dcd saves the target and give the option for your healer to heal that person with a increase healing buff on him, but if your healer was cced or chooses to heal someone else that is in as much danger of dying as the person that the carbonite grenade was used on, then you give that person a stronger defense chance which could also save his life.
  2. I truly miss the use of grenades in pvp, especially the ones other than stun grenade. So im hoping that maybe for vg/pt set bonus (the highest one) would change a few things around grenades. 1. Make the cooldown on which grenades can be used again on another player lowered from 5 to 2:30 (so half) 2. For vg/pt only, each kind of grenade provides additional effects: x% healing debuff for x amount of time (root one) , takes x%(small) more damage from all sources for the duration of the dot (burning one), Makes your energy, heat, force, etc. regen be 0 for x duration and disables any ability that gives a regen effect (slow one), Increase the initial damage by x% (stun one). I might be forgetting some on the top of my head, but this is the kind of stuff i'd like to see. Maybe create a grenade for your allies with the effect : increase healing intake by x% for 5 seconds by all sources. All these choices provides vg/pt some more utility. This idea could also simply be used as the new 75 ability for one or both of the dps trees or even all 3 specs. I just want to see all types of grenades reintroduced in someway. I would also make all these grenades reusable for these specs and given as an ability instead of an item.This does interfear with the cybertech crafting skill for people playing this class, but I think this is minor. If you think it is best to simple "buff" the grenades in the game with some of the idea's I've suggested, i'd be happy with that too. Bring back the viability of ALL the types of grenades.
  3. I feel like one of the core strengths of shadows has been the amount of control we have over our opponents. So for me i'd like to try to accentuate that strength with these suggestions. Tactical item: Make your whirlwind into a sort of vortex. All enemy players within 8m of the target will be sucked and displaced to the same location (or 1m from the center) of the original target and creates a zone(8M around the initial target) that will slow all enemy players by like 30% for the duration of the whirlwind. The slow zone ends early if the initial target who was whirlwinded takes any damage thus ending the cc as it is now. Anyone who was not sucked in by the initial vorxtex(not within 8m of original target) but walks into the zone, will be slowed too. Set bonus (I'm hoping you will add set bonus slots to other pieces of guys like mainhand/offhand to give us even more options to be creative): IF this is the case and say the maximum set bonus would be 9 instead of 7. I'd suggest the max/best set bonus to make all players be rooted for 2 seconds after the effects of any kind of cc is finished: this would include: spike(2s), force stun(4s), lift(8s), mind maze(sap/8s) and for the infiltration spec include low slash(4s). This would not include grenades.
  4. It depends on the composition, but generally its best to swap between 2 dps based on who has guard, cc the tank or the third dps (if its 1tank 3dps set up). Most tanks are very slow to swap guard so you often have time to force that dps target to use a dcd before getting the guard. Also by going between 2 dps, you lower there output which makes your team live longer. This is why I very rarely suggest a tank tunnel strategy when I play.
  5. Merc are just very self sufficient with a "game changer" ability with the net. They are strong, but they are not op at all in my books. The reason why people often go for the tank first, especially in a like 3v2 or 2v2 type of situation is that the tank often cannot get guard. Also at that point the tank usually used most of his dcds, where if you didn't make the merc pop any dcds because most ppl keep them for last, its just dumb to go for the guy with all the dcds than the guy with nothing left at that point.
  6. Then why be specific to mara's? Everyone can get out of combat, mara's just have a sort of "head start" because of their version of stealth for a brief period of time compared to everyone outside shadows/assassin and scoundrels/operatives. For example lets say the time to get out of combat is 20 seconds. When a jugg/guardian blitz away and tries to run away to get out of combat, assuming no one goes after them or do anything to keep them in combat longer than any1 else. Assuming the time it takes for the jugg/guardian to go to spot "x" on the other side of the map is the same amount of time that the mara takes (lets say he look a longer route to get to the same spot) with the same conditions in terms of things reentering him into combat. I'd bet that they will both get out of combat at the same time. This is why you mentioning mara's in this thread is irrelevant to the topic at hand.
  7. Running away does seem to help to get out of combat, but maybe not. ive had times where it was 2v1 (2 us, 1 them) but I had no vanish and very little health that I just LOS continuously to get out of combat. This does take a bit of time, but this way has always felt like it took the same amount of time to do. I feel like as soon as you enter combat a timer starts to put you out of combat, but anything that you do or happens to you that keeps you in combat continuously resets that timer. Depending on what the health are at for you and the mara, I often prefer to sap him first, and heal a little bit and re stealth naturally and then spike him immediately to finish him off. As always this is situational, but for me I probably choose this option 90% of the time.
  8. What you are talking about most likely here is that speed boost you have when not in combat (sprint). It is a buff that goes on automatically if it was one before entering combat the first time, so when u get out, it automatically reapplies itself. So there is no hidden slow that is applied on you by someone else in terms of an ability, its just the simple fact that you are back in combat again. So there is absolutely nothing weird going on here, its normal.
  9. This has nothing to do with Mara's since they dont have a true vanish which immediately takes you out of combat. I have seen mara's get out of combat faster than me even if I was the one who vanished first. So the reason I stayed in combat (what ever it might be) is sometimes longer than the time required for the mara to run super far away and just drop out of combat "naturally". This to me is just wrong.
