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DomBah

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  1. In regards to the Commando changes: Will you lower the CD on Hold the Line back to "normal" 30 sec? You increased the CD because of Rocket Out. However, for PVP it is no option to have both mobility abilities because they competing with the main defense ability. 45 sec is really to high and i suppose the original 30 seconds (or 25 seconds with PVP set) was balanced out against the other classes and with them nothing has changed.
  2. This post should be seperated because here you posted the true intention to the "New play your style" campaign. It is not play your style in first place, instead the project to rebalancing the survivability by remove abilities. Why not be clear from start? PVP wise the class balance we have now, is the best since start of this game. It took you about 8 years to balance this out. It has some flaws in some situations, where some specs/classes have major advantages over others, but overall it was never better then today. I think this flaws should adresses mainly in form of pvp map redesign, and some advantages dont need to adresses because that is the prize of class diversity. Second, i doubt you have ever played pvp against 2 pyrotechs or operatives if you think the time-to-kill in pvp is to high. What is the goal of your ideal time-to-kill - 5 seconds? In 1vs1 situations the t2k should be higher and except stealther and tanks, all specs fall very quickly if 2 or 3 dd's attack them. Maybe a new name for Swtor pvp - die-party. Now you want a complete new balance in terms of survivability, beside which is the hardest part of class balance, very delicate. Rid of one defense abitlity to those who have only a few, would lead to a useless pvp class. And you want doing that in just a few month. Instead of immediately let the players test this new classes, you just put one (1)! class on the test server. In history you were never fast in recognize class balance problems and and even slower to fix them, so your vision to publish in 5 months seems very ambitious. If this go wrong you will create a balance mess, even stunbubble for everyone could be look nice and fun in retrospective. Some classes have a lot of dcd, like sentinel and guardian, others have only a few. So it will be exciting how you will manage and balance that, for example with the pt who has only a few more or less medium qualitiy dcd, but also with the merc in all specs, with 2 strong defensives, but rid of only one, he will pvp wise time travel to 2013, because both are important to not get killed as first target right from start. I think instead of remove defense abilities you should concentrate of some difficult to play specs and make them easier, but ok, its your choice, oh and of curse its thrilling^^, like patch 5.0 gear progression system.
  3. A message from the devs is required. This would be the hardest nerf on any set bonus since 6.0. And this on the only available and useful set for the merc / commando at all. The predator set, the second useful set (in theory), is not available, i have only 2 set pieces from this weekend special vendor. Every other set is complete useless. So now only useless sets for mercs? Compare that to the hard nerf on the op and sage set, but that was nothing for what happens now to the merc. The sage healer have a other set (beside the nerfed set was never intended for healers), the sage dd was indeed overperforming (the merc dd surely not), the nerf for the op set was only to reduce the +10% crit happens only once every 18 sec (and the dd was or is overperforming too). That would nerf all merc specs to the ground. So dear devs, is this intended? Please have a look on the other sets and see (finally), that no one is useful in any meaning, or is not available (predator). Or come other compensatory? And think too, for the tech and credits that players have invested in this concentrated fire set. If you really think that the merc is overperforming you should communicate that, because that is not understandable. The healer can overperforming (but that was known til beta 6.0), but it comes not from the set, it comes only from the kolto bomb/rocket- tactical and this is situational. If i play the healer spec with the mobile tactical (what i do mostly), i perform the same like the other 2 healers. If this is really intended, and will go live, the merc is the only class with not only the weakest sets, it will be the most boring sets too.
  4. Ok, thanks, sounds like this is normal on the pts in early states.
  5. Hello, i noticed that with every gear progression the biochemic stims becomes more less effective and we are now to a point where it seems to me, that the devs wanted these stims made meaningless. Perhaps its not properly implemented, but there is an stim dealer with the new stims. Bio stims effectiveness At start of the game the best stims (rakata) increases mastery and power each around for 5% to 7%. It was 112 to mastery and 46 to power - but i do not remember exactly my stats - i was alway on a crit based gear. But i think 2k mastery and 800 Power was BIS (perhaps except strictly power builds). Together lets say 12%. And then with every major gear progression their lowered the effectiveness of the stims. Compare to my live full 248 gear char (its not any longer BIS i know): Iam about @6,8k mastery without augments, the best stims increase that for 240. Thats round about 3,5%. Power would be without augments at 3,9k, and the increase from the stim is 99. Thats round about 2,5%. With pts 306 not augmented gear ( i really dont know if this is BIS or just the beginner gear): I get 11,5k mastery and 6800 Power and the stim increase is 264 mastery, leads to a 2,3% buff. Power is at 6,8k and the stim increase is 109, leads to a 1,6% buff, overall round about 4%. In my opinion 12% may a bit to high, but 4% or even less, if 306 ist just the bgeinner gear, is indeed to low. ------------------------------------------------------------------------------------------------------------------------------------------------- Damage vs healing ratio I noticed that with the current pts 306 gear without augments, the damage mutliplier to my old full augmented 248 gear is round about 1.5 / 50%. So every main damage ability makes 50% more damage. But for the healing abilities its only round about 33%. The HP's are increased too, round about for 100% (or even more). That alone could lead to a higher ttk, but because of the new burst and aoe damage sets / tacticals, i would not think that the ttk will be really much higher then now. But the healers will heal round about 20% lesser . The major problem with the healer output comes from aoe healing, which is already, after adjustments in a good balanced state, and with the the new aoe tactical, at least from the sniper, i assume there would be absolute no problems anymore with stacking healer aoe. Iam really not a theory crafter or something, perhaps i just forget something to bring in my calculations so this is indeed more a question, for pve its not a matter as long the devs just lower the incoming damage too, but would the ca. 20% lesser healing output compared to the damage output, not lead to major problems in pvp for the healers?
