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Dastey

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  1. I have not recieved 30 days of game time, not even a mail like the rest. This is despite the fact that I HAD an active recurring subscription until you ****ed up big time in 1.2. I have 2 lvl 50s and 1 in the 40s. So well once again Bioware is ****ed up, but I guess it wouldnt have made a difference since I had it with this customer service, worst bunch of lying **** I ever seen
  2. Once again a guy with no clue. How does moving get me away from a melee or ranged DPS shooting on me? Thats right it doesnt. While I can shoot those things while moving it doesnt change the fact that I can't get away from them because the class has absolutely no mobility. Approximately 40% of our damage is from Tracer missile = Stand still and shoot 35% is Unload = Stand still and shoot The last 25% are Rail Shot and Heatseeker missile are the last 25% This make 25% of our damage which on top has 15 sec cooldown each useable while moving, then we have to go spam Rapid shot that does little to no damage and get deflected by any tank class. So yes before you come and say that Mercenaries has awesome mobility maybe you should go try and play it yourself because you obviously cant be playing this game at a high level when you think this is how it works.
  3. What has mobility, interrupts, utility, knockback and OOC to do with healing? As for stuns every class has a 4 second stun I believe so no difference there. Then ofcourse some classes has more than 1 stun but mercenary isnt 1 of them. As for CC I believe that all classes has a CC aswell so not really any difference there either. Its funny that I havent seen a single valid argument against mercenaries getting some mobility. Yet I don't think it will ever happen because Bioware seems to ignorant to see what is going on in their own game
  4. So just because we have 2 trees we should be forced into playing 1 of them without having any possibility of choosing ourselves? No it doesn't work that way and you know it. Any class of any specc should have some kind of mobility and so far every AC does except for the mercenary
  5. The thing with the rocket boots is that everyone will be getting it so it will pretty much cancel each other out. We don't know how it will work yet but try and imagine the following scenarios: Sorcerer: Sprint + Rocket boost Assassin: sprint + rocket boost Juggernaut: Rocket boost + charge + intercede A lot of classes will get some awesome combinations taking them far away (and even scoring in huttball) making this an unfair advantage and as a Mercenary we still don't have anything. We are already gimped by LoS but its not possible for us to get LoS ourselves due to low mobility.
  6. Im just gonna link to a topic I created earlier today that pretty much sums up my opinion: http://www.swtor.com/community/showthread.php?t=376985 I do however want to say that I rather want some mobility (some actual use of the jet pack) than an interrupt. I rather want to be able to get away from the action than being able to interrupt
  7. So im sure we all know that certain classes are lacking either of the 4 abilities. The 4 im mentioning are: Mobility, Interrupt, Knockback, and an Out-of-combat ability. When you take a look at the advanced classes you have the following: Juggernaut: Mobility, Interrupt, Knockback Marauder: Mobility, Interrupt, OOC Sorcerer: Mobility, Interrupt, Knockback + Friendly pull Assassin: Mobility, Interrupt, Knockback, OOC + Pull Sniper: Interrupt, Knockback Operative: Interrupt, OOC Powertech: Mobility, Interrupt + Pull Mercenary: Knockback To summarize we have 1 AC that recieved all of the above 4 categorizes and that would be the assassin, there are 3 classes that recieves 3 of the above abilities which are marauder, sorcerer and juggernaut. Then we have sniper, operative and powertech which only has 2 of the abilities. And last and certainly least there is the mercenary that only has 1 of the above and that would be the knockback. On top of this 2 classes are having a pull ability which funny enough assassin is 1 of them recieving every single utility spell in the game. Sorcerer also has a friendly pull giving them another ability. Now 1 thing I didnt cover in the above was slowing abilties since honestly I have no clue which classes has a slow ability, I know for certain marauder and sorcerer has simply giving them more utility and yet again Mercenary doesnt. As a mercenary im pretty disgusted about the class balance on this point. Yesterday Bioware announced in the Q&A that there are no intentions on giving the mercenary an interrupt since that is our weak point. Fair enough, honestly I don't really need an interrupt. The current mercenary class is pretty much a turret that stands in the background and shoots at people, and every single person in the game is whining about the TM. Now they said they want to change our rotation but this has proven to be a pretty unsuccesful way of doing it in PvP atleast. Now im sure im talking for every mercenary when I say that we would like some mobility. We are the least mobile class despite having a *********** jet pack on our back. When we get charges or attack or whatever we can knockback and then we are screwed. We get interrupted, stunned, slowed, and whatever people can come up with, yet we don't have any get away ability. We simply has to stand there and take the hits while looking on other classes sprinting away, charging away. To summarize we pretty much have 7 categorizes. Knockback, Mobility, Interrupt, OOC, Pull, Friendly pull, slow. Out of theese 7 categorizes the Mercenary AC is the only that hasn't got alteast 2 which seems like really bad balancing around the board when it comes to utility.
