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JBGames

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Everything posted by JBGames

  1. Does the movement spd reduction of Seeping wound(30%) stack with crippling slash(50%)?
  2. I actually agree with you on this. I often look at the boards before I decide to invest in a new game. If i see alot of "I quit" post I tend to re-evaluate buying that game. Lots of I quit post are a PR nightmare for a new game. If it didn't affect people's psyche then they wouldn't even respond to it. However, that is quite the contray. You see "I quit" post getting the most amount of hits. I believe alot of people actually internalize the game(and make it a part of them). That is to say when people attack at part of them they get defensive and post rude comments about the people that don't hold the game to their high standard. As a gamer I appreciate the warnings posted on the websites of potential games I decide to play. With that being said Thank You OP, you probably saved a few other people who are just like me this expensive purchase. To everyone who responded with rude or negative comments: If posting "I quit" doesn't matter why did you respond?
  3. The burst on a hidden strike crit has been reduced around 35-40% if you are still complaining that you die to Op/Scoun I suggest you look in the mirrior and figure why it is you so bad at this game.
  4. 20% of base damage actually is around 30-40% of the old damage if your factoring in haveing biochem with near 100% crit amplfier. This isn't even taking in effect the 20% ap lost on Acid blade. So yes the damage reduction is quite significant on crits near 40% damage reduction
  5. I was under the impression that in order to be a FOTM class you actually had to have people that play the class. Im in the imperial fleet and out of 62 players there is one level 32 Operative on. The term FOTM gets thrown around too much. 22 Sith Sorcs though woohooo
  6. The operative nerf has shown that Bioware doesn't test anything they release. The mere fact that they hired Gabe A from another failed MMO warhammer shows they were setting themself up for failure. My question now that I'm in the lifeboat where do i row to? Which MMO?
  7. Sniper/Operative What are we suppose to do in PvP? What do we get that sets us apart from other classes? Why do so few people play IA's in PvP?
  8. OMG, Thats amazing!! This would not have happened if they actually had level 36plus operatives on the test server.
  9. Whats the verdict? is concealment still viable? or did they wreck it?
  10. seems an even easier fix would be to put eveyones CC breaker on 30sec CD. Who likes being CC'd to death anyways.
  11. Im watching and waiting with this nerf and how Bioware handles this. I have a 50 OP w/ full champ gear and I don't even get the highest crits in the WZ (alot of Rage spec Warriors can get even higher crits w/ an AE!!!) The burst damage of an operative at low levels can be a problem but when powertechs and assassins start walking around with near 23k health its rather underwhelming if you ask me. A typical crit for me is anywhere from 4.2k-5.3K. How bioware handles this will show me if they actually do in game testing of their classes or just sit in their offices and number crunch. It gives me hope that they haven't patch the nerf through yet. If they go through with it Ill have to re-evaluate paying for another month. Not sure what ill do yet
  12. Thxs for the great replys... Anyone know about the burst potential of a sniper level 50. I'm under the impression that they are very very gear dependent at 50 and will stink until you get them in at least all champ gear. Can anyone confirm or say otherwise?
  13. I was wondering what you guys think the top three burst damage classes for level 50 PvP are. I think Operative is the top as of now but what are the other two classes For level 50 PvP (there is a big difference in 1-49 PvP) 1)Operative/Scoundral 2)? 3)?
  14. Spec. for PvP (@ level 50) I would like to know everyone's opinion on this. I love playing classes with high burst damage and it seems after the operative nerf they may/may not have enough burst damage. As of now with no nerf patch I would think operatives are the top followed by maurders or sniper? maybe Merc?
  15. anyone have the link to the patch notes for this Tuesday or are we just speculating that it will be on that update?
  16. Just by mere fact that the patch hasn't came out is a good sign. It shows they arn't ready to go live with it and they are still playing around with the numbers.
  17. We still haven't gotten a ETA on the release of the OP nerf. That could mean they are taking their time and evaluating it. Unless im wrong?