  6. The 4 set bonus seems to not working on current pts. The 6 Set bonus is useless. Every twentieth attack / healing give 1 stack and then capped to once per 3 seconds, wow Nice average set. Nothing special, but not bad too. The 4 set bonus is worthless for the healer, and beside for the dd nearly too. The 6 set bonus makes only sence with the no-cooldown-tactical, and there more or less only with the cast-mezz. Its ok for pvp, but not for pve. EDIT: The additional charge ist not an additional stack, instead you can use the ability "power surge" two times. You use the word "charge" in both descriptions (these set and "power overrides"-utility), but with different effects, so i was a little confused^^ But the cooldown of each charge, if you wear this set, is even if you choose the "power overides" utility (provides 15 sec cd reduction to 45sec) always 60sec, additional the cd reduction from alacrity is missing too. This is at current state really the worst set imaginable. The 4 set bonus is really worthless for every spec and the healing form the 6 set bonus is so small for a 45 sec cd (round about 1k @ 250k hp). Hopefully this set will not come in my RNG grind. At current state really an example for making a set, that will make no difference in playstyle like in effectiveness to the no-set-setup. Summary: No real good set, one absolute worthless, one set is ok ( sounds better then it actually is - 2% more output and up to 15% higher critchance on one ability for each spec -which aren't the best abilities is not really desirable) - and the last is mostly for 2 or 3 instant mezz (could be fun in pvp, but iam really not there to troll the opponents). Merc will lose and get no compensation for the old bonus and the new ones, especially for the healer, arent fit in the roles. The healer will lose one crit every 30sec, longer duration of supercharge gas and cd reduction on his boggest single heal. For the dd its looks not so bad, but far from good too. I expected to see something that would either makes the merc not so vulnerable to interruption or a much faster merc - but there is ist even with the tacticals sadly nothing. Yeah, with the new 2 charges interesting, the effect is much to short, even the current 2 sec. Nice idea, bad implementation. 30sec cd on jet boost to get 3 sec 50% movement speed, not worth a tactical. You will hit mostly 2-3 enemies, so the cd reduction on HO is to low. Thta the merc is in need of some speed buffs is true, but this here is "drop in the ocean", will change nothing. I think its 3m or 4m knockback, can be fun, but for what purpose? New archievment: annoying huttball knockback'er Again nice idea, but there is only one ability where this is usefull - the mezz. EDIT: This tactical "bugs" with the power overrides utility, so the second stack of power surge (through power overides) will not provide the no-cooldown effect. If this is intended, it makes this tactical not desirable. Arsenal Its a good idea, without doubt, to give the dd's more aoe, but here i have to make a comparison to the sniper aoe tactical. And i will really not call for a nerf for them, but instead the merc tactical need here a buff. Its round about 20k splash damage every 15 sec for the merc, after he ruined with fusion missile his heat management. For the sniper its round about 42k splash damage in ca.15 sec (2 abilities), and here without any negative effect on his rota. So nothing more to say, suggestions should be obviously. Sounds nice, but for pvp in pressured situation, you will hardly get something from this tactical. In pve nice boost to the burst (is there any need for that?), but for pvp very situational. Suggestion: Instead of the BB ticks, make the increase it to the activation of BB. The dot is 6 ticks with each 1k damage. So on many cases if you get the full 4 ticks i assume its round about up to 1k overall dps more. Dont know what the goal with the tactical is - it will make a difference in overall damage output - sure, but for what purpose, except NM operations where the mercs otherwise would fail? This sounds more for a set bonus then a tactical. But of course, not a bad thing, - but very boring. Bodyguard Through the higher cd on kolto bomb useless for pvp. I think its only usefull in group coordinated operations. Not usefull for most players. Really good, the immobilzed healer get with this tactical a really good option to be more mobil, not for burst healing but for medium damage good enough. Fine, but will only helps a little in pvp, because interruptions will happen only half the time for this ability, but for the other ablities like always. Yeah, its round about 6k healing over 18 sec (@250k HP). No purpose for the healer to choose that. For dd perhaps, for a healer tactical not worth to choose if Alacity scan is available. Overall only 2 tacticals for arsenal and bodyguard that are indeed good (Alacrity scan and Burning Shot). One can be a good too, if the dependence for the 8 ticks from blazing bolts would not there.
  7. I read many times from some players here how overpowered the merc or the sniper is. Merc has to many deff cd's and so on. So i read a few day ago 5 vs 1 merc and i thought just really? Is this guy and the others troll the community, are they tried to convince the devs with these posts and threads to nerf a class or something. However finally i take some hour and look for myself what is going on with the damn def-cd's. So here it comes (without shadow, not enough time): Jugger: 40k instant healing Immunity vs direct damage + 5 sec 100% direct damage reflect 55% melee /ranged defense chance (100% for the first 2 sec) + 25% force/tech damage reduction Healing everytime when taking damage up to 122k, can activated while stunned Remarks: Second slowest class Instants class Very good tools to support grp No real escape tool Other useful abilities for pvp DD Taunt AOE mezz AOE slow DD Guard Maro: 20% damage reduction for up to 30 sec + low damage to attacker 90% accuracy reduction for one target and 75% damage reduction for 6 sec Vanishing (can used as escape or as damage boost if skilled) 99% damage reduction for 6 sec 55% melee / ranged defense chance + 25% force/tech damage reduction Remarks: Fast One of the best burst Instants class Good in nearly every situation, no weaknesses With escape tool Other useful abilities for pvp Root / slow break and massive movement boost for the whole grp on 30 sec AOE mezz Sniper (Burst DD): 30% damage reduction for 3 attacks every time get in cover 5 sec 200% dodge to melee & ranged attacks + 75% reduction for force and tech attacks 10k absorb shield Accuracy aoe reduction 45% for 8 sec 25% dogde chance while in cover AOE shield with 20% damage reduction - up to 40% if 4 enemies in shield - for 20 sec (+ 1%/sec healing if skilled) Roll, purging from movement-cc and 13k instant heal Complete cc immunity for 23 sec Remarks: Immobile while doing damage, but can move fast if skilled Cast & channel class, but not vulnerable to interrupts because of some class mechanics High range and many cc tools Very strong in direct 1vs1, weak against kiter With escape tool Other useful abilities for pvp Healing reduction for target for 20% 20% damage reduction