  10. On possibility is 100% certain is if an enemy AoE taunts after you vanished out. That will make you go back in combat but remain in stealth. The second possibility, but im not certain about this one might be if you still have guard on someone but you are out of range to take damage from it so you remain in stealth as well ,however it might put you in combat anyways. Would need to test this one out to see for certain. Third, If it is a healer game (or any1 just healing you as a dps) any application of any heals on you even when in stealth might put you back into combat if that person who healed you is in combat themselves. Would need to verify this one too. What is annoying for me is that it feels like in some situations the time it takes to get out on combat "again" (if you just wait it out in stealth after you vanished) is longer than other times, this feeling of inconsistency is what drives me nuts.
  11. I can confirm that you cannot get any of the high endurance enhancements by REing. Spent 800m trying a few different ways with no success.
  12. Havent seen any at that price. On DM there at 500m on gtn and none on the gtn satele.
  13. Crafting all Lethal 56B mods for 1 forgotten curio +15m (to cover cost of other mats) with the option of 50m more if it crits and you want to buy the crit. Or im selling 1 for 200m, 2 for 190m ea, etc... Will figure out a better deal, the bigger the order. Msg me ingame via mail to Zurules on Pubside or Zukala on impside. Thank you
  14. The op is complaining about people not being able to interrupt ppl who are using power ups in the oddessen wz. He's not talking about mobility whatso ever. People complaining about too much cc's in this game generally annoy me since they rather complain about one aspect of the game, in this case CC's ( it's an important one too) instead of thinking how to play with it. More importantly they never seem to think about how their teammates can help mitigate the damage they take while they themselves are cc'ed and can't do anything about it (this is why guard at 50% is perfectly fine). I cannot count the amount of times I go to solo sap cap a node and for fun decide to hard stun (4 seconds) to try and cap a 6 or 8 second objective. Just to see the defender break the 4 seconds stun which then allows me to use my lift (8 seconds) to then actually guarantee the cap of the point. This is the most prime example you can have of people not thinking when they play to me in regards to pvp. So yes, I will continue to ask people to think when they play because in my experience, PEOPLE not thinking about how they need to play the game is one of the biggest problems of ANY game. People are the problem, not the game.
  15. Use a stun or mezz to interrupt any1 during an immunity to interrupt. Only gunslingers/snipers cannot be interrupted if they have entrench up. Please take a second to think a little when you play and your play should improve dramatically compared to anyone who doesn't take a few seconds to think.
  16. Each class compared to any other class are not equal/balanced. That is by design and it needs to remain that way. Every class needs to remain UNIQUE compared to each other in a lot of ways. If you give the same tools to everyone, the game will just be boring. Making every class balanced is like saying make them balanced for 1v1. But that is a horrible idea. Even though ranked is 4v4 nowadays, the game balance is and should remain towards 8v8. I can only imagine how complex that is to do, therefore TINY adjustments FREQUENTLY I feel is the best course of action to try and improve ranked play in regards to the balance.
  17. Rewarding players by personal performance has one serious flaw which is why it should never be implemented. Who ever gets focused first (generally class base decision e.g. Pt/Vg) will almost always have the lowest outputs. Also, if a player knows he's going to be focused first, he might then do his best to make his opponents chase him all over to waste as much of their time so that his teammates can do all the "output" (*healers can be the only exception since they can heal themselves effectively while kiting across the map) to win. In this case, the guy kiting but doing little to no dps would have had a "bad output" performance would get the least rating even though he is probably the MVP of his team because he wasted so much of his opponents time at the price of his own personal "output".
  18. Thank you Mike for the post. I have a couple of questions that I hope you might be able to answer me that I think would really help all of us players with our suggestions to help improve ranked. What is Bioware's definition of what is ranked? What do you want ranked to mean for your players who choose to play ranked (Bioware's perspective)? The reason I ask these questions (I know they are somewhat similar) is because I think that most of the ideas so far that have been presented comme from players with different answers to the questions above. As an example, my definition of ranked would be something like this: Ranked is a place for competition and it should be competitive. It is meant for players who they themselves believe they are GOOD at what ever they choose to queue with (different specs from all classes and roles) and to find out roughly where they compare to others. If we can know Bioware's philosophy on ranked, we could save time and focus on idea's that leads towards that philosophy. (I think it might also be a good idea to create a poll where the players can select different aspects that would lead towards one philosophy or another so that Bioware can see the players preferences) Regardless of the philosophy that anyone has, I still believe that the most effective way to make ranked more ENJOYABLE for the players would be to have frequent SMALL balance changes to shift the meta faster which will make every class and spec at least feel strong for a period of time. However, one problem I still foresee is that I still believe the balance design for the game is around 8v8 and not 4v4. Because of this, smaller scale skirmishes (especially when there are no supportive roles involved like tanks or heals, so 4 dps vs 4 dps) skew the power of balance to certain classes and specs that are more self sufficient. These days Merc/commandos are probably considered the strongest by most players because they have good damage, good anti-focus dcds and the option to offheal. On the other side we have the 100% consensus that VG/PT are the weakest because they are the least self-sufficient and rely the most on their teammates if they are to be successful. This is why I truly miss the old 8v8 ranked days because every spec for every class was VIABLE in ranked. Of course some specs seemed better than others which is normal, however, the gap between what people called best and the worst specs was way smaller compared to what we have now. To conclude for now, the most important thing that I feel needs to be done to improve ranked is to close the gap between the most self-sufficient and the least (find a way to keep things UNIQUE, do not give every or atleast most the same type of ability, aka do not give a reflect to pt/vg) and then do small balance changes OFTEN without re-increasing the total gap to make every spec feel good to play in 4v4 ranked.
  19. RIP the 23/1/17 8v8 ranked spec and my 12/31/3 spec for the first round of arena seasons.
  20. Zurules

