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Agidius

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Posts posted by Agidius

  1. The plan right now is to do a 1:1 ratio but we are open to suggestions of what everyone feels is fair.

     

     

    Alex is the Daily and Weekly Ranked bugged or is that intended?

     

    So after each match you get Season 6 tokens too, if I'm not mistaken the same amount as warzone commendations, so if you get 140 after a winning match you get 140 season 6 tokens too.

     

    And the Daily Ranked which requires 3 won matches gives 10.. 10 tokens are lackluster at best. Shouldn't that 10 be 100 at least?

     

    Weekly ranked the same: 9 won matches required, and it rewards after completion 50 Season 6 tokens... That's so miniscule that it makes picking up these 2 quests almost worthless.

  2. For the 3rd question I'd suggest a PvE related, mainly about the poor threat generation and the lowest dps of the tank spec.

    Is it intentional that guardians/juggs have significantly low dps compared to other tanks, thus the weakest threat generation?

    Do we really have to use Saber Reflect for threat generation (if we don't want to taunt fluff)?

    For example Force Pull generates high threat, Grapple supposedly generates high threat (bugged since 2.0) and if we open with Saber Throw by the time we jump in the aggro is gone. In the Jugg forums someone had a suggestion about making Enrage a threat generator, maybe that could be an option.

  3. Yeah, stance only doubles the threat generation.

     

    So against a 3000+ dps you can't hold aggro theoretically only with damage, you'll need to use taunts.

     

    Of course, this happens rarely, more often dps pulls aggro with a series of crits, or in my case, I miss with an attack (at snap threat phase)

  4. I have vanguard-shadow and a jugg, thank you for the assumptions

     

    I tank on all of them. I did not require math to see how easy i died with huge RNG hits on my jugg pre 2.0 and how different it was on my vanguard and shadow.

     

    Since 2.0 I feel the difference between them in terms of rotation or timing CD's, but that's it, no THE SKY IS FALLING OMG OMG THEY KILLED THE SHADOW TANKING.

     

    I know that your main is a shadow so you're biased,that's understandable, it must be hard after getting used to an op tank for 1.5 years to adapt to some changes now, maybe it's me but I don't find it that disastrous.

  5. as far as I see:

     

    PT: good tank for beginners, with a strong rotation excellent damage reduction

     

    Jugg: mid-tier tank, which was for more than a year a sub-par tank, finally buffed up to the other two tanks. That's it.

     

    Assa tank: clearly the op tank before 2.0, totally unbalanced, huge advantage of TTK so all the FOTM fans instantly switched to it, and now after 2.0 they altered the mechanics so in response day after day they just whine on the forums. Interesting fact, no one complained about themselves to be op and requiring a nerf before 2.0

     

    Many guilds use assa tanks for NiM content, so plz stop whining, and adapt to the changes.

  6. my vote goes to no PvP gear

     

    as in many genres of PvP, the one and deciding factor should be always and only player skill and player skill only. period.

     

    no one cares, how much time you lost a warzone and still and farmed a gear, no one cares.

     

    PvP is player versus player, not gear versus gear

     

    In my opinion, the PvP gear should be removed completely in SWTOR, only a working bolster system, and the only thing that should be implemented, is cosmetic stuff for the veteran PvP`ers. (Like different looking gear, earned at different stages.)

     

     

    tl;dr

    I really really hope that they remove this nonsense PvP gear completely, and only a fixed version of bolster will allocate the stat points, with cosmetic incentives for the regular PvP crowd, to distinguish themselves.

  7. Text from lore gathered in the Academy

     

     

     

    The Sith Order bestows a number of titles upon its followers, as befits their rank and power. These are the most common:

     

    Acolyte: A Sith acolyte has not yet completed his or her trials in the Sith Academy, and may well die before becoming truly "Sith."

     

    Sith: An acolyte who completes the trials and is accepted as the apprentice of a Sith Lord is considered Sith--no more, no less. Any non-Sith, however, is expected to refer to a Sith as "my lord" out of respect.

     

    Overseer: An instructor at the Sith Academy is called an overseer. Overseers are often Sith Lords, but that rank is not a requirement; they may simply be Sith with a talent for instruction.