for every team member within aoe shield Operative (Burst DD and Heal): 10k absorb shield Stealth class - can choose when to get in combat, target mezz from stealth Battle vanish 3 sec 200% dodge to melee & ranged attacks + 150% reflect tech & force attacks (cd depends on incoming attacks) 2x roll with dodge all attacks for 1.5 sec every time Remarks: Fast Instants class as dd, mixture for healer In the hands of very good players very efficient dd and healer But very difficult to master, needs month of practice and experience Healer can have some problems with interruption through enenmies With escape tool Other useful abilities for pvp AOE cloak Some off healing at the cost of damage Merc (Burst DD and Heal): Immunity vs direct damage + reflect direct damage for 50% & healing for every direct incoming damage 6.5k, can activated while stunned Fast healing (100%) up to 60% of max hp for 10 sec Shield with 25% damage reduction for 12 sec + up to 53k healing after shield ends (cd + healing depends on incoming damage/attacks) Burst dd : instant 14k heal every 3x grav round / tracer missile (cost 20% energy and some burst damage) For burst dd only : 2x absorb force & tech attacks Electro-net: prevents one enemy to activate movement and some defense abilities for 9 sec (can countered with cc breaker) Remarks Slowest class, cannot hunt fast classes Cast & channel class Highest vulnerablity to any kind of interrupts Worst pvp healer, output can be shut down if 2 or more melees attack Strong in 1vs1, weak against mutiple enemies No real escape tool Other useful abilities for pvp Some offhealing at the cost of damage Powertech (Burst DD): Shield with 25% damage reduction for 15 sec (CD depends on incoming damage) Slow healing (50%) up to 35% max hp for 8 sec, (able to activate while stunned if skilled 30% damage reduction while stunned and from area affects 38% defense chance for 6 sec Damage from area attacks heals for 3,5k Remarks: Fast No anti-focus ability Instants class Good tools for cc One of the best burst in game With escape tool against slow classes Other useful abilities for pvp DD guard AOE stunn Enemy target pull DD taunt Sorc: Instant heal 22k (+ 15% damage reduction if skilled) Immunity to cc and damage for up to 8 sec Teleport up to 60m away Damage reduction 25% for 6 sec Mezz barrier Remarks: Fast Cast & channel class Vulnerable to any kind of interrupts (depends on spec) Best pvp healer if guarded, often first target if not Bad burst damage, even in burst spec DD needs kiting playstyle to be effective Weak against multiple enemies Other useful abilities for pvp Friendly target pull Good off heal for team member As an indicator how a class performs we can get the rankings from ranked pvp. Of course its just an indicator, sadly bioware doesn't share further more statistics. But lets start. We can look at the Top 100 and the Top 200. I think Top 200 is better for an overview, in the top 100 are more the pro's and nerds. The group statistics are more relevant but the solo are interesting too, because it shows diffenrent situations leads to different class performings. Current state @ 24.10.18 Group | Solo | Thoughts Jugger 38 | 30 | Strong in all situations Maro 32 | 45 | Strong in all situations Assa 20 | 14 | No judgment here from me Sorc 34 | 14 | Assume mostly healer, , with tank in group best healer Powertech 19 | 6 | Assume mostly tanks , in group ok, in solo anti-focus ability is missing Merc 16 | 37 | Strong if not or just slightly attacked, weak in pressure situations, Sniper 29 | 38 | Strong in all situations Operative 12 | 16 | A class for experts, performs very well in the hands of a master, but need months So my conclusion is that the merc is far away from overpowered, the sniper is good as the maro. Powertech had some problems, Operative is much to difficult to master. Maro and Jugger are doing better overall then merc.
  8. First, let me say thank you for the new defense skill Echoing Deterrence. After 5 years it was time and you, the devs, finally did it. I would prefer a longer lasting skill, like 8 seconds, then without the healing part or with a higher cd, but ok. I think it will do a great job even if it's last only 6 seconds. A little different view on the: Trauma stabilizer, it is as a presumable tier 4 point utility, maybe iam wrong, but from a solo regular and solo ranked point of view, it doubt that it will be worth the point. Perhaps that is what the devs to intend with, but if not, so let me shortly explain what i mean. I think in practice it will good only work in certain sitiuations, with a healer / tank on your side, from a solo player view, in regular and ranked, it will often be useless. More direct damage - more this utility is really needed, getting a higher probability that this skill will be less useful. You hardly will survive 15 direct hits. For a tier 4 point, i assume, as is intended as a unviversal tool for commandos to give them better chances of survival in addition to the new defense skill, this utility is subpar. Plz reconsider and make the healing instantly every time with the direct damage or at least higher the healing per stack and reduce max. stacks, example: max. 5 stacks with 15% per stack. Sadly you did not adress the second problem, especially the healer spec have, vulnerability to be interrupted. Did you consider this as you build the new tier 4 utility tree? "Rumors" say that "supercharged defense" (immune to interrupt under supercharged cell) is at 5.0 at tier 4 (today tier 2). If you have not adressed this, especially the healer spec problem, the healer will again fail to compete with the sage and scoundrel, no matter that he can now survive longer through better defense skills. Instead of the "5% more healing for ability x" passive, which is only a filler, give him something to compensate the permanent shutdown for the healer spec against melee's. Why not something like, only as a example: "being interrupted grants you x, making you next ability with a casting time, activate instantly, effect can only occur every 8 seconds". I mean you give the sage healer with 5.0 more and more (!) and forget that the sage is already best and in addition you nerf the commando pvp healer as the already worst pvp healer. Don'' get it.
  9. Yeah, there is no need for a new ability, just modify exists. But we have to remember that the pt has up to 2 stunbreaker and an aoe stun, which is in pressure situations very useful. For off-healing i think removing of bacta to give kolto bomb or medical probe or traumaprobe would be fine. Just removing cd is logical problematic for me, question then would be: why dps bacta / advanced m.probe versions better then in the heal spec? Other way of course could be a passive that lowered the cd on bacta and / or a.m.p when mercommando gets damaged, i would say 1.0 (a.m.p) to 2.0 (bacta) sec, can only occur every 1.5 sec. But then again, even its a passive that indirectly improve, at last this would be better versions for dps then for heal spec. And, and, and.......... There are thousand ways to fix all merc / commando pvp probs without making them op in pve and it's not about the output. But there is simply no interest from bioware to do this.