    Eliminate Unranked WZ

    You missed the whole point of the OP. The OP wants to eliminate a queue and fuse them together in order to have a bigger pool of players to make matchmaking better. He's not asking to create a new queue for solo wzs (and therefore group aswell) which would lesson the player pool assuming the same amount of players are pvping. The idea of making lowbies/midbies the only training ground (it already is a sort of training ground) is not smart. Everyone in these under lvl 70 pvp will be missing out on certain abilities, utilities as different stages. It is not a very effective place to practice for lvl 70 pvp because at no point in time you will have all the tools available that lvl 70's have when your not lvl 70.
  21. Zurules

    PT's & VG's DCD

    I'd suggest an increase of 10% dr to make it 35% on the shield for the AP/tactics spec. I'd add10% dr to make it 35% increase during kolto for plasmatech/name I can't remember. I'd also increase the base max health for kolto to 50% for all specs (including tank) Or maybe add something along the lines of they get a 40% bonus to all heals while under 30%. I don't think pt/vg needs another kind of dcd, I feel they are supposed to be glass canon specs. The problem is that even during their dcds, they melt anyways, so make there main dcd stronger and kolto higher ending max health so that they can be at a better spot when it finishes. Also bring back 30% dr while stunned to shadows/sins , jugs/guardians and pt/vg. (dps specs)
  22. Zurules

    Eliminate Unranked WZ

    If you can't see it at least as a practicing ground for everyone, then you are simply trolling.
  23. Zurules

    Eliminate Unranked WZ

    Your point is actually misleading. By eliminating unranked wz, what your actually saying is eliminate RANKED. Because that is what you would be doing. A lot of players do not like "arena" style of pvp, and others prefer it and hate playing Objectives that are not "kill to win". I find it personally stale and less complicated and therefore not as fun for me. That is why I loved 8v8 wzs, especially ranked 8v8 (best time period for me of this game), their was a range of different strategies and play styles that you could do in order to win. The range varied from what I would call 0 kill strategies or kill no one and delay all the way to simply kill everything or what some people call a deathmatch style in order to win. The beauty and fun of it was the combination of both Play "objectives" and "deathmatch" styles were all valid ways to play and WIN. Your team could be good where ever you were on the spectrum. My team with Ninja, one of his brothers and everyone else specialized more in the kill less style (sap caps/delay tactics) in order to win most of our games. We could if needed beat some teams in more of the deathmatch style, but we were definitely not the best at that compared to some other teams. You can sort of say that you would create a sort of "only ranked" (if you want to consider calling it that) queue by mixing everyone together. But here are a couple of problems that will occur: -Do you have separate ratings based on the types of wzs or for each individual wz/arena? -How do u adjust rating vs someone who queues solo and people who queue in groups of 2,3 or 4 players? Because there is no way they eliminate the option for players to group and play with their friends.
  24. Zurules

    Is this allowed?

    I don't even think that I would consider that an oversight from the designer of the map. Since the introduction of Novare Coast and still to this day, a true oversight from the designer is the fact that people from the republic side (west) can enter the imperial base if they wanted to (just for fun because it auto kills you) and in my case stand on the (mountain range) in stealth where no one has ever dared to look and had found me even in 8v8 ranked days when it was pub v pub (I mainly played republic for that time period). This gave the imperial (east) off node side a huge advantage since you would never find them to traditionally sap cap them if you were two people. Granted I have not met a single other player that did this besides myself. The reason its an oversight is that you cannot get up to the "same place" on the republic side (west). This is why the side your on in Novare Coast actually means there is an advantage if you are on the imperial side and your opponents do not know about that spot. This advantage is technically minor, but not being able to be traditionally sap capped on that map in ranked 8v8 eliminated a turn around option for my opponents when ever my team started on the imperial side.
  25. Zurules

    Is this allowed?

    Im fairly certain that in that spot melee (4m or less abilities) can hit them. You just need to jump and at the highest point of your jump you will be within the required range and that's when you use your melee attacks. It requires one tiny step further for us melee players, but that step is extremely simple to overcome. Definitely, not a bug.
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