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unicornfive

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Everything posted by unicornfive

  1. I'm a Sith and i rage! Deal with it! Nah seriously now... When i rage, its cause i feel i give my 100% in a fight and some other ppl slack. There will be always some hardcore ppl and some casuals.
  2. I like new Disciplines. They made them like in WoW.
  3. This. PVErs worked hard for their gear too, but in a different way. Bolster in WZ is fair for them too so they can earn pvp gear fast and be able to compete in ranked, where no Bolster should exist.
  4. Charge 8 - 25 yd range Instant 20 sec cooldown Requires Warrior Requires level 3 Charge to an enemy, stunning it and 2 additional nearby targets for 1 sec. Generates 20 Rage. (With blitz glyph) Charge to an enemy, rooting it for 4 sec and reducing movement speed by 50% for 15 sec. Generates 20 Rage. (with warbinger glyph) Charge to an enemy, rooting it and 2 additional nearby targets for 4 sec and reducing movement speed by 50% for 15 sec. Generates 20 Rage. (with both glyphs) And again i remind you that BW tried to make leap like that : Leaps, generates rage and stuns. But with the crap resolve system, if 2 SW leap on 1 target, you were making him immune to all cc...If he was ball carrier, you were afraid to leap on him... And then instead of stun it converted to what stun does , roots and interrupts. The allready bad dmg it deals it can be removed for all i care.... I will be able to leap on cc'ed targets and score without breaking the cc with a stupid 1k dmg.
  5. Im still w8ing for an answer. Which is that talent exactly that gives +10% dmg specificaly for a VIGILANCE guardian? Cause i dont Actually think you are proposing to nerf an ability because some end game pvp gear gives it a set bonus??? And thats for BOTH sent and guardians, NOT for vigilance guardians. Vigilance guardians are the last class that needs nerf in dmg. And no, leap isnt an ability that does too much. On every mmo that has leap (charge) it does the same exactly things, builds main resource, deals low dmg and stuns target or root it, so when animation finish, you wont be 10 meters behind your enemt again...BW's resolve didnt work very well with stun on leap when they made that change, and they made it again root+interrupt. If you want an ability that does too much, that is Tracer Missile... It is ranged, it deals high damage (more than leap...) , it reduces the dmg you take, it reduces target's armor, it increases dmg of rail shot, it reduces cast time of healing scan, it has a chance to finish the cd of unload, it increases the dmg of unload. It increases the dmg of heetseaker missiles. Woahh there BW!!! Thats NINE (9) things that 1 ability does!! Nerf !! Nerf!!!
  6. Entrench for snipers not only makes immune to interrupt, but also to all kind of cc. Polarty shift for sorcs make them immune to interrupt too. http://www.torhead.com/ability/ePes6KA/polarity-shift The shield you mentioned for BH healers So the only healer left without it is operative? Are you implying that operative healer needs buff because they can be interrupted? Damage dealing ability??? The leap??? Are you on drugs? Gap closer vs cover or electronet??? +10% dmg to vigilance??? Which talent???? Can you link maybe??? And you consider OP the fact that it builds up the main resource for warriors??? ***?? Maybe you should let warriors fight without rage and do only saber attack....Cause 3 rage is too much!!!! While enraged defence requires 14 rage?? (4 to activate + drains 1 rage per sec) Your post is bad, misguiding and full of mistakes. It should be taken down immediately to avoid further confusion.
  7. 1) The mechanic for PVP is completely replaced. You get a new simplified GUI that has a single bar with 5 or 6 abilities on a single bar at the bottom and simple controls. Νο. This will make the allready boring and repetitive pvp farm, much more boring. 2) Your stats are completely based on Expertise, which is effected by level and performance in PVP (ranking), and can rise and fall depending on that performance. Your gear no longer determines your stats. Again no here. I want to have diversity in my stats. The stats and the alacrity changes are 1 of the things i liked. 3) Models for your toon are simplified, polys removed, much more basic models used to promote the ability for larger amounts of folks to PVP together. This actually sounds good. But i think it allready exists in game. When you move camera further, the detail greatly drops. The polygons turn into "blur". Something that warhammer online had. But i dont think thats the problem they face with increased lag in overcrowded areas. 4) Particles and effects would be dialed back dramatically. Everyone can do that from performance options. But again i dont think thats the problem that causes lag. For example me on ilum, with medium graphics i had no lag problems, while my friend with better pc than mine, had insane lag on both low and very high settings. In general, the changes you propose, allready exist in other mmos, like DCUO and Guild Wars 2. I dont think we need another clone of those. And i dont think they gonna save SWTOR.
  8. Your ideas are nice, but i dont think they gonna work with the declining population of swtor at the moment. WZs are already "crippled". Any more pvp activities will just seperate the population. For example : I think with the addition of Arena will drag the "top" players there for some weeks and the allready long wz queue will be longer. While the quality of them will severely drop. I heard they mentioned something about dropping the wz ftp restriction. If thats true, i hope it will be enough to save the wz queue times at least. What needs to be done is a server consolidation first and then a PVP activity that will appeal to all. (personaly i dont think arena does) A planet with open world pvp area and objectives, DaoC style(with bounties and NPCs) would be a nice move, but i dont think their game engine can support this. Also, if that was possible, it would be a much better pvp experience than arena. Cause in an open world pvp area, you can have 1v1 fights, 2v2, 4v4, and something that 4v4 arena is restricted to, 4 vs 5+ fights (if your team is good).
