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Hediori

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Everything posted by Hediori

  1. See, now while I fundamentally agree with your sentiment about adaptation, I just can't get past the fact that you're equating criticism of changes with "whining because their class is no longer OP". You'd have to be an imbecile to not recognize that PT/VG Pyro damage output potential was outrageous in 1.7. Likewise, you'd have to be willfully ignorant not to recognize the fact that there's an enormous disparity between PT/VG's in comparison to other classes in 2.0, in terms of output potential. I'll gladly concede to the notion that a nerf was warranted, but the context in which it was implemented is just mind-boggling. They've effectively rendered the capstone of the Pyrotech tree useless, in spite of their promises to make the capstones enticing so as to encourage less hybrid builds, in combination with gutting the DoT damage (which was the primary source of scoreboard damage, contrary to the popular belief that railshot made up for the majority of that.), along with changes to crit and surge rating. All of this done at a time when a great number of other classes had their capabilities buffed, like you'd expect with an expansion. (Conceding that many classes did in fact need tweaking). This notion of "vindictive nerfing", that because PT/VG's were unparalled in single target burst capabilities they now deserve to be suffering from outright ludicrous game design is just counter intuitive in an environment that should strive for a balance across the board to facilitate a competitive element. And while I'm on a bit of a rant: Would you people please stop providing anecdotal evidence of "I still tear it up on the scoreboard" or "I melt people in pre-55 warzones". The latter has absolutely no bearing on class balance, and the former is just silly. Just like how a lethalithy sniper/operative or madness sorcerer can achieve a high total damage through fluff damage, likewise can a PT/VG have a good CGC uptime in a game and rank highly on the scoreboard, without actually having contributed anything of value to a match.
  2. "This is me being a douchebag" On a more serious note, the changes made to crit rating in conjunction with the gutting of TD/AP's frontloaded damage means there's even more emphasis on the gimmick of the Pyro spec (RS/HIB), but it's less effective. Not to say the up front burst can't be intimidating, with shoulder cannon negating some of the toned down damage output. It's just not competitive with the sustained damage of madness sorcs, the nuclear missle that is snipers or the persisting smash brigades. I don't know. I'm fully on board with the notion that Pyro was excessively effective prior to 2.0, but surely there must be some middle ground between "I just got hit by a freight train" and "Ew, wet noodles". I'm currently rolling with a 11/8/27 spec and I've assumed a more varied playstyle of assisting my pocket healer and dropping bombs on the designated focus target. It'll dish out a respectable amount of damage, which looks inflated on the scoreboard due to the number padding effect of Volatile Igniter. It just kind of seems at odds with the aforementioned focus on phasing out the viability of hybrid specs.
  3. http://swtor.askmrrobot.com/character/4e0da767-c7e3-43b7-a2fc-d60b9b4f2877 Something like that, I guess.
  4. You mean "Medical Probe" and "Rapid Scan"
  5. This is true, but that's hardly a sufficient justification for the outright silly damage output. Rather than a flat nerf to Smash, they should actually put some effort in and make it a viable spec, over the one-trick pony which it is now. (More like stallion, but y'know.)
  6. Except any competent player in a team game will keep you interrupted or chain CC'd. But, no. You're right. Everyone else is just bad!
  7. Oh, so it's more a general problem of the ability itself ignoring -some- "free" abilities, but not all. Very curious. But, like you said, it's not a a big issue, but it's something of a nuissance!
  8. As a small update, it is worth pointing out that this is still present on the PTS. I have not yet been given a direct answer by a Bioware representative.
  9. Entierly possible to make use of a blaster rifle as a healer, assuming you're comfortable with giving up the ability to use Charged Bolts, which can often come in handy when and if there's any kind of burst nessecary in PvP. I can't speak for PvE, because I've not indulged much there.
  10. I have a particular loathing for Agents and Smugglers in Voidstar. I've lost count of how many times I've had one of them throw down their orbital strike to buy the rest of his team just enough time to respawn. *Grumbles*
  11. I don't remember the exact wording, but Zoeller's said the lack of an interrupt is an intentional design, since having one will give the AC utility beyond what they are comfortable with. Not to say I agree or disagree, but I'd very much like a breakdown of what he considers utility, and which are specific to the Commando/Merc AC's.
  12. A for effort. That's a rather comprehensive gathering of thoughts, there, and I for one fully support the idea. I have doubts that it'll ever be made a reality, but one's allowed to dream
  13. "Level cap will raised at some point. Shut. Down. Everything. Nothing matters anymore." Go away. We've seen your kind before in other games. We don't like you.
  14. I'm going to wager a guess that a large portion of the "Asassin and Shadow tanks are OP" stems from all the different variations of the specs there are. You can have three different shadow/assassin tanks in one Warzone, and have them all running with a different spec and playing with different styles. There's the good old, less used pure tank build. Then there's the build that focuses more on dps, with the wearers slapping on DPS gear. And let's not forget the build that gets you an instant whirlwhind. *Shrugs*
  15. This, and you need to learn which heals you should actually interrupt. For a commando, for instance, do not interrupt the advanced medical probe, interrupt the medical probe instead. I guess I could say that by having you sticking to a healer like glue, you're severely reducing his efficency in the fight. He's now got to kite (or LoS like a boss, if you're ranged), fake-cast and spend valuable heals on himself rather than his team mates, but I'm given the impression the only acceptable scenario these days is "I should be able to kill a healer alone".
  16. Howdy. The other night, I stumbled across something that has left me puzzled. As some of you may know, the talent "Efficient Conversions" in the Combat Medic talent tree effectively makes your Cryo grenade free of charge. It does not cost any ammo, essentially, with this talent. What puzzles me is that if you activate "Reserve Powercell", which causes your next abillity to cost no ammo, and subsequently make use of Cryo grenade, the reserve powercell is consumed, despite the fact that cryo grenade does not cost any ammo. In reality, this is a very small inconvenience, and it's not gamebreaking, but is it really intentional? I sometimes like to line up my reserve powercell preemptively in some situations, and sometimes I'll make use of a cryo grenade first before I throw down a heal. As you may have guessed, I can't really do that now. I mean, I can throw down a heal, but it won't be free of charge. Any thoughts on this? Edit: Upon further review, I've found the reserve powercell is not consumed upon using it in combination with Concussive Round, which does not have an ammo cost either, as a result of my talent spec.
  17. Temporary fix. Volume set to 5. Turn on kpop. Problem solved.
  18. Assault Vanguard, at the moment. The commando equivalent is less-than.
  19. Hediori

