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Xallionn

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Posts posted by Xallionn

  1. I agree that the site is much improved. Quite a few great features added. Well done.

    However can you make the color offset between two threads or two posts be a little more distinguished? Right now they are both very dark colors and it can be difficult to easily separate two posts. Also like someone else suggested. A larger reply button would be desirable.

  2. The event is fun. However the event is interfering with warzones. The infection can kill you or knock you out of stealth. I've already lost two warzones because the lone defender at a node scummed to the plague.

    The event should really be suppressed in warzones, and if that isn't easily possible then make the vaccine persist through death. It's frustrating having to constantly buy vaccines just so I can enjoy warzones.

    I've already opened up an in-game ticket on this.

  3. This isn't a bug or a hack. The speed boost on the defender's side is, in theory, meant to allow defenders a way to get back to the bridge. I'm doubting they intended for it to work for the attackers as well. I'd suggest just putting a small lip on the defenders side. It'll fix the issue.

     

    Btw, I am a sorc and I am able to make the jump around 80% of the time. I can do it, but I believe that only certain classes being able to do it is a little unfair.

  4. Guardian or Vanguard, imo, though I lean more toward Guardian.

     

    Shadow is more.. uh, well, if you want to solo people. I'm not saying it's not a good 'tank', but I feel if you're a Guardian, you have added taunts, Guardian Leap, can take a ton of hits, as well as alot of defensive cooldowns to help you and others.

     

    Why do you say this? All of the tanks can take quite a beating. I'd say their survival without cooldowns is probably about the same, perhaps favoring Vanguard a little. I would also argue that Guardian and Shadow both have good cooldowns. Vanguard is sorely lacking in that department. What added taunts are you talking about? All tanks get the same taunts however guardian does have a cooldown reduction on their AoE taunt. All of the tanks have their pros and cons. This is how I would compare them:

     

    Vangard: Good damage. Weak Cooldowns. Very good at ranged for a melee. Has both harpoon and charge. AoE mez.

    Guardian: Moderate damage. Strong Cooldowns. Very mobile with multiple leaps. No harpoon. Ton of stuns (makes them incredibly annoying). AoE Mez.

    Shadow: Good damage. Strong Cooldowns. Very mobile despite no leap. Harpoon. AoE Knockback (instead of AoE mez). Self heals. Stealth. Typically seen as the best 1v1 class.

     

     

    Vanguard Personal Defensive Cooldowns

    Adrenaline Rush (2 min cooldown): +15% hp hot heal over 10 seconds.

    Reactive Shield (2 min cooldown): 25% damage reduction for 12 seconds.

    Smoke Grenade (60 seconds cooldown): Reduce Accuracy of nearby ranged\melee by 20% for 18 seconds

    Hold the Line (30 seconds cooldown): Immune to movement impairing effects\knockbacks\knockdowns for 8 seconds. +30% speed.

    Tenacity (2 min cooldown): Standard CC breaker.

     

    Guardian Personal Defensive Cooldowns

    Enure (1 min 30 seconds cooldown): +30% temp hp for 15 seconds.

    Saber Ward (3 min cooldown): +50% defenses and force\tech damage reduced by 25% for 12 seconds. First 2 seconds +100% defenses instead.

    Warding Call (3 min cooldown): +40% damage resistance for 10 seconds.

    Resolute (1 min 30 sec cooldown): Standard CC breaker. 30 sec shorter cooldown than normal. Can spec to restore 10% instant hp in 2nd tier of focus tree.

     

    Shadow Personal Defensive Cooldowns

    Force Cloak (3 min cooldown): Drop combat and stealth.

    Deflection (2 min cooldown): +50% defenses for 12 seconds.

    Battle Readiness (2 min cooldown) +10% hp instant heal. Increases chance and damage of technique.

    Resilience (45 sec cooldown): Removes all dots/negative effects and makes you immune to force/tech for 5 seconds.

    Force Speed (20 sec cooldown): Drop all movement impairing effects. +++speed.

    Kinetic Ward (12 sec cooldown): 8 stack of +15% shield absorb for 20 seconds.

    Force of Will (2 min cooldown): Standard CC Breaker.

  5. After putting more thought into this ability, I honestly think it would be very sensible to give this mechanic to smugglers/agents between levels 10 and 15 for a few reasons.

     

    1 - This would change the 'cover' mechanic in a way that would have it make sense to use. I mean, honestly, we can already 'roll' to a cover location that is 20+ meters away, so why not give us an ability that lets us chose a distant location to 'roll' to. Also, the actual animation for this ability is already in the game, so it would be easy to set up.

     

    2 - It would be effective, it gives scoundrels/ops a good gap closer, or distance maker for healers. It would also give gunslingers/snipers an effective way to 'kite' a mob without backpedaling, while at the same time keeping the cover mechanic intact.

     

    3 - Honestly, it is a logical decision that just fits the class. In all possible lore aspects as well as the mechanical aspects.

     

    4 - In no way would this make our class overpowered. As I stated earlier, we can already technically do this, but only in a very gimmicky/buggy manner with the ability "take cover."

     

    As far as the specifics, I would say a base recast of around 3 minutes would be logical.

     

    A base range of 20 meters would be fine, and have the scoundrel/op version give 5 seconds of invisibility that breaks upon ability usage. Furthermore the gunslinger/sniper version could have an increased range of about 10 meters, for a total of 30 meters.