     

    Sith Lord: A Sith who advances in the order's hierarchy will eventually be elevated to Sith Lord. His or her name is preceded by "Lord" in formal address. In the modern Empire, "Dark Lord" is synonymous with this term.

     

    Darth: The strongest Sith Lords ascend to the position of Darth. Many take a new name at this point, symbolically embracing their transformation into something greater.

     

    Emperor: There has been only one Sith Emperor since the Great Hyperspace War over 1,300 years ago. He is supreme.

     

  8. Basically, I have the same problem

     

    Juggernaut tank: 31.4% def, 51.5% shield and absorb @ 27K HP

     

    They nerfed the Jugg tank's dps so hard that even if the tanking stance does double our threat it is still very very weak. The new gear only improves survivability, almost nothing is improved in the threat generation. Second thing that gimps us is the ************ accuracy, a lot of our attacks are white, if i miss early on puff my aggro is gone no matter what. In no way will i use Accuracy as a tank, when i need everything to defensive stats, they do massive damage on me even this way. I'm tanking since early access with my toon, I know all the skills by heart, i stay in ranged distance (3-4 m) and still for example on TFB HM on the tentacles i have to use taunts in my rotations to prevent aggro losing.

    I measured my dps it's roughly 650-680!! if we double this in terms of threat it's way less then the 2000 what the dps do. (i know I have 2 abilities which generate 150% threat but still, you get my meaning, this doesn't add so much to it)

     

    SO BW

     

    Please fix already the jugg / guardian tanks. We have the lowest dps and lowest threat generation because of this, we have 0 bonuses to armor, 0 bonus to Endurance compared to the other 2 tanks and I could go on with this easily. I simply don't get it why did you place the useful tanking abilities on the melee tree, whose brilliant idea was it (unremitting and the 4% DR increase) and totally useless stuff on the tanking tree.

     

    It's Pve not PVP, you seem to care only about pvp in terms of balance, why? What harm could it cause if they we're tanks with skills in the tank tree insted of hybrids who are still gimped.

  9. I dont get it

     

    Tor's esrb rating doesn't mentions gambling at all.

     

    http://www.esrb.org/ratings/synopsis.jsp?Certificate=31564&Title=Star%20Wars%3A%20The%20Old%20Republic&searchkeyword=star%20wars%20the%20old%20republic

     

    Cartel packs are text book examples of gambling, they cost real money etc.

     

    I'm from Europe so this whole ESRB rating is unfamiliar to me, but isn't this legally binding? Or is this only like a note?

  10. yes but once you get it, rewards it self is worth it in my opinion... that stuff will make you riiiiiich

     

    i see your point, many others are on the same page as you

     

    what i'm saying

     

    Imo no system should advertise luck, and if you get lucky you'll be rich unless it's a gambling sytem. As far as I know this isn't one (altough with the cartel packs too, it seems I may be utterly wrong)

     

    secondly, even if they use this system on, the least they could do is an increasing RE chance in line with the amount of items REd

  11. but if you got schematic you wouldn't complain ??

     

    i find the system flawed

    no system can be based purely on luck only gambling

     

    sometimes i get a schematic at first re

    commando 27 armoring for example 11 tries - no luck

     

    with the implants, besides on the purely luck based system, i have a second problem, the absurd cost of BH comms, yes

  12. This totally random system in my opinion may work at lower levels, when the materials required are non-expensive, but on high end it's simply ridiculous. The attempts or reverse engineering should improve the chance, not just a static 20%, if reworking is out of the question.

     

    I just REd my second hazmat implant, 700 BH comms pissed down the drain, i feel such a tool for doing that.

  13. 1. How do you think your Juggernaut spec is perceived by other classes?

    2. How do you perceive your own spec?

     

    Playing immortal tank since the first day of early access.

     

    1. The tank with the lowest dps; the reason why the raid group hits enrage all the time in Denova Hm; the tank that can't kite (LI first boss with melee dps, 4m!! range of interrupt.. why??); the tank that only tanks with its 2 defensive cooldowns and in between is at the mercy of the healer; the tank with the largest damage spikes.

     

    2. Immortal is clearly a total copy of WoW warrior tank, because of this totally out of sync with the game, simply it doesn't fits like the 2 other tank classes

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