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oaceen

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Posts posted by oaceen

  1. Ok, I'm probably going out on a limb here... but wouldn't it be cool if they were silent because... wait for it... they are bringing it back for Halloween? I know, I know it's probably just wishful thinking... but wouldn't that be an awesome surprise to get the rakghoul event for halloween week?

     

    i've seen this brought up a few times, and honestly, this would be really amazing.

     

    and i think another reason we won't see updates for it, like the original event, we got nothing, and it really worked. it was completely believable as an outbreak that was very sudden and without warning, and people who actually logged into the game learned pretty quickly what was going on. lots of people exploding all over the place and the rakghoul plague outbreak, news at 11 terminals on the fleet. get your vaccines here, and don't forget your towel.

  2. Oh yeah its certainly applicable to PvP, just pointing out the question was PvE oriented so I'd assume the dev answer should be considered in that light.

     

    I don't really like the term hybrid either probably because I think hybrid spec when I see the word. I try to use 'multirole' for my own vernacular when discussing those classes.

     

    yes, i probably should have clarified that you were correct and that it was a mostly PvE-centric sort of discussion since that's where it originated.

  3. I'm just curious how we can all go about building our 3 new questions.

     

    Should we refute some of Bioware's logic, should we keep pressing the issue of survivability once more this time with CAPLOCK ENABLED, or should we accept the Dev answers as fact and move on with other issues to pursue?

     

    I am confused. And Scold, it's alright if you are busy, we understand.

     

    The good thing about this community is that we are very close, and all have constructive feedback to give!

     

    i would honestly suggest any exceptions you have over the responses, just post in the scoundrel thread and get it out there.

     

    i don't believe asking the same question again would be the way to go. in fact, i sent a PM to EricMusco to specifically ask if they could take another look at the set bonus question, since i don't think they really answered it, and i really didn't want an operative question to be burned on asking that one again.

    (and btw, they did respond to say that they weren't really happy with a lot of set bonuses, which is another sort of non-answer, but a lot better than 'WAI')

     

    anyway, there's been a lot of discussion in the scoundrel thread and EricMusco has replied a few times and reassured us that he's submitting feedback from the scoundrel forum and the scoundrel questions thread specifically back to the combat team, so just post your constructive feedback and feel confident that it's being consolidation and submitted to the combat team for us.

  4. Doesn't consumption drain their force regeneration by a harsh degree unless they get a proc for it? I haven't put my sage through any difficult flashpoints, so I wouldn't know for certain, but the rotation to keep that proc may cost as much force as they get back from it.

     

    yes, however healing sorcs have talents that mitigate the penalties of using consumption, reducing the health cost by 4% and can be used with a certain proc from innervate crits that remove the force regen penalty.

     

    i don't think it's a fair direct comparison, because they will always regenerate force at the same rate regardless and don't have a big 50% resource heal like ops/mercs do, but it's similar in practice to diagnostic scan crits as in, it's a way to give an immediate boost to resource right away to use it for a heal that has no cooldown and can be used at any time. currently the only thing we have that could be considered comparable is TSO, which is on a 2min cooldown.

     

    one of the things that's been suggested a lot is having heat dissipation added to rapid shot when used to heal an ally as it would work similar to diagnostic scan crits. it doesn't necessarily need to be a value of 2 or be tied to crits (just a flat % chance or something), because rapid shots is a heal that can be used on the move and is uninterruptable (unlike diagnostic scan), but it's a good starting point for giving us some better resource management.

     

    another suggestion i can think of is some proc that lowers the cooldown of TSO so that it can be used more often.

  5. I switch to this after rage quitting gunnery over the resource woes and RNG fails. I am pulling about what I was doing in gunnery, however I am finding it difficult in boss fights to keep plasma cell up on target without having to add in extra gcds and subsequently postponing my HiB because of it.

     

    Hopefully I can get this figured out, so I can definitively bunk my raid leaders skepticism about me using assault in NiM.

     

    don't worry about plasma cell unless your target is <30%

    at that point, don't look at the boss' debuff bar or anything, just throw in some explosive rounds to make sure it's still going continuously.

    a good spot to do this is immediately before you cast the first charged bolts to reset HIB. if you're getting resets consistently, you won't need to keep using it (and will have room for full auto)

  6. are you guys talking about PVE or PVP?

     

    it's relevant in PvP too.