  18. To those who say operatives shouldn't be able to take down tanks: They are by design suppose to be the counter to the tank classes MMORPG.com: The Imperial Agent breaks down into the Sniper and Operative. How do these stealth style classes work in conjuction with the more melee heavy classes? Georg Zoeller: The Operative gets access to the stealth field generator, the Sniper does not. In regards to synergies with more melee heavy classes, it really comes down skill point distribution. The Sniper gameplay is a lot about setting up your attack, delivering maximum damage from long range and utilizing cover for defense while the Operative relies a lot more on his stealth field generator to get behind targets (preferably those paying attention to one of those heavy melee classes) to introduce them to their scatter gun at close range.
  19. lol our level 36 skill which is essentially a clone of force lightning does signficantly less damage w/o the snare. Roll sorc or another char until they fix the class
  20. Im looking to play all the least played classes in the game.If someone could rank them I for me that would be nice. I have an operative and a sniper. Which are the next least played? Powertech next?
  21. Good reply, I know some of the stuff works fine. I'm just trying to get a list together. I agree with the cover bug problem but also I think PvP/PvE bonuses for all classes should be reworked and the root bug should be fixxed. Also the lack of synergy between skills can be worked out. I know this is a problem in many classes however I am just trying to raise awareness
  22. I'm writing this to try and get all the Sniper Issues listed in one thread. I've noted alot of issues popping up across the board and thety are hard to read and it would be easier to put them in one place. Please Help me with the list. ((I know some don't agree with some of that listed issues that is ok(feel free to comment in a constructive way)) In order to to gauge which issues are more presssing Ill put () next to the issue and try and tally up everyone who expresses concern over that issue in the post. I realize that his is not perfect but it is an attempt. Also if you want me to add and Issue just post it and I will do so. Disclosure: I play a MM Spec Sniper MM Spec Issues 1)Alacrity- You give use a bunch of percentage based alacrity specials yet you put no alacrity on any of our equipment. 2) All of the MM skills are classified as Ranged attacks and have to go through evade/dodge/reflect and alot of other things 3)Cover bugs and skill delays (1) 4)Being rooted doesn't allow you to cover 5)Bright red flashing lights on Cover that makes you stick out like a sore thumb 6)PvE damage not scaling with other class- http://www.swtor.com/community/showthread.php?t=237554 (Note: more needs research needs to be done here but and interesting read) Lethality Spec: 1) Classes ability to Purge all the dots (not sure if this is a problem but here are the classes: Can Purge: a)Operative/Scoundral- Level 24 every 4.5 secs (Toxic Scan/???) b)Mercenary/Commando- Level 24 every 4.5 secs (????/Field Aid) c)Assassin/Shadow- level 30 (1min) 2)Corrosive Grenade not recieving buff form Experimental explosives - http://www.swtor.com/community/showthread.php?t=245637 Engineering issues- need some help here Joint Issues 1)Lack of a Ranged stun- To my knowledge we are the only ranged class w/o a ranged stun and this puts us at a disadvantage in PvP 2)Lack of usefullness in PvP/PvE set Please add to my list or tell me were you don't agree: Lets keep this constructive please To those who want to flame and suggest that we need to play only one line in PvP or Pve here is some reading: MMORPG.com: The Imperial Agent breaks down into the Sniper and Operative. How do these stealth style classes work in conjuction with the more melee heavy classes? Georg Zoeller: The Operative gets access to the stealth field generator, the Sniper does not. In regards to synergies with more melee heavy classes, it really comes down skill point distribution. The Sniper gameplay is a lot about setting up your attack, delivering maximum damage from long range and utilizing cover for defense while the Operative relies a lot more on his stealth field generator to get behind targets (preferably those paying attention to one of those heavy melee classes) to introduce them to their scatter gun at close range. Another option available only to the Operative via skill tree choices is medical support. In terms of the two factions how do the Advanced Classes stack up? Does every class have its equal? How are you handling class balance? Georg Zoeller: To ensure faction balance, each Republic class has it's 'nemesis' on the Empire side, balanced for equal access in utility, mitigation and damage potential, etc. At the same time, we're taking care to retain the proper Star Wars feel and identity for each of the classes (e.g. a Trooper won't get access to the jetpack/jetpack themed abilities the Bounty Hunter has and the Bounty Hunter won't get access to Assault Cannon style weapons). Visually, each of the classes has their own set of animations, sounds, visual effects and appearance to ensure that characters can be easily identified on the battlefield and to support the unique feel of each class. For Advanced Classes, we're working to ensure that each class is viable in their roles (e.g. all Advanced Classes that can fill a medic role are designed to be fully viable as such) and that there is no second class citizen.A lot of thought is also going into the design of the technology based classes to ensure they match the Force using classes in capability. Jedi are fearsome opponents, but certainly not immune to some well timed shots in the back from an Imperial Agent's sniper rifle or the flames of a Bounty Hunter's flamethrower. As always, please remember Star Wars: The Old Republic is in ongoing Game Testing and as part of that, any of the details provided here about skills and abilities might change before the game launches.