  9. They have done it in the past with warhammer online and the class Bright Wizzard. They tried to nerf an aoe caster bomb class but instead they turned it into a melee insane criting killing machine, that was 2 times more OP.
  10. Trying to teach some ppl here how to play, is like trying to play a game like Crysis 2 on a pentium 2 with 128 RAM. The "hardware" cant handle it.
  11. someone shut th.... Sorry, couldnt resist i know i have bad sense of humor
  12. Thats the reason EVERY class has talents+abilities that makes them immune to root, immune to interrupt, immune to be charged (cover). To do the above sequence, 1 must be stupid enough and the only thing he does is trying to cast.... Have you seen many scoundrel healers to say "Oh no, i cant heal, i ll reroll class cause these leaps has so many interrupts and i cant heal anything!!" Or maybe any slingers/snipers? Vs them is more like : NO charge - walk - walk - walk - push (sorry immune) - choke (sorry immune) - knockbacked plus root plus dmg - death If you wanna remove interrupt form leap, make it actually WORK vs gap closer ( no more cover or hinder crap ) Make it actually root, no more 30% speed running arround with immunity to movement impairment, so when u land after leap, the enemy has fled from hit range again...As for building rage, how about making us start every fight with full rage like sorcs/sins/pt/snipers and in general, ALL other classes. So we wont have to stay idle and watch if someone gank us from stealth and we have nothing to do but auto attack to get rage... Like you havent whined about everything here, now you started whinning about leap...
  13. Adding new classes would require voiced story from the start again and a lot of cash from BW side. The only similar idea i can think, is changing the allready "shared trees". like smash tree for mara and jugg. If you play smash jugg or smash mara, the gameplay is identical. Its like playing the same class... "Shared trees" shouldnt be exist. Instead they could use some of your ideas to make for example a melee-ranged hybrid spec for some classes, like jugg, sorc. Sorc new spec would be something like battle mage (more survivability, some melee strikes and some ranged) And with warrior would be a more "canon" sith, that would be able to use force lighting too.
  14. Well, they mostly do use shroud before stealthing out, but till now there have been countless times when someone used stealth to escape some ravage last hit or to lose some enemies after him when he was about to die. And in these cases, the only way to destealth them right after they stealth, is with an aoe attack, smash or sweeping slash (And my smash is rage free ) The 6 points in rage are for 6% force crit (force scream, shatter, choke, push) and 7.5% vicious throw crit (which crits highest of all). About deadly reprisal, i used to skip it when pooled hatred was useful. After the nerf of it, i switched my talents to deadly reprisal and +1% accurancy. Pooled hatred now is just wasted talent points. I also made a post about it and how much dmg increase it actually gives...when it does. Another thing about deadly reprisal, is that it actually gives quite enough rage, which is never a bad thing with veng spec and enraged defence, since a lot enemy attacks are aoe. (smash, sorc death field, sorc knockback, etc...)
  15. Again, if last enemy stealth out, more chances had it that he will "open" melee on you and wont de-stealth in range. Which means free smash might come in handy in de-stealthing him first. I too have picked some rage talents cause i find the remaining veng ones useless : http://www.torhead.com/skill-calc#101MMZfRrRMuddGhoZf00z.3
  16. About your first example. Ok lets say this scenario happened exactly, and you wasted 1 leap. What so gamebreaking is going to change if you leap 10 second later and throw some taunts or saber throw instead? And about 2nd, vs pugs that let you out of combat while you have ball, it will be same out of combat while walking ramps like a boss and scoring. If you were out of combat again it means no enemies attacking you. The problem is, you dont get those seething hatred talents for free. You chose them over others. So its not either seething hatred or nothing, but seething hatred or some other more usefull talent. About pve, totaly useless talent. Also in 4v4 arenas, when are you going to be out of combat? And those examples you gave they prove exactly how useless seething hatred is. (I can leap 10 second faster in novare once, like this is gonna change the course of game. I can make you an example of a talent that would be more useful than seething hatred. +1% dmg in saber throw. Cause, you know... You can be in huttball, enemy ball carrier close to death, but close to score too. So you use saber throw while others are on you and root you, but ball carrier survives wih 10 hp and scores. Now if u had that 1% dmg talent, your team would have been saved!!!! Plus + more dmg on scoreboard!! Ok, im joking about my example. But still sounds more useful than reseting cd of leap when you going out of combat within 15 seconds after u leaped (which means you just entered combat) and then having the need to leap instantly again on an enemy that been in leaping range but hasn't touched you yet, instead, he was w8ing for you to go ooc.