     

    a true hybrid would be something like 18/28/0 or something, so that they can sort of heal and sort of dps and be a jack-of-all-trades, switching depending on the fight.

     

    a full-specced healer and dps just as well as a fully-specced dps can heal (i would actually argue better than, but for the sake of argument), but no one would ever call a sawbones scoundrel, bodyguard mercenary, etc. a 'hybrid', and no one ever makes the suggestion 'well you're healing, you shouldn't be able to do any damage'

     

     

     

    but.... ALL OF THAT SAID. the devs are saying 'no hybrid tax' so these distinctions are not even relevant to focus on for the sake of the discussion.

  7. i like the idea of a stealth with a cast (1,5 max though) but dont really think it would require such a large cd since it could also be interupted. 10 sec would be more fitting i think.

     

    i think adding a cast to it would make it an entirely pvp-centric skill (which i have problem with at all). if it was say a 3s cast, i would argue that no cooldown is necessary for it at all.

     

    but i think it would alleviate one of the main concerns people have in PvP, which is being able to get out of combat to go back into stealth. if we're meant to be all slippery and lone... wolfy, this is a good way to less us slip in and out of stealth more reliably.

  8. I was hoping for someone to elaborate on heat mgmt for healers so I'll try to use some of this and anything else I see pop up on this thread going forward

     

    basically, the rotation is not very difficult. you can keep your heals rolling and even keep charged shield up at all time if you manage things well.

     

     

    the problem is that if you overextend and drop into low-tier regen, you're punished quite a lot if vent heat or TSO aren't available to help you get back to a manageable level or throw out a big heal while you have you heat to do so. you only have rapid shots (small heal) and emergency scan (long cooldown) while you slowly regenerate your energy, and no way to speed up the process.

     

    in comparison, ops can use diagnostic scan and its crits can restore energy, and sorcs can use consumption, and they also regenerate force at the same rate no matter their force level anyway.

     

    this is a problem because healing is a reactive thing. the amount of healing you need is based on the amount of damage that's going out, not trying to manage your resource to be the most effective cost-per-healing you can be. needing to overextend means that your ability to heal drops significantly and takes more time to get back up.

     

    it would be interesting to see what they say, because they might point out 'well you guys get TSO and ops only have one energy restore cooldown', but i'd still like to see the justification. i know the resource management was ridiculously easy before 1.2. i basically never even used hammershot and never ran out of ammo, so i can understand some of the changes necessary to the mechanics (critical efficiency lowering the cost of rapid scan by 8 instead of 16) and adding a cost to kolto shell, but in terms of resource management for healers, the focus should be on how we can get back up to optimum healing efficiency after we drop below that.

  9. I like to think that its fine for melee to do more DPS (yes even lethality operatives, a class that can H2F). It's just really hard to stack melee at the moment. Would you stack 4 Maras or 4 Lethal Ops when NiM DG Council came out? Sure they do more DPS than a (Orbital nerfed Sniper) but really? All those red puddles. How about NiM Styrak? No flashbang don't work. Intimidating Roar dont work...

     

    Now if a ranged DPS class is the strongest single target DPS though, there is a problem. 4 Snipers is very viable for DG Council and Styrak when they came out. They don't need Bloodthirst, they have the roots/knockback for Styrak and they can leisurely DPS from afar (and spread apart) for DG.

     

    I have not seen the new Operations in the PTS. For those who do, would you really stack the 2 top (melee) DPS specs in the game to clear that operation in NiM content?

    i agree with this too, but only because all of the game mechanics seem so detrimental to melee dps.

     

    i recall early on in the game, a friend i had met in the group finder invited me to come help his guild for karagga's palace. they couldn't get past the puzzle droid. i was one of the few people who understood the puzzle and was healing up top on my commando. they had all jedi knights in their raid. these guys just all really wanted to be jedi. i don't recall who the other healer was, but i know it was 4 melee dps (guardian / sentinel), and it was basically impossible for them to do it.

    they were probably having a lot of trouble with the yellow dot thing (whatever that attack is called) that knocks people back and does a lot of damage.

     

    i remember there was a discussion 'if only one of use could heal and oaceen could range dps the whole time'

     

     

     

    the only fight i can think of that even encourages melee dps in the group is the annihilation droid in eternity vault

    even then, the mechanics are still very punishing for melee.

    without any melee, random dots will show up on the ground and omg ranged dps has to take a few steps every now and then.

    with melee, they get stunned and knocked back all the time

     

     

    but this might be getting off-topic. don't mean to derail your thread :p

  10. I would assume they'd have to count it. It's not like combat stealth, which they apparently view strictly as a defensive cooldown. Interestingly though, Inspiration/Bloodthirst doesn't work out to be that much of a DPS gain for the sentinel/marauder who pushes it when you consider the full effect (on Centering/Fury building).