  23. Again I read nothing constructive except: Lethality is the only spec for PvP and if you want to raid you must spec MM/Eng. Here are some quotes for you to mull over MMORPG.com: The Imperial Agent breaks down into the Sniper and Operative. How do these stealth style classes work in conjuction with the more melee heavy classes? Georg Zoeller: The Operative gets access to the stealth field generator, the Sniper does not. In regards to synergies with more melee heavy classes, it really comes down skill point distribution. The Sniper gameplay is a lot about setting up your attack, delivering maximum damage from long range and utilizing cover for defense while the Operative relies a lot more on his stealth field generator to get behind targets (preferably those paying attention to one of those heavy melee classes) to introduce them to their scatter gun at close range. Another option available only to the Operative via skill tree choices is medical support. In terms of the two factions how do the Advanced Classes stack up? Does every class have its equal? How are you handling class balance? Georg Zoeller: To ensure faction balance, each Republic class has it's 'nemesis' on the Empire side, balanced for equal access in utility, mitigation and damage potential, etc. At the same time, we're taking care to retain the proper Star Wars feel and identity for each of the classes (e.g. a Trooper won't get access to the jetpack/jetpack themed abilities the Bounty Hunter has and the Bounty Hunter won't get access to Assault Cannon style weapons). Visually, each of the classes has their own set of animations, sounds, visual effects and appearance to ensure that characters can be easily identified on the battlefield and to support the unique feel of each class. For Advanced Classes, we're working to ensure that each class is viable in their roles (e.g. all Advanced Classes that can fill a medic role are designed to be fully viable as such) and that there is no second class citizen.A lot of thought is also going into the design of the technology based classes to ensure they match the Force using classes in capability. Jedi are fearsome opponents, but certainly not immune to some well timed shots in the back from an Imperial Agent's sniper rifle or the flames of a Bounty Hunter's flamethrower. As always, please remember Star Wars: The Old Republic is in ongoing Game Testing and as part of that, any of the details provided here about skills and abilities might change before the game launches. You can be part of the problem or you can help the developers know what are some of the issues with the class. Or you can keeping insulting everyone with a different view and I'll have to keep reporting you.
  24. First off, I do alright in PvP. There are little bugs and things that could be tweaked in this class to make it better. I understand Lethality works perfect for you. Yes, MM works but there is lack of synergy amoung many of the equipment and skills. Apperently you do not wish to have a conversation about improving the class as a whole. Your only interested in insulting people and offering no constructive feedback. Its perfectly fine that you don't agree. But please post some counterarguments on why you think 1)snipers should have alacrity 2) Skill delay and cover bugs should exist etc.
  25. I'm following your last set of posting and it seems like you add nothing to any of the last 8 threads you responded to other then some trolling response. So please go back to the game if you don't have something constructive. Its ok if you don't agree but then post it.
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