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germil

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Everything posted by germil

  1. Agreed. I am currently enjoying my time on Rift, but I would like to play both game. I am not from the biggest part of the community, playing a Commando only, for PVP only but it matters. Not only for the few reminding players in our situation, but for the game as a whole. This is just not serious to keep a situation like this for so long (since 1.2...). People (even not playing Commando) won't invest time in this game if it lakes credibility because Devs/Community managers are not responsive/aware of problem like this. I don't care about cosmetic changes, puppets or new compagnons. I wan't to enjoy my time in PVP and not smash my keyboard every time.
  2. and yet (speaking of dps merc) the situation is the same since 1.2 (April?)
  3. Allow Full auto to be cast on the move. Main "builders" (grav round or charged bolt depending on spec) are still static, so we are still vulnerable to melee, and we are still not as efficient as melee when focus fired because Full Auto stays interruptable (which is fine, it is the trade of of being ranged). But it would allow more kitting possibilities so that 1vs1 does not mean inevitable death for Commando, especially for Gunnery. Static turret is not fun in PVP. People play to have fun.
  4. I was not talking about proactive medecine which is quite good as it increases one of our main heal by 30% or something. I was just saying that imo, in your build, removing the point from reactive armor and putting it in Kolto shell seems a better investment. It is 10% armor, but it translates only in 2 or 3% damage reduction, and it doesn't affect stuff like elemental damage. Kolto Shell may not save you life either, but I see it multi proc quite often, especially on focus fired target, and this produces quite a nice heal in this case. Concerning the spec I have linked, it plays more or less the same as full pyro. The key is to maximize Prototpye Particule Accelerator 6sec proc. You can alternate this proc with for example Critical efficiency 8sec proc. You loose maybe 15 20% single target DPS compared to full pyro, but you gain possibility to heal for example once you have kitted someone after a pillar or something. IMO it is the best spec if I want to go DPS solo, and in 1vs1 (I can actually kill melee with it). I organized PVP I would still choose full heal however (especially because I would be guarded, so less need to kite).
  5. They did lie to us several times. I don't trust them anymore. How would it be possible? One example they nerfed 10% (or more...) power shot. But didn't do anything for the PT equivalent which was already doing the same if not more damage on some target (being elemental). How would one expect the metrics to be identical after that?
  6. I really like this game. I don't know why but thats the way it is. But I really feel that since lauch it has been driven with quite a lot of incompetencies. With 1.1 Ilum fiasco and communication fails, 1.2 "Quality of life improvement" >> one of biggest nerf I have ever seen in MMO (and made me unsub), + communication problems, delays etc... The classes are simple in this game, and they don't even manage to balance nearly 2 identical spec having lots of tools in common, but one being god (PT) and the other one being below average (merc). That tells a lot.
  7. Its great to try builds which suit more your gameplay. I am sure sharing my experience. I have been using hybrid heal/gunnery quite heavily before 1.2. At the time it was viable because of not-yet nerfed grav round and more importantly the fact that heals were far less costly. This spec was actually OP because of multiple additive reduction bonus which were nerfed as well. However the big limitations of the spec, ammo/heat consumption, and ultra-static gameplay are unfortunately still here. I find that in the current state of the game, 31 heal actually performs better as "off dps". Because better heal and better ammo management means more possibility to cast DPS when not in supercharge cell buff. And with it you are better at healing when you really need to (healing a ball carrier for example) IMO, to go hybrid, atm heal/pyro is more viable. Because pyro ammo management mechanism is quite good, and combustible gas cylinder allows free DPS. And the spec is less static and allows kitting. http://www.torhead.com/skill-calc#300bfMkRzf0zZMZfhrbzh.2 Just a quick math on reactive armor vs Kolto Shell. On my character sheet, If I remember Reactive Armor increases damage reduction from 34.5% to 36%. So let s say 2%. Kolto shell is something like 400*10=4000 heal (non crit....) assuming you cast it once before the combat. So it "absorbs" 4000 damage. On the other hand, you need to receive 4000/0.02= 200k damage before 2% added damage reduction is equivalent to absorbs 4000 damage. There is really no contest between the two. Just my opinion. Cheers
  8. Hi, Compared to a 31heal/10gunn or 31/8/2, you gain barely nothing DPS-wise, but you do lose emergency scan which is quite important for heat management and burst heal. Also If you go >20 in heal, you should take kolto shell : much better heal/heat than our 2 cast heals, no overheal, and instant.
  9. I would be very surprised that Crit % on one ability depends on if other abilities have crit just before. Or if it is really the case, that there is a hidden crit "internal CD or modifier", that would be the first time I see that in a game (but with super competent BW devs, we never know).
