Jump to content

senojones

Members
  • Posts

    50
  • Joined

Everything posted by senojones

  1. I'm pretty sure you stay out of combat when you finish casting Orbital Strike until the first tick of damage.
  2. Considering how crappy the itemization of stats on BM gear, it does well. I'm sure as you obtain the WH gear it will be a bigger difference since its actually itemized with surge over accuracy. The biggest issue currently is the clunky rotation of abilities and awful energy consumption in PvP, you'll find yourself energy starved if you're not careful. Damage output in PvP is fine, lack of mobility hasn't changed but our ability to control is still strong. If they re-worked our Revitalizers talent so Stim Boost didn't consume a Tactical Advantage and removed the energy cost of Acid Blade then I think that would be a good first step.
  3. Another thing I dislike is the energy cost increase of both Acid Blade and Backstab/Hidden Strike. I find it pretty counter productive to create an ability which costs more energy that its only intention is to always buff a main damage ability. Acid Blade (13 energy) + Hidden Strike (17 energy) costs 30 energy before 1.2. Acid Blade (13 energy) + Backstab (0 energy) costs 13 energy before 1.2. Acid Blade (15 energy) + Hidden Strike (17 energy) costs 32 energy after 1.2. Acid Blade (15 energy) + Backstab (5 energy) costs 20 energy after 1.2. Logically I think at the very least the energy costs should be reversed like so: Acid Blade (5 energy) + Hidden Strike (17 energy) costs 22 energy. Acid Blade (5 energy) + Backstab (15 energy) costs 20 energy.
  4. In all honesty I don't understand why Acid Blade costs energy to begin with. Concealment really needs some major work with energy and cooldown flow, its pretty awful right now. There are 2 changes I would really like to see, remove energy cost of Acid Blade and redesign the Revitalizers talent so Stim Boost no longer consumes a Tactical Advantage.
  5. Nothing wrong with preventing the confusion either.
  6. Wasn't this already explained? In 1.2 you will be capable of looking like another class and keeping the correct stats/bonus's from your classes gear. This isn't intended to make PvP more casual friendly, its a required change to keep players from disguising themselves as another class. Thread over.
  7. There are only two changes I would find acceptable in Huttball. - Pulling an enemy player should automatically give them a full resolve bar. This because I feel pulling a person onto the fire followed by a stun is an unavoidable death without a CC break, isn't a favorable tactic. - You are unable to leap friendly stealthed players. It is just too easy to stealth by enemies and position yourself to give an easy leap for the ball carrier. Everything else should stay just as is.
  8. Yeah I'm pretty sure that was added since you can choose to look like another class and keep all your set-bonus / mods.
  9. Pretty sure World of Roguecraft had more to do with rogue nerfs in vanilla.
  10. We don't have mobility because of our ability to control, but that's getting nerfed to the ground. So maybe its just convenient timing but yes the sprint would help our mobility to counter-act our nerf to control. Well at least I know I won't be wasting my time with saving credits for this, all I need to do is get the group buffs and I'll never look at Legacy again.
  11. If you can't use the sprint in anything that involves PvP, from warzones to PvP zones, then no one will bother spending the 5 million credits. What the hell would you benefit from it? Being able to sprint around the PvP daily turn-in between queues? People will continue to horde their credits for something useful in the future.
  12. I've been complaining about this for awhile, please add this so I don't fall asleep from boredom while waiting for the PvP queue.
  13. They are datamined, I don't believe they are actually in the game, most of those are blatantly overpowered.
  14. Some ideas I thought of with the list of abilities/skills above ( for either 2 or 4 pc ): - Reduces the energy cost of Backstab, Shiv and Laceration by 5. - Increases the damage of Backstab, Shiv and Laceration by 5%. - Increases the chance of Collateral Strike by 50% - Increases the maximum stack of Tactical Advantage by 1. - Increases the damage bonus of Tactical Advantage by 1%. - Increases the armor penetration bonus of Acid Blade by 5%. - Acid Blade no longer requires energy. - Increases the range of Sever Tendon and Distraction by 5 meters. - Reduces the cooldown of Sever Tendon and Distraction by 2 seconds. - Stim Boost no longer consumes a Tactical Advantage. - Flash Bang removes all hostile damage effects. Some of these might work and some might not, but they all at least have an effect on the overall common gameplay of a concealment Operative in PvP.
