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HERE's MY 2 BOBS WORTH AND WHY.GC IS BLEEDING THIS GAME OUT.
Aldael replied to SentinelThain's topic in General Discussion
I have the perfect solution for the RNG love that developers (and I imagine high directives that approved it) recently have (a couple of years): - Apply it to your salary, at the end of month (or whenever you get pay) you get an envelope with your check, it can be a magnificent double, a normal one, or just some gift card for 20$. After a couple of months of getting the gift card, I can assure you they would revert to normal. -
Class Changes: Fury Marauder / Concentration Sentinel
Aldael replied to EricMusco's topic in Sentinel / Marauder
My attitude tends to get that way when I present my arguments (that people can share or not) and people (not you) dismiss them with a "you know nothing" or "cause I said so" remark. If people think mine are flaw, my expectations are that they refute them (or show me the flaw) with arguments (reasoned). Well, I must inform that I have played (and completed) NiM content in various roles and specs, I have played telekinetics sage and balance (even seer) although I haven't done the trooper (primarily cause is it not my cup of tea class), I have done sentinel in every spec and iteration (yes even the hybrid smash+dot build, that I personally hated) to complete NiM content. It seems you are trying to design a spec (or a damage output model) to accommodate the encounters ingame, well, that is one way to do it, personally I don't think it is the more efficient way (as usually encounter come after the design of class and new encounters would make you change design to balance them everytime). Some classes and specs have "easier" ways to deal with mechanics in encounters (f.e. swtor is more ranged friendly than melee) rendering them (in some cases) non existent. In NiM different classes and specs have different tasks and being the top damage over other members by a large margin usually is not the defining step to beat the encounter. (Commander Draxus in DF is a wave boss, and it is more important who interrupts first, which add is damaged first, or how you kite than the damage output of the sustained/burst) I'm not against changes in classes, to prevent not foreseen mechanics, to balance them out, I certainly think some changes are needed for the sentinel class, but not major on the damage (concentration needs a buff on that end). -
Class Changes: Fury Marauder / Concentration Sentinel
Aldael replied to EricMusco's topic in Sentinel / Marauder
When someone quotes me, I expect them to be my words. I'm starting to think your comprehension of the language is not as good as it needs to be, burst means they have peaks and valleys in the damage output, how high are the peaks and how long are the valleys determine the overall dps, while the called sustained has a growing curve until it achieves the max and it stays there. Those are the characteristics of those two models. How efficient they are depends on the conditions the encounter has ( is it tank&spank? it has lot of movement? it has differencial phases? ... ) Bioware can (and does) fix their damage (or dps) goals where they want (and probably will do as you like) but if history in this game (or others) have taught us something is that having one spec overpowering two others is not good. Again, (as mentioned in almost every post I have made in this topic) the choosing between spec should be determined by preference of playstile and buffs/utilities they have, not the overachieving of dps of one spec over others. -
Class Changes: Fury Marauder / Concentration Sentinel
Aldael replied to EricMusco's topic in Sentinel / Marauder
Why does sustain must have higher dps? Don't mix concepts sustained doesn't HAVE TO BE a harder rotation and BURST doesn't HAVE TO BE simpler rotation. I assume if the burst rotation were more complex ,you would agree it has to be higher? Between ideal conditioned specs ( Dps ranking 248 ilvl) we get this: - Watchman 10336 dps 2.29% - Combat 10150 dps 0.45% -Concentration 9828 dps -2.74% AVG 10104 dps. From my point of view (that you may agree or not), i would have all the specs in a +-3%, so either we down watchman or we up concentration (i prefer the latest), and you would choose the spec from your preference in how they are played, or the buffs/utilities they provide. THAT IS MY ARGUMENT. ----- Now , please, what is yours? You think complex rotations need to be rewarded? (Ok, why sustain have to be more complex then?) (and how you define complex? more buttons to push? debuffs to take care of? it is easier to control a 18s rotation or a 45s one? ) You think melee has to be higher than ranged? You think a pure dps class have to be higher than a hybrid one? Be careful, cause we enter in another kind of topic than we were previously debating. -
Class Changes: Fury Marauder / Concentration Sentinel
Aldael replied to EricMusco's topic in Sentinel / Marauder
And what is wrong with picking a spec as a personal preference? Just think it the other way around, if spec A is far superior in damage, why would anyone choose B other than personal preference? (i assume A is sustained and B is burst for you) The main focus of a dps class is to do damage, but how you do it, or the utilities/buffs you get in every spec should be different enough to let you pick between them (but that is a different topic of discussion), if not you have wasted time and resources in something very few will take. Actually Anni had always higher potential output than the others specs, not saying that it performed better always, some fights were designed not to be sustained and worked better with burst. -
Class Changes: Fury Marauder / Concentration Sentinel
Aldael replied to EricMusco's topic in Sentinel / Marauder
The problem is the concept difference between concentration and combat (or rage and carnage) was erased when 3.0 launched, initially Conc(focus) was a burst aoe spec, with lacking single. Now we have 2 burst specs (combat and conc) and one sustained. -