     

    I do like this version of the ability. It would be better than a shadowstep ability. The main thing I'm looking for here is both a gap closer and a gap opener (for healers and perhaps ranged). This does seem to achieve both. However, based on other similar gap closers in the game, I would put this on a 45 second cooldown. 3 minutes would be too long.

  6. First let me preface this by saying that I do not play a scoundrel\operative. This is not meant to address any damage\healing issues that may exist.

     

    Give scoundrels\operatives an ability similar to mage's blink from wow.

     

    This would be unique to the class.

    This would be a great defensive move.

    This would be a great gap closer.

     

    This could have cool talents associated with it such as:

    Scapegoat: Whenever you "blink", you create a holographic copy of yourself with 10% of your max health. Lasts 5 seconds. Enemies targeting you now target the copy.

    Escape: Whenever you "blink", remove all damage and movement impairing effects.

    Displacement: Whenever you "blink", you displace enemies around your arrival point slowing their movement speed by 50% for 5 seconds.

    Hasten: Whenever you "blink", increase energy regeneration by 50% for 5 seconds.

     

    -- Xallion

  7. Hmm, Id have to say Civil War as well. Being stuck at the left turret and having no one come by the entire warzone as a shadow tank. In that time I got to watch helplessly as my team got slaughtered over and over again at mid (and sometimes right). 2 medals and a loss. Fun.
  8. After 50+ pages of replies, hopefully Bioware will address this.

     

    I never had many issues with tab-target ... until I stopped playing my healer. As soon as I started playing a melee I was wishing I was playing my healer again simply because targeting was infuriating.

  9. Tab targeting was one of the big deciding factors in me going healer. Granted the UI is terrible for healing, but I find it preferable to the current implementation of tab targeting.

    I enjoy playing melee classes, but when I find it very difficult to target the guy standing right in front of me it means my character is sitting still for a second or so until I finally click on the guy taking up my entire screen. It just makes the game seem clunky.

  10. Speeders are fine. East/west strat exist because the speeders offer the advantage. SLow the speeders and the only real strat will be one side +middle.

     

    I disagree. If they were slowed just a little, holding both sides would still be a very viable strat. The sides would still be easier to defend.

  11. A bigger question is why he'd hot key a stim.

     

    For the same reason you'd hot key your class buff.

    I hotkey both of them only because I have to use them every time I die in a warzone.

     

    Though on that note, I don't have any issues with hot key bar space.

    You do have the ability to "page" through the bottom bars. If you are somehow full on the initial 4 bars, then you could stick some seldom used abilities/items here.

     

    Hopefully macros are implemented at some point...

  12. While your right your also wrong which is the beauty of the setup. Its all dependant on your team:

     

    * Focus fire

    * CC (without actually breaking it, a concept many dont seem to understand)

    * Positioning around the turret in relation to the speeder (when capping)

    * Body stacking / layering (harder to target)

     

    Add numerous other things you could come up with and create, Now I believe alot of this is hindered by the lack of in game voice but typing still is effective if you have a team of players with the same goal in mind which is to win.

     

    Now I would be just fine if they decided to move the speeders landing spot back 10- 20m or so but other then that I belive they would be hurting the WZ more then helping it.

     

    When people need to go to such extremes to simply capture a node they already outnumber and overpower, then something is definitely wrong. I agree that moving the speeder landing spot back 10 - 20m would also work, but I don't believe it's the best solution. I'll still stand by my original post in that having another 5 seconds added to the speeder trip is a better solution. Either way, something should really be done about these side speeders.

  13. This.

     

    That kind of co-ordination just isn't realistic for even most pre-mades or even people on Skype.

     

    'Syncronised killing' LAWL ...

     

    '****! Sorry guys, I accidently crit that guy!' - 'Ah ... seriously? You've thrown out the whole master plan!'

     

    This just made me LOL. Need less crit/surge for this map!

  14. The problem with Alderaan is that the speeders benefit the winning side too much.

     

    A proper way to do it would be to make the side speeders take longer and only give them to the losing side. Capping in Alderaan should make the match more difficult for the capping side, not the losing side.

     

    I like the fact that the defenders have the advantage on the side nodes, I just think the advantage is a little too much. It's very close. It just needs to take a little longer for them to get there, that's all.

  15. Anyone else feel that these side speeders in Civil War are just a little too fast? I'm thinking they should take a good 5-7 seconds longer to land.

    I've thought this being on both the side trying to take a node and the side trying to defend a node.

    If I'm defending and going to die in a 1 vs 2 at a side node, I can put dots on the 2 enemies and get back in time to interrupt them capping the node. This just seems wrong to me.

    If I'm trying to take a node, the 2-3 defenders just keep coming back over and over again. You almost need to outnumber by 2 or more players just to be able to send them back to the start point fast enough.

  16. They ninjaed the Pure Shockfrozen Water?

     

    Well, ****. I suppose good things can't last even a day once the masses find out.

     

    Thanks guys, ALL of you. You've just gotten the single-greatest thing, that was available to ALL players, nerfed.

     

    How does a level 10 get this? 15? 20? Even still, it gave medals to those who didn't actually earn them. It also gave an unfair advantage to classes with stealth. How could they not address this? Thank you, Bioware for fixing this imbalance.

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