  10. The problem with the commando / merc pvp weakness lasts from start of the game. The only buffs this class gets was 2.0, 2.6 (healer) and 2.7 (dd). But even then it was only to make them viable in regs, they stay the overall worst pvp class at all. After i first heard about 3.0 and the new system with new balance overall i hoped that this time it get better, that was not the case. I have no real hope anymore and thats the reason i only have an abo from time to time (2-4 month a year) and quit in a few days already after just one month this year. The combat team can not be so stupid to not recognize the problems, this was predictable since announcement. And then this: Even after 5 month 3.x no healer set works full on republic side! Are they just incompetent or is it purpose, i can not other then to realize that this is intended, perhaps i'am wrong, time will tell with the next patches. Who is the greater fool, the ones who are responsible for the this easy to fix massive balance problems or the ones who is paying them for do this work, with buying cartel coins and subscriptions No matter i post the problems how i see them: All specs need an anti-gangrape ability DD specs need much better off-heals Healer spec need some sort of cc protection to heal better if stunned and interrupted (including kick) or just more healing with procc instant healings / better kolto bomb and traumprobe, through its a caster and channel class, easy fodder for shadow, vanguard and guardian
  11. For me old Pyro / assault specialist is the "burst" spec called now the tactics / adv prototype And this spec get a huge buff in survivability. Let us count what is new and what is removed: 1) Added (swapped): -30% damage from area effects and while stunned / Removed (swapped): -15% damage reduction from dot type = new is overall better 2) Added (swapped): lower cd if attacked for reactive shield + low amount damage absorber @ 10sec / Removed: lower cd if attacked for adrenaline rush - during active 30% damage reduction = disputable 3) 5% higher chance to defense with sonic round + 1% higher defense for melee and range damage = just small buff 4) taking damage from area effects we get 2.5% heal every 3 sec + 3 sec longer reactive shield = just buff 5) 3 more shoulder cannon missiles = just buff Selectable without scarifice important old skills: 6) 15% higher movment speed + 50% lower movement speed for affected targets (old 40%) + 5m higher range (then 15m) for ion pulse/ tactical surge and 2m radius for explosive surge = just buff 7) 4 sec higher duration of "hold the line" = just buff You can slect 2 of these (all are just buffs) A) 1 sec longer duration of both hardstuns = 7,5 sec ! B) 5% healing with missile of shoulder cannon = up to 35% healing in 7 sec ! C) adrenaline rush can be activated while stunned and purge the stun (second stunbreaker) ! D) Hold the line with additional 45% speed over up to 10 sec! So for me it's a huge buff for old pyro, only one change that is disputable, but many new buffs from small to huge. And now compare this with mercomando arsenal / gunnery who gets healing nerfed, pushback back (til level 38 no pushback reduction at all - happy leveling^^) and to compensate this, one instant tracer missile / grav round every 18sec and immunity against interrupts to blazing bolts / boltstorm if interrupted before every 8 sec. And thats all
  12. Have you seen the utility system at the livestream? Horrible!. The current Disciplines Calculator at dulfy is much better adjusted then the one at the livestream, so be thankful if that stayed. But better it would, if "kolto jets" should be down to skillful (similar to sorc) and "power barrier" up to masterful. Edit: utility system from disciplines Calculato @ Dulfy is changed to that terrible livestream version.
  13. Finally we can discuss the "changes" a bit. If i compare this changes with the ones for DPS sorc / sage, vanguard / powertech, scoundrel / operative, it seems like bioware did these only because they have to change something. Summary: The commando gets a little bit easier ammo / heat managment]. I never needed this. Arsenal / Gunnery has currently no changes, except one casting free tracer missile / grav round every 18s sec., even through the new utility tree, it is only possible to replicate the old spec, not able to putting the few new things without sacrifice important old, like full-auto / unload (replacement) mobilty or reduced damage under stun. DPS Sorc, powertech and operative(i can not jugde for the other classes) gets changes that will buff the pvp survivability to a higher level (and for powertech he gets some other really nice stuff too). Some words on the changes, if allowed: 1) The remove of self healing is something that happens in different ways for all 3 healer / dps classes. But commando will suffer most of it, it direcly reduce the ability to kite, something outside ranked is very important, in regular the off-healing for team mates with kolto bomb and for the melee's through medical probe, is a good team utility, that can change the game from loose to win. Example for off-healing: http://l85i.imgup.net/swtor2014-d5e9.jpg So for me and my playstyle it's a huge nerf and if i compare this with (madness) sorc i don't see where this is balanced, to compare this with scoundrel, in my opinion through the buffs in survivability and the fact that DPS part rarely us his big healing and get a heal over time instead, the commando is most affected from the changes. 2) The new Supercharge and Supercharged Cell for DPS looks like pseudo buffs, because of course the damage is calculated, that means for the same amount of damage we make now live, we have to use with 3.0 additional supercharge and Supercharged Cell. 3) The little more mobility we get, is surely not a bad thing, but i doubt that this compensate the direct nerf for DPS spec (healing) on this class and the buffs the others classes gets. 4) Yeah, pushback is back. Gladly the sorc has the pvp madness healing DPS spec which is not affected. Sniperslinger was never affected from that, so one of the 3 range class, the commando, has something unique. Conservative estimate: It seems for me that the DPS spec is more designed now then ever since 2.0, to be dependent on other team mates, to protect him, which in solo ranked and regular will not be the case. Overall no substantially changes for ranked situations too, iam curious of the performing in pvp for this class. If the devs not adjusting the utility system, i fear that 3.0 DPS mercomando will be in pre 2.0 state.
  14. Exactly, so why you go for a stealther? As a Mercommando you should avoid normal 1v1, except your are a crit luck monster. Most other classes / specs have better burst and / or tools then you. Against stealther...... why the hell you go against stealther in 1vs1? Don't do it. As Mercommando you should not defend, because only 1 scoundrel can stun / mezz you to loose. Short: If a shadow is behind you ----> RUN, try to mezz him (beware of his cc immunity^^), RUN, then hopefully he lost interest in you If a scoundrel is behind you, it depends on his spec, he is beatable, but because of his battle vanish it can more frustating then it is worth to try. Not saying that this is an balance issue, it is, but it was so at least since 2.0 (before i don't play mercommandos in pvp since 1.2) and as it seems with bioware, it will be the case to the end.