Class Changes: Fury Marauder / Concentration Sentinel
Aldael replied to EricMusco's topic in Sentinel / Marauder
I refuse the concept of burst being minor in total damage, Graphic should be like this Burst vs Sustained PS: Graphic is tweaked to have a similar DPS to be able to watch both lines of DPS, also not to have too much data, but the concept is understable. Burst have "windows" when damage is top and valleys when damage is almost anecdotal while sustained has a growing curve and then stabilizes. In long periods of time DPS should be similar (in ideal conditions) (we can discuss what "long" should be, but it is another topic) . Sure, in pvp most people would choose burst over sustained (but they already do), in pve you can choose over your favorite way, knowing the final result is the same , just the way to achieve it, is different. -
Class Changes: Fury Marauder / Concentration Sentinel
Aldael replied to EricMusco's topic in Sentinel / Marauder
You are mixing 2 concepts: - sustained dps is a quantity over a LONG period of time, - burst is quantity over a SHORT period of time. Total damage over a very long period of time should be similar. (under ideal circumstances) Overall DPS should be almost equal in every spec ( a +- difference of 3% should be acceptable depending on gear, stats,...). How you get that DPS is what should vary from each spec ( APM, rotation,....). This is what should be taken into consideration for different scenarios (PVP, PVE, different group builds). Other considerations for spec are the dcd they provide (or utilities), right now anni has a very minor heal, carnage a higher def and fury a cc immunity on it, they affect gameplay very differently be it pve or pvp. -
I understand the reason to this change, but the implementation is horrible. Do you want to know what would have been acceptable? The cm item (crystal/tuning) gets destroyed (same as dyes) if you take it out of the legacy weapon. This would work, as the buying char has it unlocked on collections already and can redeem it infinitely, and if you want on another char, you can use the legacy unlock (or buy in that char, but i don't find this worthy) AND it doesn't prevent legacy weapon being used on alts, just blocks the unlock process.
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5.0 Gearing - A Gambler's Nightmare (Attention: Eric Musco)
Aldael replied to Cashkrusher's topic in General Discussion
/signed -
For the majority this is all known, but here it is anyway. The system has been sold to us as a way to include all type of players (mainly the casuals) in the path of getting the best gear ingame possible. - How does the system work? After leveling to max level (in this case 70) you a new experience bar, and everything you do (playing story content, pvp, pve, heroics,...) give you points (cxp), in different quantities, some more some less. Every time you complete the bar, you get a command level and a crate to open (maximum command level is 300, when you reach this one, you don't get new levels, but every time you complete the bar, you get a new crate). Crates are separated in 3 tiers (1,2 and 3) in which different one can get you a more strong gear (tier 1 up to 230ilvl, tier 2 ap to 236ilvl and tier 3 up to 240ilvl). Crates also can give you a series of different items, including gifts, aesthetical gear (orange with out mods), currency for crafting mats (jawa scraps) and crafting recipes. - How does the system fail? All of the above is completely RNG, well, it is true you get a piece of gear in every crate (but it can be modded or not, it can be bonus set or not(mostly not)). Let's just say you are not the most lucky guy in the galaxy, so you open various crates and get not modded gear, you can always try again, but after a few levels not getting anything you want it gets frustrating. Even if your are not unlucky and get modded gear, after a while you have substituted all your mods (or the piece with the new tier) but have not gotten the bonus set, you get frustrated. Even if you get your bonus set, you have to keep getting cxp to unblock your next tier, not getting new gear until you do. You are at a repetitive task with no rewards, and you get frustrated. - The way it was vs how it is now. Keeping out the system in 4.0 was awful in design (flagged HM ops giving better loot than NiM, easier ops bosses giving same loot than more difficult ones), you did know that doing X boss and downing it, gave you a chance (or a certainty if you did with a guild) to win Y piece of gear. And you could plan how to gear yourself up in a thought way (and this helped guilds to quickly gear up new recruits). Now you can't do this, there is no way of knowing which or if a piece is dropping for you. The only way of somewhat circumventing this is to get the mod recipe and craft it (and this only works for enhancements and mods, not bonus armoring), but unfortunately this force you to grind for credits (as the crafting and ingredients are not so easy to get, at least in a amount to build up all the gear).
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For pve purposes you want 110%, for pvp 105%(and depending on your build even less), after that it would depend on class/spec. I guess in a few days theorycrafters will post some guides.
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As expected, the jerk kicked everyone from the guild, changed its name (or invited some alt and deleted previous char) to steal all our assets. Former members have created New Behind the Musgo, (so pls dont mix them up) to try to raise from the ashes. (support will not do anything against this ******e, or give back guild, perfectly agreeable with his policies)
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If you encounter during your playtime with any member of "Behind the musgo" guild, don't consider its a representative, as the guild has been overrun by the $&·&/· gm auto appointed system and the new "GM" has kicked all previous officers and players to steal it.