  8. Unless there is some huge change to heat management in 1.2 for bodyguards you guys are talking BS. I have been playing offspecc bodyguards for a few raids and honestly there are absolutely no problem in keeping heat down, quite frankly I hardly even use the vent heat ability. Take karagga for an example, constantly spam healing on that boss, even sometimes cast 3-4 heals in a row without thinking about heat just to use supercharges gas and then spam those 2 heals like a mad man. I am still having no problems keeping the heat down what so ever. So either you guys are doing something totally wrong or well I cant really find what a 2nd reason could be
  9. Actually you are wrong there, assuming the person you are shooting on has the same expertise you will see the following changes: 100 % damage * 10% = 110% * 10% damage reduction = 99% damage (Patch 1.1) 100% damage * 20% = 120% * 20% damage reduction = 96% damage (Patch 1.2) So we will be seing a 3,03% damage reduction simply from expertise On the same time healers will be getting 12,5% more healing done.
  10. I agree those set bonuses are fantastic and im using the 2 piece bonus even in PvP atm. ofcourse with expertise changes I will have to take that up to reconsideration but it still just seems too good to pass up on
  11. Ok so assuming you are right on trauma (since I havent tested at all so I guess you are). That would be a 12,5% increase in healing next patch and a 3,03% damage nerf. Hmm im seing some imbalance issues incoming, ofcourse a few healing classes got nerfed, but so did a few damage classes.
  12. I don't think we should be taking the trauma into the calculation that way since I think that first it takes away the 30% and then add the 20% from expertise. This would be adding 20% to the 70% which would be 14%. This would mean that comparing the current 10% expertise to the Patch 1.2 20% expertise the following changes: Damage will be going from 99% to 96% of the original amount Healing will be going from 77% to 84% of the original amount. This mean a 3,03% damage loss and a 9,09% healing gain. This will give a higher survivability rate in PvP assuming you have a heavy healer team, which tbh isnt the right direction to take
  13. Exactly what Daellia is saying. More expertise on both targets will infact reduce the damage dealt. However on a completely different note more expertise also means more healing done, so the difference there currently is between DPS and Healing will become more in favor of healers. Before they would maybe take (assuming 10% expertise) 99% of the original damage and do 10% more healing. Now (assuming 20% expertise) they will take 96% of the original damage and do 20% more healing. I dont quite see this as a problem in general but healers with Guard on might become fricking hard as hell killing unless your coordinate an attack really good.
  14. Yes and in general it will be a PvP nerf since an interrupted Tracer Missile wont be able to reduce the cooldown of Unload. Ofcourse Power Shot then will but lets face it, Power Shot isnt that good, especially not against tanks
  15. Since you are so nice to post theese numbers I have a question for you. I can obviously see that you are using the current 2 piece bonus because lets face it, it is absolutely awesome and I cant imagine us getting any better set bonus to replace it with. But thats kinda the comment that leads up to my question. Is it possible for you to see the set bonus we are getting on the new set so we can start measureing whether or not its worth changing out our current set bonus which is quite a nice one.
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