  15. I never said that, but i think the original devs deserved it, and before my abo ends, just my 5 cents: First i want say "good job" to the original dev. pvp / class design team. The game was released to early, so i want to think that the terrible class balance from start was not incompetence, just missing time. I like the objective based concept, i like the casual friendly access, the tactical options, the warzones design, the much different class design, the (short) duration, the atmosphere, shortly it can make a lot of fun, really. Sadly you / bioware give up in pvp development, since swtor was not the big success you / they are hoped, but i really think with that good "base", this pvp could possible the best in the (mmo roleplay) market (for me). Now to the thread. Beside the lack of good class balance and cross servers (current state), i miss three other things. Now just suggestion which come to my mind. First: Solo (and group) ranked 8vs8 warzones with other elo system (for arena too) in solo. I like the objective bases warzones, on the other side i dont like arenas. I think i'am not the only one. That doesn't mean that your arenas are bad, its just different playstyle which i don't like much. Many players do regular warzones, with a new elo system, i don't see why they would not play the same for ranked. But some warzone changes come to my mind: - Lower the "tap" time in voidstar and alderaan to 3 seconds - Lower the range for huttball throwing (or shooting) to 25m - In old and new huttball, the burning and acid barriers during active, should really not undamaged passable for any class. Second: New ranked system The current system rewards only wins and punished looses. What is good for grouped ranked, it's not for solo. So my suggestion is here that in solo ranked, no matter arena or warzones, the personal ranking is not only depending on win or loose, rather more on the personal performance. With the personal statistics after a pvp game (damage, victims, heals, goals, medals etc.) a player get his rating, if his teams wins, this rating get a bonus, if his teams loose, then just his rating. Example (note: the numbers are just examples, not professoinal calculated): Of course the season rewards for solo can be different than for group ranked or just require higher rating. And i don't say that this system is perfect, but in my opinion, it would bet better then just win or loose. Third: Matchmaking system No matter if regular or ranked, its required. I think you have none in regular, in ranked players personal rating and class role works more or less. For solo ranked 8vs8 (and regular) it would be important that the class roles and melees / ranges are fairly spread. Just one example (not the worst) what i see in regular warzones (which i take as current state of 8vs8 "matchmaking" system) I think with a little goodwill, it would be not hard to implement a system that works. General limitations for ranked 8vs8: - 8vs8 means 8vs8 and not 6vs8. (would be good for regular too) - Never more then 2 tank / healer in one team. (would be good for regular too) - Able to view how many players in which roles in the matchmaking pool, so better to decide which role or just like the group finder for pve, player choose the role(s) he want to play, system decide which role player have to go and so he can respecc if required - For solo ranked gear check (at least equal to 158er pvp) and knowledge of the warzone would be required (every - warzone at least 10 times played). ohhhh........................... i think thread is long enough......
  16. With your method it will takes many month to get best pvp gear. Bioware decided long time ago, that players personal skill and not gear should be what matters. In my opinion the right decision.
  17. What i want see is a "oh sith" button, to escape, to some point survive mutiple attacking enemies, especially if their use stun, every other class has at least one such ability. Situation: 2-4 enemies are attacking and additional are not the dumbest and uses stun. Some Solutions what classes can do to escape or mostly avoid these situation, if necessary with use of stunbreaker (DD and heal spec perspective): Scoundrel: Vanish (choose when to join battle), Battle Vanish, AOE stun, almost invulnerability for up to 5 sec., roll, Gunslinger: almost invulnerability for up to 5 sec, complete immuntity to cc for up to 23 sec. every 45 sec., aoe knockback with immobilize, roll Sage: stun bubble (one spec), force barrier, force speed Vanguard: AOE stun then hold the line, shoulder cannon (at least some damge in stun, very good for defending) Guardian: MIGHTY passive selfheal, AOE stun and slow, almost invulnerability of 3 sec + reflect damage, instantly up 30m movement Shadow (vague, i dont play this class) : Vanish (choose when to join battle), Battle Vanish, Resilience (invulnerability, bye bye electro net), stunmaster. Sentinel (vague, i dont play this class): battle vanish, invulnerability and i think he have more Commando / merc (i give a rating from 1 = best and 6 = worst, based on situation escape / avoid): Energy / reactive shield = reduced damge 25%, good ability but not activitable in stun, will not save him against multiple enemies anyway, at least survive 1 or 2 seconds longer. RATING 4 Passive selfheal up to 35% = saved me from time to time, but means 2-3 attacks at once makes it useless. RATING 5 Concussion charge / jet boost = not activitable in stun, for this situiation many times not effective, because of gap closers. RATING 5 Hold the line / hydraulic override = THAT escape skill for trooper / bounty hunters, but good for only one dd spec, no immunity to stun, so if the attackers not retarded = no escape possible, but at least a chance to escape, a win of a few seconds. RATING 3 Multiple Enemies in combination with the Bioware CC system, the merc lack the ability, that all other classes have, to either avoid / escape / survive situations against multiple enemies. The Merc is the only class, that is DEPENDENT on help from other classes, to manage these situations. For all random matches a "no go" and the reason why he is target number 1 So my idea: Change the way concussion charge / jet boost works and make it useable in stun. If activated in stun, targets gets immobilzed instead of slowed. Direct damage ends this effect.
  18. Finally some usefully changes for the commando That give me hope, but........ don't stop here. Thats really not enough for pvp, but depending on how many trauma probes, nice for pve. Some ideas to that: You remove pushback for dd spec, but why not for combat medic who suffer most of it (of course behind interruptions)? So if you don't want give him more interrupt immunity (and i not really understand why), then please be consistent and remove pushback for all casts for his specialization (all heal casts for combat medic, all damage casts for dd specs). Let 2 trauma probes be stackable and for pvp, let them stay on not killed target(s), if the commando is killed. If you don't want it to be stackable then, just an idea, change the kind of healing from trauma probe, like that: If incoming damage is more than 25% or 33% of current hp, trauma probe heals with 2 or 3 charges (skillable, so every combat medic can choose between normal and "new"). --------------------------------------------------------------------- So after nearly 2 years you give me hope for my commando healer, so please don't stop and think the problems are now solved, instead bring it to the good end and improve him further more, to bring him back in pvp and not only be second choice in pve (yes yes theorycrafter.....)