  10. That or some sort of proc to be able to cast on the move for a certain amount of time/cast. But turret class gameplay have been **** since the start. It was viable be cause of less number of melee, longer ttk, and comparatively higher commando dps. Now it is not. F
  11. I switch between all specs. I do only PVP. 1. I don't have worthwhile specific feedback from others since I came back to the game. 2. DPS : I see 2 fundamental problems with commando DPS (whatever the spec) - We bring only DPS ; no utility, limited CC (knockback is usefull but thats it), no debuff. Off-heal is impraticable because of the ammo cost. - We are too easily shut down. Melee, PT, gunslinger etc... can still figth back when they are attacked, because they have protection mechanism, or have instant attacks etc... Why PT are god and merc pyro (the best spec for merc dps PVP) are bad? Because instant ion pulse allow to DPS while kitting or while being beaten by ennemi (and allow more reliant kitting tool by applying snare with 100% chance). Above all, I don't have fun anymore with the merc as DPS. The gameplay is not rich enough to allow a high skillcap, because of turret style with no tools. Kitting is better as pyro, but no instant means we don't do lots of DPS while kitting. HEAL : One heal should not struggle and die (and bring 0 team contribution) VS one competent DPS alone. Thats it. The problem here is that we are too strong when guarded, and too weak when not guarded. Its more a general metagame balance issue. Anyway I fell stronger on my scoundrel alt, with which I feel I have more healing troughput and more tools (I won't comment on sage comparaison as I don't have one). To sum up, we were a bit OP before 1.2, especially as a full healer or hybrid heal/gunnery (with 40% 50% DR). Now it feels lackluster, poor and not fun. I play my scoundrel waiting for a fix.
  12. No it is not the same. A part from utility, interrupt etc... the main difference is that ion pulse is instant, and brings more reliant CC. This is a lot actually, because pyrotechs can DPS on the move (while kitting), and cannot be unterrupted. Basically they are not shut down when someone is trying to have a beat on them.
  13. The guy said the truth. I have said it the same in another thread. Remaining DPS commandos are the one trully dedicated to the class, and trying to make it shines, biasing the results. It is true we can bring big numbers, but all class can do it, left alone. The problem is that we cannot perform when one person is on us. The tools we have for survivability and kitting are not strong enough. We don't bring interrupt, healing debuff, only mediocre CC. On my alts, I feel simply the design of these class are more suited for PVP and importantly, more fun. What I don't understand is that (playing Rift at the same time), the design of SWTOR is the easiest I have ever seen in a long time in terms of class balance. Stereotyped trees, abilities, roles and classes. And they still manage to leave blatant fundamental design flaws.
  14. Here it is, the quintessential forum warrior. (speaking of the yellow one ofc)
  15. For Merc at least, the skill cap is not that high. We just don't have the tools to be efficient enough and DPS when under pressure for more than few seconds, and we don't bring that much in terms of CC or interrupt.
  16. I propose a thesis subject for you degree in psychology : "Human behaviour, and causes of interpersonal conflicts."
  17. In recently came back into the game, and play mostly a commando healer. From my experience, in non rated WZ, the sage and commandos DPS I see are usually far from the less useful player in the field. Maybe because the ones remaining have, in average, more experience and are more dedicated to make their class shine despite what people think about class balance.
  18. Hey, finally! I remember In January, people have been reporting this. I find 6 months to be fair enough for such a big fix! Thanks!
  19. Are you going to post this on every thread?
  20. Ressource 'management' (i.e. player thinking, decision making) is still the same. Ammo was a limiting factor before, it is still a limiting factor now. It is just that the healing throughput/efficiency have been reduced.
  21. Everything I liked about the class and healing or hybrid specs are gone in PVP : survivability, efficiency, off dps, interesting mechanisms. Now WZ are all about DPS (especially melee) focus fire and dropping stuff in few seconds. Arsenal has never been my thing so I log from time to time doing a few WZ as a pyro but thats it.
  22. It is a problem for healers especially. When I play as a PVP healer, I feel stuff (including myself) drop too quickly. When I respec pyro, I feel more powerful as a whole. Because decreased TTK mean actually less pressure on me, and I can kill people. Survivability was a strong point of commando CM PVP, and this concept seems irrelevant now, as you are nullify (no instantly dying, but you team contribution drops) with one competent DPS on you. Simply put, I feel relatively weak and it is not fun to play as a CM in PVP to me now. Guard and teamplay protection? All classes can benefit from this, and it actually doesn't happen so much (low population in my server and guild => PUGs).
  23. I agree. First logical step would be to rebalance expertise (up mitigation). Healing is very frustrating rigth now, especially when not guard-booted, and/or in pugs.
  24. Hopefully you are right, but I don't see it in the notes http://www.swtor.com/patchnotes/1.2.1/4242012
  25. bumping. One important utility of CM bugged.
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