  17. In PVP too. With all this time it takes to go out of combat (especially in small wz rooms), the cooldown has reset by itself
  18. going off-topic here. The argument was if pooled hatred is a useful talent and if there is any visible difference in hits while they are are powered by it. Also how often it stacks to full potential (5 stacks) in pvp. Cause till now, this talent barely triggers and almost never (or...not almost, never) reaches 5 stacks, and if it does, you spent them all in 1 hit (if the hit is retaliation, all stacks get wasted cause of the insignificant dmg of retaliation).
  19. We ll wait and see. It seems that BW wont make any balance changes before they check how arena balance will go.
  20. Shatter is fine. It has the highest dmg among other veng spells. And the fact that its partially dot, allows it to increase the burst dmg when u land an impale next, added by the dot of shater + a off-cd retaliation. Also, the dmg of shatter is internal, no need to say more. As for being top tier talent, i dont see other classes getting something more overpowered. For example, madness sorc gets an internal dmg dot, with no initiate dmg, and that sucks if it doesnt get boosted by death field.
  21. This. So many classes got immunity to movement impairment, panda rolls, immunity to interrupts, + bonus movement speed, plus another new spell that makes targets "unchargable" that the game isnt fun at all for some melee.
  22. Shatter is force dmg, it doesnt get affected by Poolsed hatred. Vicious trash (slash). I dont think any vengeance jugg has it still on bars. sweeping slash, again i dont think anyone uses it in pvp, and in pve u dont take pooled hatred. Retaliation is indeed an attack but i didnt mention it because what sane person would use it when they got pooled hatred instead of impale or vicious throw? The allready low 4% dmg increase on a spell that has allready low dmg, is nothing but waste. And now that you mentioned sweeping slash, pooled hatred also isnt at all viable for pve, like many other talents in vengeance tree. Which makes me wonder. Why so many pvp-only talents for a talent tree that doesnt seem to be quite effective for pvp in future arenas, compared to full tank or smash.
  23. Has anyone gave thought on this vengeance talent and how it works in battle? On first look it might seem like 1 average skill, since it gives +20% dmg. But the truth is, it doesn't even get near this. The talent gives +4% dmg to ONE only melee attack that costs rage and ONLY when your movement gets impaired. And can stack up to 5 times. The problem is that the jugg has only 2 melee attacks that cost rage. Impale and Vicious Throw. And both of them are in main rotation of dps, which prevents this talent to reach full effect (20% dmg). In more depth, Impale has 9 sec cd and vicious throw has 6 sec (when enemy under 30% health) or can proc randomly in fight. Lets take the worst case that enemy is above 30% hp and it wont proc in battle. So, after you hit your 1st impale, the enemy must apply slow to you 5 times (5 gcd) so your pooled hatred will reach 5 stacks. And then, after u hit 1 impale, in order to get again the +20% dmg bonus, you must get spammed with 5 slow spells. Atm, within those 9 sec, you get barely hit by 1 slow, which is +4% dmg, or when more than 1 enemy, might be lucky and both use 2 slow spells on you and give you +8% dmg on 1 impale or vicious throw. At most times, during 1 fight, that you use almost 3 impale and 3-4 vicious throw, this talent will give you 2 times a +4% dmg boost on 1 impale or 1 vicious throw (and if enemies are focused on you and using their snares on you and not on others. Now considering an average non crit impale is arround 3500, this talent with 1 stack, gives it a +140 dmg extra, making it 3640 dmg. And in most fights i had in wz till now, i used so many impales and vicious throws, and only 4-5 times in a whole wz i had 4 impales/v.t. powered by a mighty +4% dmg. If this talent was a permanent +dmg boost to impale and shatter, it would barely translate to a (+0.5 / 1% dmg to impale and vicious throw). So what you guys think about this talent. Those who use it, have you seen/felt some dmg difference when it procs in battle? In my opinion, this talent should have been more useful if it worked like this : "Each time your movement gets impaired, you gain +4% dmg to all attacks (or all melee attacks,including shatter, ravage), for 10 sec. Stacks 5 times." I make it to all spells, cause in those 10 sec, you can use 1 or max 2 impales, since it has 9 sec cd. Also, the +4% dmg will remain for full 10 sec after you get hit by 1 slow and not dissipate after use of 1 spell. (so it cannot get wasted by some minor attack before it can stack more than once)
  24. Funny post... It reminded me 1 similar post i read on warhammer forums. After months of no upgrades on it, after only 1 English speaking server left, fanboys kept saying : This game is still new...just give it time.....WoW had been arround for 7 years, this is ONLY 2 years old... Plz stop whining and let us enjoy (ROFL) this wonderful game. When there are barely 10 lvl 50s on fleet on prime time on your server, what more u can enjoy in this game? Can u do flashpoints? NO. Cant u enjoy WZ wthout having to alt tab for 20 min while u w8 in queue? NO etc... Also. I made an mmo too. The only thing that is completed, it the desktop icon. But...u know what?? ITS 1 DAY OLD!!! ONLY!!! Its on INFANCY STAGES STILL!!!! PAY ME to "Play" it now and then w8 till more things added on it...its an 1 day mmo...give it time....but first, give me your money.
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