  19. Dieser Thread sollte net dazu dienen, für mich eine PVP Gilde zu finden^^. Natürlich kenn ich die Gilden aber, LMS bildet selten bis gar keine Premades, die RR sind nach meinen Sichtungen spielerisch noch net so weit (soll wirklich net pöse gemeint sein, , vielleicht habe ich einfach die falsche Zeit erwischt) und was ich von Whatever gesehen habe war ja auch gut (abgesehen davon das sie glaubten, man müsste als Schurken Heiler unbedingt 2k Kompetenz haben, und derjenige bitte schnell verschwinden sollte - wer am Ende das beste Heilergebnis hatte dürfte klar gewesen sein.......mit über einer Million in Alderaan war es der Schurke^^), aber grundsätzlich kann ich mich nur an 2 Premade Spiele erinnern, ich glaube die machen auch, genau wie Initium, hauptsächlich Rated. Was ich mitbekommen habe, macht ihr hautsächlich Rated, klar hin und wieder gibt es ne Premade für normalo PVP, 2-3 mal war ich als PUG dabei und das hat auch Spass gemacht. Aber wenn du mal als Einzelspieler in ein Kriegsgebiet gehst, und keine der wenigen Premades auf unserer Seite dabei hast, sieht es düster aus, was wie gesagt vor Tofn völlig anders war. Obwohl mein Hauptaugenmerk auf PVE liegt, habe ich relativ viel PVP gespielt als Dombah (mit meine Twinks weniger) seit rated season, so um die 150-200 Matches, davon ca. 50 gewonnen, und bei ca. 6-8 waren Premades von uns dabei und geschätzt 75 Matches Premades von den Imps. Und das sich keiner meldet, ist doch genau der Punkt, aus meiner Sicht gibt es nur noch relativ wenige erfahrene Spieler auf unserer Seite (selten werden sich unerfahrene trauen, einer Premade beizutreten die aus alten Hasen besteht, die sagen wir mal, nicht die freundlichsten sind^^) Gibbet den TS3 Serven denn noch? Dann wäre das doch mal ein Anlaufpunkt. Bin ich eigentlich auch, aber das klappt jetzt nicht mehr. Ich musste jetzt auch Einsehen, das es ohne Premades und einen großen Spielerpool aus den immer wichtigen guten PUG's (welche ja 50% des Team ausmachen), nicht mehr klappt. Wird es wohl auf absehbare Zeit nicht geben. Brauch dir net leid zu tun, ich weiß das es nicht so ist. Wie gesagt ich spreche nicht vom Rated, will ich nicht spielen und kann daher auch nix zu sagen, sondern vom normalen PVP 8vs8. Viele unserer guten PUG's spielen nun auf eurer Seite und vergleich mal die Anzahl an PVP Gilden auf deiner und meiner Seite. Selbst nach euren Weggang nach Tofn, gab es bei den Imps noch genug Gilden, bei uns keine einzige mehr und auch heute bis auf Initium, die wie gesagt aus meiner Erfahrung meist Rated machen, und Whatever die ich praktisch genauso selten sehe, gibt es z.zt. keine einsatzfähigen, combat ready Rep PVP Gilden. Ihr schöpft aus einem riesigem Spielerpool fähiger und erfahrener PVP Spieler, einige davon einst auf unserer Seite, wir haben grob geschätzt noch 2-3 Dutzend fähige PVP Spieler, weniger davon auch wirklich Erfahren. Die Klassenverteilung ist bei euch ebenso PVP freundlicher. Unsere erfahrenen PVP Spieler sind nicht schlechter als eure, wir haben nur mittlerweile viel weniger als ihr. Ich seh bei uns einfach einen Teufelskreis, weil meistens die Imps über die Reps rüberwatschen, ziehn die Erfahrenen Spieler ab, die unerfahrenen PVP Begeisterten können nur wenig lernen und sich so kaum verbessern und PVP Neugierige werden permanent abgeschreckt. Vielleicht kann man dagegen gar nix tun und muss das akzeptieren, vielleicht ist es ein Zyklus, je schlechter die Reps desto eher bilden sich PVP Gilden als Gegengewicht und ich muss einfach nur abwarten.....schaun wa mal. Dieser Thread dient hauptsächlich für mich, herauszufinden wie groß der Spielerpool an fähigen bzw. erfahrenen PVP Rep Spielern ist, die an der jetzigen Situationen in normalen 8vs8 Kriegsgebieten etwas ändern wollen und auf generell die Situation in normalen Kriegsgebieten auf unserem Server etwas aufmerksam zu machen, in der Hoffnung, zu einer positiven Reaktion beizutragen. Am Wochende habe ich wieder Zeit und werde dann mal weiter schauen
