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Treplos

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Everything posted by Treplos

  1. I'm sick and tired of it too. I even tried asking nicely but nooooooooo http://www.swtor.com/community/showthread.php?t=281555&page=2
  2. I am still stuck on last week's Weekly PVP Quest, and still on 0/3 for today's daily despite winning several games. Not to mention Champ bags are still botched and I got like 3 tokens out of 30 something BM bags. I've just about had it. Are you ever going to fix this fraked up stuff or what? :mad:
  3. Check my signature for my Slicing work. Slicing is still profitable but only marginally in terms of pure credit return from missions (~1300 cr to ~2000 cr per hour, per companion). It's a paltry sum at 50. If you factor in Mission Discoveries/Schematics, you can add a little bit more for each mission (anything from a hew hundred credits to a thousand credits on average). The data includes 1332 samples at Slicing lvl 400. Some stats from v1.5: 74.47% of all missions resulted in Profit. 25.53% of all missions resulted in Loss. Blue Boxes = 7.73% chance Discoveries & Schematics = 17.42% chance Top 5 missions are: 1. "The Automated Saboteur | Arranged Accidents" C3 2. "The Fly on the Wall | Finding our Way" C5 3. "Taking Back Control" C5 4. "Pirate Partygoers" C2 5. "Take the Money and Run" C3
  4. I don't think anything will come close to Biochem, at least not for PvP. Unless they make mats easily accessible and the products usable by anyone.
  5. I buckled, removed my professions and now I am leveling Biochem. However you nerf it, it cannot be as useless as other professions at end game, be it PVP or PVE.
  6. I buckled, removed my professions and now I am leveling Biochem. However you nerf it, it cannot be as useless as other professions at end game, be it PVP or PVE.
  7. Devs, any answer to my questions plz? 3 / 33 .. 9%
  8. From my experience and memory, each Class can give you Discovery Missions for the next Class. So, C1 can give you C2 missions .. C3 can give you C4 missions .. C5 can give you C6 mission .. C6 also has a chance to give you C6 missions. Everything is calculated based on from the outcome of each mission. It does not show on the online version, but every mission that gives a loss is flagged red automatically, and my formulas simply add things up. The data includes 1332 samples at Slicing lvl 400.
  9. lol We are not the only class with Stealth. But I'm sure you know that already. The other Stealth classes do actually have a gap closer. So, try again bud. PS: Gunslingers/Snipers are a different AC from Operatives, and they do have a knockback. We don't. In fact, every class except Powertech/Vanguard and Operative/Scoundrel has a knockback. PT/VG has a grapple ability though. HAHA I believe I played that game long ago. It's called Pinball machine Not sure how it sneaked into this game !! Thank you. That's what I said many times before I do know my class and I do know how to play Huttball as well. But thanks for the tip. It still does nothing against knockback, especially chain knockbacks. So you say I have to sit out the whole match and just wait till the opponents are coming to score a goal. Cool Story. There was another suggestion that I should stay clear off the ramps. That simply does not work in Huttball. thanks but please come back with a better argument. Also, I cannot kill any well geared class in 5.5s, which means I usually get knocked off the ramps right after that and just the same or they simply Speed past me to score. Re-rolling into another class does not make the problem go away, as I said before. You can bury your face in the sand all you want. May I suggest that you reroll into an Operative/Scoundrel, get pinballed a few hundreds times with no way to do anything about it or even reciprocate, then revisit this thread? PS: Please no need for the condescending tone in your last statement btw. Thanks for stopping by. That's why you are so blind to the obvious Exactly. The only problem with that last part is that ranged will destroy you from the ramps if you try to hold mid. Imagine how it would feel like if you had no Charge or Leap. We get knocked back off the ramp all the time while in Stealth, so it's not like it's a counter, but you can charge right back, while we can't. I would not say we do not contribute, but we are the least effective class on that map. The worst part is that map is played 80%-90% of the time. Exactly, and nice suggestion. I am a logical person. I don't think KB immunity is the answer, nor is removing KB entirely. I do have a major problem with being a pinball though. So, a Knockback needs to cause much more resolve, maybe 1 KB would fill the resolve bar (obviously for everybody). And I think a small burst of speed (akin to Sins/Shadow) will help us a lot. I don't think that's too much to ask. Operative burst is not the subject of my topic, which is about Knockback. But for the sake of accuracy, I will list the extent of the nerf to Operatives: > 20% flat damage nerf to Hidden Strike. > 50% nerf to Jarring Strike knowckdown duration. > 40% nerf to Acid Blade Armor Penetration, which not only means Hidden Strike got a TRIPLE nerf, but also BackStab got nerfed, because Acid Blade only works on these 2 skills. > On top of all that, due to the Acid Blade ArmPen nerf, every other skill (i.e. Shiv, Lacerate, etc) used within 15s of the opener also got nerfed and will be hitting for less. Now back to topic.