  15. Some ideas I thought of with the list of abilities/skills above ( for either 2 or 4 pc ): - Reduces the energy cost of Backstab, Shiv and Laceration by 5. - Increases the damage of Backstab, Shiv and Laceration by 5%. - Increases the chance of Collateral Strike by 50% - Increases the maximum stack of Tactical Advantage by 1. - Increases the damage bonus of Tactical Advantage by 1%. - Increases the armor penetration bonus of Acid Blade by 5%. - Acid Blade no longer requires energy. - Increases the range of Sever Tendon and Distraction by 5 meters. - Reduces the cooldown of Sever Tendon and Distraction by 2 seconds. - Stim Boost no longer consumes a Tactical Advantage. - Flash Bang removes all hostile damage effects. Some of these might work and some might not, but they all at least have an effect on the overall common gameplay of a concealment Operative in PvP. If you have other suggestions to add to any of the Imperial Agent armor sets, please do so.
  16. You're correct, snare/root effects should not share resolve, it would max out too quickly and have a negative impact on timing. There is a simple and fair way to solve this issue. Snare/root effects should have a separate resolve bar. Problem solved.
  17. Of course I have, but I tend to believe its a lack of end-game PvP experience and ability to play the class at its full potential. They have zero reason to hate a class in their own game, it would just be bad business. That's a big problem now-days with the developer teams in charge of class balance for most MMOs today, the lack of seeing/playing the maximum potential of their classes and how to balance it all out in a positive way. About your comment on the Field Tech set, they are both currently pretty bad so I don't think it will really matter which set bonus's you have.
  18. Some ideas I thought of with the list of abilities/skills above ( for either 2 or 4 pc ): - Reduces the energy cost of Backstab, Shiv and Laceration by 5. - Increases the damage of Backstab, Shiv and Laceration by 5%. - Increases the chance of Collateral Strike by 50% - Increases the maximum stack of Tactical Advantage by 1. - Increases the damage bonus of Tactical Advantage by 1%. - Increases the armor penetration bonus of Acid Blade by 5%. - Acid Blade no longer requires energy. - Increases the range of Sever Tendon and Distraction by 5 meters. - Reduces the cooldown of Sever Tendon and Distraction by 2 seconds. - Stim Boost no longer consumes a Tactical Advantage. - Flash Bang removes all hostile damage effects. Some of these might work and some might not, but they all at least have an effect on the overall common gameplay of a concealment Operative in PvP. If you have other suggestions to add to any of the Imperial Agent armor sets, please do so.
  19. Huttball needs to become easily predictable in order to be competitive? An equally skilled group with any concept of whats possible in huttball will not lose to 2-3 players. Believe it or not, its actually skillful to predict a teams movement and prevent those positional advantages. Without those challenges any route would become predictable and boring. The only change that does need to happen is pulling an enemy player should give a full resolve bar. Pull + stun into fire is extremely stupid
  20. If this game was about dueling then yes Operatives would be the king of all classes. Everything changes in team play, which is what really matters.
  21. You're either incredibly ignorant or play on an awful server with awful players.
  22. I really hope this thread is completely ignored, the worst idea that could ever happen to huttball. Who the hell would enjoy slowly creeping across the map with no worries about anything other then watching the damage you take? As an Operative, I enjoy the challenge of reading the other team's strategies and planning ahead of time to prevent those positional advantages. Would I like some unique utility like a pull, leap or knockback? Sure that would be fun, but I don't consider myself at a disadvantage.
  23. Could we please get some real thought in re-designing this set? How about something that actually has an impact on abilities used often in PvP? You could literally take away the bonus on this set and it would have no change to the effectiveness of the class in any PvP situation, that should be enough reason to change it. Any of these abilities listed below would benefit greatly in PvP: Hidden Strike Backstab Shiv Tactical Advantage Acid Blade Laceration Sever Tendon Stim Boost Shield Probe Cloaking Screen Sneak Distraction Adrenaline Probe Corrosive Dart Flash Bang And if you're going to give us some sort of energy set bonus, how about extra energy regeneration instead? PLEASE consider doing this before 1.2 comes out, it shouldn't be a difficult task to accomplish and deserves some attention.
×
×
  • Create New...