     

    i'm not really knowledgeable on how it all works cos i barely know how to play my baby lv25 sent who doesn't even have inspiration yet, what i meant was, do they even use inspiration in their parses (and therefore, by using it, we get inflated numbers or whatever)?

  11. My theory is that what's MOST important is to get the most commonly brought up feedback into their hands to read, not to mention I just want to hear it straight from the source how they feel mercs stack up against the others in their words...the idea here is to get a direct answer on how they view our AC.

     

    i completely support this direction and agree that it's a good way to go.

  12. i think it will be a really interesting change and probably stop a lot of people from the 'ehrmagerdz, nerf snipers, why should i do less dps if i can H2F' QQ threads that are all over the place.

     

    i think another point for tam, i wonder if bioware is even counting inspiration for their sentinel parses. given that it's a huge raid utility, it is something 'other classes would gain' like the execute, armor debuff, and whatever.

     

    not sure what to say about lethality ops though.

     

     

     

    also, thanks for posting all of these parses, paowee. it's interesting to look at what 'might be'

    also keep in mind that orbital itself will change. it is my guess that its cooldown will be reduced along with cast-time or energy cost and damage lowered appropriately. so i think it can be used more often, with less of an impact to the rotation (in either cast-time or energy cost), but only certain specs will really want to use it, like MM or engineering

  13. Well, I can't think of any reason not to, apart from what you've already pointed out. Except for one. This is supposed to gather guides between the two mirror classes together, right? Make it easier for someone unfamiliar with the class to find what they're looking for. But if they find the wrong guide, there's no guarantee that they'd know how each skill translates. I know that I still get pretty confused whenever people are talking about Shadow skills, despite having a relatively well levelled Assassin.

     

    Or maybe I'm just seeing mountains where there are only anthills.

     

    this was something i figured would organically 'take care of itself'

     

    ie: if all the mirrors were together, we'd have people in those forums to help translate or the guides would be written initially with all of the translations in place.

    i know that if i had posted my guide in the operative/scoundrel forum, i would have done a lot more initial translating instead of just having a key

     

     

     

    either way, there doesn't seem to be a lot of discussion on this (and therefore, i suspect, not a lot of interest), so i doubt it will go anywhere.

  14. Maras/Sents get a stealth out on a 45 second cooldown and it includes damage reduction.

    I do not think that a shorter cooldown on Disappearing Act is the solution here. That just promotes more time in stealth and not contributing to the team.

     

    one of the most-common ideas that people have been throwing around is something similar to this.

     

    some of the main components of the suggestions (not necessarily all in the same suggestion)

    • temporary (sometimes permanent) stealth
    • short cast-time (1.5-3s)
    • relatively short cooldown like 45s

     

     

    i think the relatively short cooldown and very short time in stealth is the key. i'm not sure if it necessarily needs a cast time, but it could be a skill that simply allows surrender to act like force camo and give us a few seconds of stealth that can be easily broken. it could even nullify the knockdown effect (although i don't think it's necessary with the 45s cooldown and it only being a 1.5s knockdown)

    again, they said probably not in a balance patch but maybe as a new skill in an expansion, but this is something i know a lot of people have been requesting.

     

    but after that, they could then make disappearing act into more of an escape, reducing outgoing damage in addition to outgoing healing, giving a native boost to defenses, maybe even a native boost to speed, etc.

  15. Reducing cost would also be nice alternative, as rather then maybe getting energy return we can see when we will get it. Seeing a proc coma up is much nicer then hoping for one when ya attack no?

     

    yeah, this is actually what i would most prefer.

     

     

    in fact, scoundrels regen basically 9 energy per global (6/s * 1.5), so 10 energy is roughly equal to that.

     

    if we use sucker punch followed by back blast (with flechette round preloaded), that's 18 energy we've regenerated over the course of those two GCDs, and since only 15 was used, it's +3 energy overall. the amount of energy from sucker punch and flying fist proc is 19, and in half the time, but that's +13 energy if it's used in this way, and 19 of it, right in the middle. this means that sucker punch have to have been used between 75-87 energy for it not be wasted, so it's a very small window. i know that it isn't always the case that someone is using a free back blast immediately after sucker punch, but it's just a good way to explain the issue.