  10. I've uploaded v1.5 for those still doing Slicing. Please note that there was a small buff to Slicing for about 1 day, between Patch 1.1.0 (Buff) and Patch 1.1.0a (re-Nerf). Both those changes were done in stealth (i.e. they were not reflected in the either Patch Notes). I removed those buffed figures from the table to avoid skewing the results. You will see some empty squares in the Data Input section where those figures previously were. I still kept those figures as Notes in each cell for reference, but they do not count toward any calculation. My Slicing Table v1.5 Some stats from v1.5: 74.47% of all missions resulted in Profit. 25.53% of all missions resulted in Loss. Blue Boxes = 7.73% chance Discoveries & Schematics = 17.42% chance Top 5 missions are: 1. "The Automated Saboteur | Arranged Accidents" C3 2. "The Fly on the Wall | Finding our Way" C5 3. "Taking Back Control" C5 4. "Pirate Partygoers" C2 5. "Take the Money and Run" C3 Enjoy Rez
  11. Are you kidding me? LMAO ... so I should avoid combat on ramps? Which is what, 80% of the Huttball and leave them to do whatever they want? Get real. And Sever Tendon does not last for 12s in PVP as far as I've noticed. Your knockback is devastating in Huttball. You already have the range advantage and if I manage to get close to you, you knock me back off the ramps and most likely I will be dead. Since you are mentioning all those things, I may as well list you what you do have: - A knockback with a 60% slow (Concussion Charge). - Another small knockback from talented Shockstrike (in Gunnery). - A ranged hard stun for 4s (Cryo Grenade). - A long duration soft CC (Concussive Round). - A 25% damage mitigation bubble for 12s (Reactive Shield). - Another shield from charged bolts/grav rounds (Charged Barrier - in Gunnery). - Anti-stealth (Stealth Scan). - A cleanse (Field Aid) which can remove Sever Tendon as far as I know. - You can reduce the CD on your CC-breaker (Tenacity) by 30s. - A 15% HP heal over 10s (Adrenaline Rush). Shall I go on? What would you need an interrupt or a gap closer when you already do massive damage from range as a ranged class? Another misconception from a clueless person. Do you play a sorc by any chance? If not go check them out and come back. lol I don't think removing KB entirely is the answer. But I do know that it's stupid for one knockback to remove others from play and do it -repeatedly - by chain knockbacks.
  12. It requires little skill frankly; just some brains cells to position yourself. Ranged Attacks? We have Explosive Probe which adds some burst but can only be used while crouching down. Real ranged? On the run, we only have auto attacks, a grenade on 6s CD and a lousy dot. Hybrid ranged? LOL do you know what you are talking about? Ranged CC? 10m is only medium range; Flash Bang: Medium range (10m), AOE blind affects up to 5 targets for 8s, breaks on dmg, 1 min CD. That's all. How does any of this help me when I am knocked off the ramp, and cannot get back up? The only class (other than Operatives) that does not have a knockback as far as I know is Powertech/Vanguard, but they have a grapple. So if you knock them down, they simply pull you to them. Right?
  13. Sorry mate, you just negated your whole point. 1. I am a melee DPS class .. doh? 2. You have Force Charge ... I do not have any mobility or gap closers! (you too have some Stealth). 3. Some Knockbacks can have snare or slow. I've not seen a knockback that has a blind as far as I know; only Sorc/Sage's Barrier/Shield has a blind if talented .
  14. Did you manage to read anything in my original post? /sigh
  15. If you bothered to read, I've explained all that earlier. Please don't jump clueless into a post. As I said in my first post lol
  16. How is stealth a gap closer compared to, say, mara's force charge who also get a limited Stealth or Sin's Force Speed who also get Stealth?
  17. Please get back on topic. I am specifically talking about Knockback in HUTTBALL (played like 90% of the time). Slows and roots cannot be compared to knockback in any way or form. 1 button = removes me from play and I have no tools to get back.
  18. The new change to Champ bags is nice, while BMs are left behind with bad RNG. I've got 10% chance drop with 3 / 30. Here is my post and questions to the Devs. http://www.swtor.com/community/showthread.php?t=281555&page=2
  19. Devs, any answer to my questions plz? Another 3 BM bags with 0 tokens. 3 / 30 ... 10%.
  20. I would like to ask again: How much "bonus healing" do the OP have? And how much "bonus healing" would a BM sorc/sage healer have? I would assume no less than 450-500?
  21. I responded to you before. I still have no idea what you mean ... sorry But either way, I've explained about positioning before. If I am dead center relative to the Knockback'ing person, and he is a tool and does not move a fraction to either side, then yeah I won't get knocked back off the ramp. 95% of the time though, the person only needs to move 1 step. Also, the knockback has a small radius around it, so I do not even have to be in melee range to get knocked off. Honestly though, I do have a marauder, and knockback is no issue at all because I can just leap back to them, instead of having to run all the way around on my Operative, by which time they would have finished whatever they wanted to do lol
  22. I know what you mean. To inject some fun into my game while leveling up, I tried many times to infiltrate enemy camps and wreck some havoc, only to encounter what you just described. I thought I will try again at lvl 50, but that also did not work well One of the best things I enjoyed in other game was the open nature of PVP; to discover that your city is being raided; or to organize a counter raid. Those were fun times.
  23. lol is that sarcasm? A defensive skill that absorbs 1k damage and another skill that works on auto-attacks for 3s? lmao
  24. LOL it's the same pic you keep reposting everywhere and never bother to answer anything about it ... lmao
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