  20. Hi wie vermutlich auch viele andere miterleben dürften, ist das 8vs8 55er PVP auf Republik Seite auf T3-M4 momentan suboptimal. Gründe aus meiner Sicht: Gründe dafür sind einerseits aus meiner Sicht ein extremes Mißverhältnis an PVP Gilden zwischen den Fraktionen, konkret ist mir keine einzige Rep Gilde aufgefallen, die regelmäßig das tut was bei den Imps zum Guten Ton gehört, Premades in 8vs8 Kriegsgebiete zu schicken oder einfach auch als PUG über TS3 kommunizieren zu können. Der andere Grund ist natürlich auch, das es auf Rep Seite mittlerweile an erfahrenen PUG's fehlt (sind wohl rerollt auf der Imps Seite) und Kriegsgebiete oft genug aus 6-7 Unerfahrenen besteht, da können dann auch die 1-2 PUG Veteranen nix großartig ausrichten. Dies hat zur Folge das Kriegsgebiete auf T3-M4 sehr stark zugunsten der Impseite ausfallen. Ich gehe mal nicht davon aus, das Bioware jemals Premades NUR gegen andere Premades erlaubt, sondern es auf absehbare Zeit so weiter läuft (allerdings, die Hoffnung stirbt zuletzt) Persönliches: Ich musste jetzt auch für mich feststellen, das unter diesen Bedingungen, mir PVP nicht den geringsten Spass mehr macht und daher bin ich am überlegen, meinen 55er Hexer wieder auszupacken (seit 2.0. kaum gespielt). Auch zum Unmut Einiger, habe ich mehr als üblich Kriegsgebiete vorzeitig verlassen, und wer gesehen hat wie PVP laufen kann, nein muss, und dann sieht wie es z.zt. tatsächlich läuft, wird das abseits aufgekochter Emotionen früher oder später verstehen, Aber bevor ich das tue, also den leichten, dunklen Weg zur pösen Seite vollziehe, möchte ich einen kleinen Versuch starten, beizutragen das 8vs8 55er T3-M4 PVP ausgeglichener zu gestalten. Ich möchte hier betonen das es mir nicht um Ranked geht (da gibt es zumindest eine Rep Gilde), sondern wirklich um non-ranked Kriegsgebiete, in die Mann einst, vor den TOFN Transen, nach der Arbeit reinging und nicht nur auf spielerisches Niveau traf, dank erfahrener PUG's und der bis dahin vorhandenen Rep PVP Gilden, sondern nebenbei auf oft bis meistens auf Sieg Meldungen am Ende. Ich möchte hier, ich will sagen, an die goldenen Zeiten des Rep PVP erinnern, die es dank der vorhandenen Rep PVP Gilden und guter PUG's bis TOFN Trans gab, in denen ich z.B. 19 Siege in Folge hatte (auch gegen Wolfpack Premades - das soll keine Geringschätzung von WP sein, sondern das Gegenteil). Das Ungleichgewicht jetzt ist einfach da weil es an PVP Gilden, Premades und was ich gesehen habe, an erfahrenen PUGs fehlt, und nicht weil Rep es grundsätzlich auf unserem Server einfach nicht können. Weg und Ziel: Mein erklärtes Ziel wäre wieder hart umkämpfte, spannende Kriegsgebiete zu schaffen und wieder zu einem augeglichenen Fraktionsübergreifenden serverweiten Sieg:Niederlage-Verhältnis zu kommen. Zum Ersten (vielleicht auch zum Letzten) würde ich erstmal gerne feststellen, wieviele erfahrene PVP Spieler es überhaupt noch auf Rep Seite T3-M4 gibt, die ihr vornehmliches Interresse an 8vs8 haben, eben nicht nur ranked spielen und etwas an der jetzigen Situation ändern wollen. Bitte schreibt mir ingame (Char: dombah) ne Nachricht, schreibt mich direkt im Spiel an oder hier per PN. Sollten sich genug Leuts melden, wäre mein Vorschlag, zum ersten, wenn keiner vorhanden ist, ein (öffentlichen) TS3 Server zur Verfügung zu stellen (das mach ich^^), der andere, es den Imps gleichzutun und mehr Premades in Kriegsgebiete zu schicken. Das dies alleine nicht genug ist, um das große Ziel zu erreichen, dürfte klar sein. Und daher auch mein allgemeiner Aufruf and alle Rep PVP Interessierten auf T3-M4, sich mehr zusammen zu tun und z.B. PVP Gilden zu Gründen, mehr Premades als Ausgleich zu den Imps zu schicken, und auch an die rerollten, die nun der dunklen Seite dienen, evtl. doch mal wieder regelmäßig bei den Reps vorbei zu schaun, und es als Herausforderung zu sehen So wie jetzt sollte es aus meiner Sicht nun wirklich nicht weitergehen. Und ich denke auch die Imps haben ein gewisses Interresse das Rep PVP besser wird, einfach weil es mehr Spass macht gegen Reps zu spielen als nur gegen Imps. Und je besser eine Seite ist, desto größer wird auch der Spielerpool. Mehr Spieler, mehr aufgehende Kriegsgebiete, neue Herausforderungen.
  21. Ok, aber als Revo hast du auch ein paar Dev. Skills mehr . Da ich bestenfalls zweimal mit meinem Revo in ner Arena war, kann ich aber auch net sagen, ob der sich gegen zwei Stealther , die explizit ihm ans Leder wollen, deutlich länger am Leben halten kann. Aus meiner Sicht hat der Revo schlicht andere Probleme, die Anfälligkeit gegen kiter. Ich kann mit ihm, totz mehr Tode, zwar in etwa denselben Schaden rausholen wie mit meinem Kommando (mit glücklichen Frachterflügen etwas mehr), aber gegen Gegner wie die Assel oder Leuts die eben kiten können (insbesondere Dot Klassen), zieht er meist den kürzeren (zumindest in Meisterschützenskillung). Aufgrund mangelnder Tank und Heilfähigkeiten bekommt er auch net so schnell Medaillen. Werd auch mal den Fiesen Kämpfer ausprobieren, irgendwann. Leider sind Asseln (Attentäter) hier bei uns auf T3-M4 gefühlt eine der verbreitesten Klassen, kaum ein BG wo net mind. einer dabei ist (Rekord waren mal 6 in einem BG). Und ich hatt den Eindruck, das die sich explizit berufen fühlen, in normalen BG's, Revo Töter sein zu wollen. Naja, vielleicht macht der Fieser Kämpfer alles anders.