     

    the problem is still the same regardless of how much energy you can regenerate after, using sucker punch at or near full energy, immediately followed by a free attack, or during a movement phase, it's just a lot of wasted energy.

     

    making it simply lower the cost of another attack would do so much for the rotation (imo anyway) than the return over time or one-time return.

     

    so back to the example, if it's 18 energy overall, that's only a net gain of 3, very difficult to waste energy or, if some is wasted, it's not a huge amount, and this is over two GCDs rather than one.

    so say we get -10 to the cost of the next sucker punch, blaster whip, or quick shot, that's only 5 or 7 energy we've used on the next global, a net loss of only 2 or 4. basically, the energy management window will stay rather small instead of spiking up and down like it does now, which is the main concern that i have with the mechanic.

  16. Refreshing post in a horrible thread. Thanks for this :D

     

    yeah, i'm really sad how this all turned out lol.

     

    i don't know why everyone's focusing on semantics and arguing 'well give up your heals if you want to do more dps'

     

    that was all the discussion from last week. time to move on to the new one: no hybrid tax confirmed (again).

     

    i think that once flyby is 'fixed' (or nerfed if you want to call it that too), i doubt that gunslingers/snipers will have such a disparaging lead anymore anyway. it's not intended to be used on a single target, so it's more than likely not even a part of their metrics, and probably a good explanation as to why they're saying things like 'full lethality/dirty fighting does more single-target damage than the hybrid'

    they're probably using all of the proper set bonuses as well (which is really great for lethality/dirty fighting, not so good for anything else). but so when some classes overperform, we as players see that as the baseline to strive to achieve and calculate 5% from that. we don't see it as above the intended design.

     

     

     

    and i think i would suggest instead of just not quoting someone you don't like, stop responding altogether. trolls will be trolls, but only if you let them.

  17. From the Juggernaut/Guardian Answers. I think they could be talking about us there as well, so what does that mean for our first question?

    I'm especially worried about the 'damage gap is already small' part. We really need to drive home the point that while other classes are even worse, we are way behind Snipers and Marauders.

    New utilities sound great but we really need to tell them that our current ones dont really help the raid as a whole.

     

    i think this is a very important point.

     

    honestly, i don't believe the gap is that large (especially compared to other classes), and once orbital is 'fixed', it will be even less than it is now.

    i think we can use the question to pose very specific suggestions about things we want (increase proc chance for barrage, for example) or simply ask about certain mechanics (6s internal cooldown on CGC or volatile warhead only proccing on one target, for example). i almost feel like the resource management question is basically that, so maybe we should completely refocus it altogether. i think it's a safe bet to focus on healing in PvE if we decide to go with the general utility cooldown question for PvP

     

    granted, we don't have a lot of time, but i believe if we feel we've run out by friday, we have the option to ask for more.

  18. with the recent juggernaut responses, basically stating that they're not happy and acknowledge that not all dps specs are desirable and plan for changes, etc. etc., should we even go with that sort of focus of question 3?

     

     

    we could go into lots of specific suggestions we'd like to see, just to see some answers on what they think would/wouldn't be something they'd go for and get the wheels turning, or maybe just point out 'hey, we can't really control our burst in infiltration' and 'hey, balance is absolutely mindless and the player has little to no control over the mechanics, basically taking a backseat and letting the spec almost play itself'

     

    plz fix.

     

    love,

    shadows

     

    kbye

  19. What about tying everything to the stance you have ?

    No taunts if you are not in a tank stance, no healing if you are not in healing stance, etc etc.

     

    the thing is, this line of discussion is no longer relevant now that the devs have reaffirmed their stance that there is no hybrid tax.

     

    they went a step further to say that they'll be giving more utility to various specs, not taking any away.

  20. i don't believe mortar volley can work because of the platforms, but combat medic dps is pretty bursty. you can basically spam full auto, charged bolts, and high impact bolt to around 30% ammo, hit supercharge, and be at full by the time in wears off, doing +5% dmg and casting free charged bolts/full autos (try to time full auto at the very end btw)

     

    it will take some time to build back up unless you throw out some medical probes, but you basically don't ever really have to worry about ammo too much since hammershot is necessary to build stacks and you can blow almost all of your ammo before hitting supercharge and still come out on top-tier regen when it finishes

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