    Does size matter?

    Oh you! I should perhaps have clarified better; What I'm looking for is input in the physical size of the map, not the amount of players per Warzone!
  20. Hediori

    Does size matter?

    Amidst a sea of dicontent, and various digressions on.. Well, various subjects, I thought it might be refreshing to have a thread who's innogural idea is to provide feedback on the size of the different Warzones. So, specifically, we'll discuss everything that relates to the size, and perhaps shape, of Warzones, and try to gleam what the community at large wants in terms of just that in future installments. To do this, I've complied a neat little list of questions you can answer, with either breviety or elaborately. 1) What size do you typically prefer; Big, medium or small? 2) What is currently your favourite Warzone? 2a) Is it too big, too small, just right, almost right? 3) What is currently your least favourite Warzone? 3a) Is it too big, too small, just right, almost right? 4) Which size would you like to see more of? 5) Which size would you like to see less of? There we have it. Simplistic, just the way I like it. So, for my own answers; 1) I typically like bigger maps. I quite like having the freedom of manouverability over larger areas, and it often has a wierd asthetic effect on me. 2) Novare coast, hands down. Large, wide-spread and open. 2a) This is the Warzone I feel they got just right, size-wise. 3) Voidstar. 3a) It's a little too small for my liking. It feels cramped, to the point where it almost makes me claustrophobic. It is, admittedly, bigger than Huttball,but given how it's long and narrow, and sectioned off, it comes off as more of a series of very small areas rather than one large one. 4) A mix of medium and large maps, though I'd be just as happy if they just withheld the medium ones 5) The small, Voidstar-esque ones, for the reasons listed above.
  21. It's more a case of how well they preform while under the influence of both a power relic, and a warzone adrenal, in merc PvP gear for the 15% increased damage on rail shot. Bioware is already working on reducing the effective burst gained from relics
  22. Doing the most healing in a warzone does not make you a better player. It does not even make you a good player. It's completely arbitrary to just go "I won on the healing done, therefore I win the argument". There are a ton of variables to consider.
  23. They'll be on seperate cooldowns, barring the forced cooldown you get when activating either relic. Edit; The guy below me got it right, actually. Should've clarified that!
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