  22. Kommt wie du schreibst auch wirklich darauf an, ob die Stealther haben (und meistens haben die Imps hier auf T3-M4 einen oder zwei, die Asseln und Sabos sind halt sehr beliebt) Bin net so Arena erfahren und hatte vor kurzem ein Spiel (als Kommando DD) gegen nen Sabo und ne Assel ( die anderen 2 weiß ich net mehr), die haben mich gleich in der ersten Runde weggeburstet. Die Runde ging trotzdem an uns Gut dachte ich, da ich aber auch nen bissel am Spass teilhaben will, stellte ich mich nächste Runde dann weit weg von den anderen Dreien, hinter ner Mauer (ich nenne das mal die Vorhalle), nur leider sind dann, ich glaub es waren alle, im Schutze der Sabo Massentarnung plötzlich hinter mir aufgetaucht (die müssen mich explizit gesucht haben), und was soll ich sagen, so schnell gestorben bin ich meines Erachtens noch nie (dürften 2-3 GCD's gewesen sein). Runde ging verloren. Auch in der dritten Runde, diesmal bin ich wieder bei der Grp geblieben, keine Chance. Am Ende stand es dann 1:2 gegen uns. Egal wo du als Kommando stehst, so meine Moral von der Geschicht, den Stealthern entkommst du nicht. Und der Grund warum der Kommando oft im Fokus steht, hat meines Erachtens auch net soo viel mit dem Off-Heal zu tun als vielmehr, das was seit jeher gilt: ohne Schutz schnell umzuhauen.
  23. w*t*f With your uncritted min. healing compared to mine (look at the parse), and iam going mostly in power, i thought you are a power only merc. Example: Bacta infusion (emergency scan) / medical probe (rapid scan) Your min. healing: 4184 / 5235 Mine min. healing: 3306 / 4276 ------------------------------------------------------------------------------------------- To topic: Another kind to improve the commando without pimp the output, could be simple to make the probes instants but then with a cd or give him more interrupt immunity like: if commando stand still more then a second, he proccs abiltity *********, which gives him interrupt immunity (like gunslinger with cover)
  24. Yes dont forget the traumaprobe which in your parse only ticks 6 instead of 13 times. BUT you forget too, that you have much better gear and sry, to say, but you have surely not unlucky crits, 70% of your whole healing crits with 50%-66%! And you are surely not an crit merc, more a power merc with i assume around 25-30% crit rate. Perhaps the USA (?) commandos/mercs have other stats then my german one, and again the devs have his own too with other stats, dont know, at bioware all is possible. But the healing output itself was not my point, it was your point. I say they have nearly the same single target output, but scoundrel is just better to bring it really on target and is capable to manage critical, chaotic situations better, in PVE and PVP. So thats simple way he is the better single target healer, and now again, PVP proofs it very simple. And here is where bioware should do something. I dont have much hope that they will do, as long its just the bioware doctrine, that the commando have to be the last link in the food chain. 1 and 3 is in PVE, your point of view, not an issue and has nothing to do with the healing, which is the topic here (best single target healer). Your point 2 and 4 proofs that the scoundrel is the best single target healer and again its not an output question itself. First i dont know what "AMP", "MP" and "BI" is , But every healing instant action triggers a gcd and the casts at least lasts 3,5 seconds (healing - rapid scan, then emergency scan). So i cannot imagine what wonderhealings from the commando that are, that can in 3,2 seconds heal nearly 13k uncritted (except you mean with alacrity and i assume you mean again a full 78er or?). And next time i will say it to the smasher that he had to please stop his damage because iam now an cd of bacta.. Do you know what smasher and assa's dish out in 4-6 seconds?. Not to mention their abiltity to cc. And what i want, i wrote, and i dont know why you dont understand, even as a pure PVE'ler, that if the commando is interrupted or in stun, most of the healing will NOT hit the target. As a PVP and PVE'ler i dont care for some theorycrafter that say commando's are fine, just because iam a practitioner not a theorizer (google, sry if this words not right^^). Iam going through the PVP school, i will say the hardest in the game, where you learn, that even if you have the best healing or damage output (and both not the comando sphere, either in PVE and PVE, all specs), BUT cannot bring it on target, that not all theorycrafter and their lobbyist, would survive the first enemy contact, if the battleground would be real And why the commando should not, first time in his virtuell life, be overpowered in PVE? Your point of view is only PVE and so say nothing more, then fu** you PVP'ler, dont care for you, theorycrafter say commando is the best single target healer, iam satisfied, and whos not, dont understand this class. Perhaps only god can play this class rightly (design as intended, trademark bioware, what iam surprised). And do you really think that only if a few nagger want a hot buff, ms Peckenpaugh would do suddenly after two years, any really powerfull, that makes this class more than average. How long you play this game? I love my commando at first sight, the new kolto bomb is purely fun and best skill ever, but in all cases their are better classes, for the group he has nothing unique too, so technically he NEEDS a mighty buff. But as Peckenpaugh is a theorycrafter, thats the reason why Peckenpaugh is responsible for PVP balance, and the bioware commando doctrine, he never will get one . And yes i deal with it
  25. You are clearly not 69er. So my scoundrel is clearly undergeared to your mando. He is now mostly 69er, with 72er main- and 78er off-hand. To compare your healings with my better geared commando some link: http://www.torparse.com/a/305191/105/0/Heals+Given My commando is a mix of 69er for the set bonus (one of them full 72er), 72er main- and 78er off-hand, 4x 78er gear. As you can see, if you look at the "min heal", even my better geared commando (compared to my scoundrel) can not output the healings from your, i assume, mostly 78er merc. I tried to parse too, and i have to say, iam surely not an expert of the scoundrel, i just clicked on some icons. Some of the pro's would do much better than i do. And know think about it, my scoundrel is clearly undergeared to your merc AND the scoundrel can do this even under pressure (except the casts of course), not to forget his instant healing for free, if target is under 30%, and his ability to bring back energy with his "hammer shot". So, yes he is the best single target healer in the game, thats the reason why he is the best pvp healer. (the sage is and remains the best group healer, best for raids and the bubble is phenomenal) http://www.torparse.com/a/493098/2/0/Heals+Given And of course you dont say why the scoundrel is in your opinion op. And why is the sage fine? He brings the best output of all three healers. You point of view is only pve, thats ok for you. But you fade out 50% of the game. Thats the problem. And your idea of an energy reg. buff for commando is surely fine in pve and pvp, but solved NOT the MAIN problems in pvp. And even in PVE, in 16er random raids its clearly, that the healings of the commando takes sometimes to long time, and if they dont crit, the tank or some other player simply dies (the sage now bubbles and bring his cast- hot or 2x instant crit healing or his main group healing, the scoundrel hots and heals with instants) So even in pve, it would be nice to give him instants (reduced cd of bacta) and / or better hots (2x stackable traumaprobe:p)
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