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Infighter

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Everything posted by Infighter

  1. My favorite quote of him for now is still "WHO NEEDS THE FORCE!", fittingly used everytime his boyfriend kills four enemies with a vigilant thrust. Like, bae pls...
  2. Yeah, there is also crit increasing the damage of auto-crit abilities now, which I have a feeling will be very nice for Focus/Rage.
  3. Vigilant Thrust now gives a stack of Force Rush. That's all I've noticed. Focus seems to be completely unchanged.
  4. Yep, seems to be effecting every single leap ability. How did they manage to break it, I don't know. I wonder if pulls are having similar issues?
  5. Yeah, that's the thing. If we didn't have Zen strike the root on MS would be fine, but considering we can chain it back to back for a total of 6 seconds and roots don't take resolve... It would be basically how Rupture works for Anni.
  6. One or more of these should do the trick: A talent that causes your enemy to be slowed by 30-50% as long as one of your elemental effects is active on them. (maybe add the effect to burning purpose or in place of preparation) Unremitting also causes the same effect for the duration of Master Strike (definitely OP, maybe just a cc immunity somewhere??) Gather Strength now stacks its effects twice for 5% each. A talent that causes Master strike to slow its target for 70% ( a root sounds too strong for me considering it's 3 seconds and you can potentially use it back to back.) A talent that causes your enemy to be rooted for 1(?) second for every one of your burning effects dispelled on them. (1 second sounds dreadfully long, but I am not sure... maybe make it cap at a max of 2 seconds?) Zen strike causes your Master Strike to channel twice as fast (not sure about this, but it would give us a little burst and make having to use Master Strike in PvP not such an excruciating pain) Effluence now also causes Force Sweep to give you the Intervene effect or makes Force Sweep slow for 50% for 9 seconds (might be annoying for pveers like this, though, but idk) A talent that causes us to receive 1% damage from all source of attacks and make your elemental damge over time tick for 50% of your enemy's health every second (this is my favourite, please endorse it) Some of these might be too strong, some too weak. The numbers are just supposed to give an idea. What I believe Vigilance lacks is CC, be it soft or hard. It's too easy to kite them and its strongest hitting ability roots them. Burst is an issue, but I think the spec isn't supposed to be bursty so asking for more damage isn't the way to go.
  7. Vigilance is never going to do similar single target damage in PvP because it doesn't have a root and a 95% slow baked in their rotation plus a free 50% AoE slow. The uptime isn't even near the same.
  8. I can totally foresee Smash/Sweep nerfed and Guardians will have to go the Vanguard route in PvP where the only spec is tank. Sigh.
  9. Me too. On my newly dinged Guardian I barely won one while gearing up. Now that I am done though, things seem to have evened out a little.
  10. Happening to me all the time and I'm seeing it happen to other leapers as well. I've seem to have encountered another bug twice now in the latest warzone I forgot the name of. After a leap on a target between the room and the pylon I get stuck into texture and I can't do anything and none of my abilities are usable on other players (be them friendly or enemy). Anyone else experiencing this?
  11. 1) Assault is OP, Tactics is not seen around much to be perceived as anything and Shield is... well, a tank. 2) In my opinion? Assault is overpowered. Having a huge burst spec with great mobility (because, being able to use all of your huge burst skills at 30 yards range and having them all be instant is GREAT mobility) a semi-constant 50% slow and average-good survivability makes it quite overpowered. But at the same time, assault's ranged burst is all it has got so nerfing it without any kind of compensation will probably result in making the spec useless. Reducing the range of some of the 30-y skills to 10-y can be a start (giving a passive to commandos in the same way Snipers and Sage have one), but will completely make Assault range fodder. A Sniper will eat an assault Vanguard completely if all its skills are 10-y range. Changing the talent Degauss to make the vanguard immune to roots and slowing effects for the duration / for 6 seconds could fix that a bit. There is the option of making Hold the Line baseline, but I'd rather Tactics keep some of its utility. The talent Focused Impact needs to be reduced to 30% (with Havoc Training giving Tactics the other 30% back) to reduce HIB's damage. Assault Plastique needs its damage reduced by 20% (plus or less) BUT it needs some sort of compensation to not make it even worse than it already is for PvE. Maybe making it refund 1 ammo when it explodes? This could help the ammo-starvation an Assault gets when RNG Gods are against you and IA does not want to proc. Also changing Intimidation and Steely Resolve's places in the Talent Trees might make Assault Plastique more tempting. /feeback!? Feel free to comment on whatever I have said.
  12. 2) In my opinion, Marauder's damage is in the right place for all the 3 specs in PvP. It probably is one of the few classes in the game which requires an averagely high skill cap to be completely effective and rewards that skill cap with great damage. It also has a lot of utility which makes it really wanted in rated groups. What I think is wrong right now with Marauders are the defensive CDs. They could be just fine if the other DPS classes had anything remotely similar to it, but alas, they do not. Marauders right now can dish very competitive damage and are the sturdiest non-tank class in the game (debatabily just as sturdy, if not more) thanks to Cloak of Pain. Having also other defensive abilities like Force Camouflage, Saber Ward and Undying Rage makes fighting a Marauder very unnerving for most other classes. Mindlessly nerfing CoP might result in worse things than good ones, a fix could be to reduce the uptime to a max of 20 seconds. Undying Rage is also too strong right now, it's unsure what the design of it is supposed to be. Is it supposed to be a skill you use to deal 5 seconds more of damage before dying? Is it supposed to be an Out-Of-Death card you use to have a healer heal you up to max after you use it? Right now it does both which is too strong in competitive play. If it should be used for the first thing, it needs a 90-50% heal reduction, if it needs to be used as another survivability cooldown it needs a 50% damage dealt reduction. Carnage needs to lose the 30% faster Predation, which you will either give baseline or to no other spec. It makes having at least one Marauder in the group mandatory for its sheer importance at the start of a warzone, Carnage already has its roots as utility compared to the other specs. Annihilation needs some sort of dispel protection, maybe one similar to Lethality Agents. Annihilate cooldown reduction needs retooling, it currently is impossible to get more than one stack in any kind of serious PvP. Maybe having it be reduced by 1 second for each damage over time you have on the target? That makes the dispel protection similar to Agents have sense. I don't play Rage much but I seriously think that it needs a complete overhaul. Making it a spec that is simply there to crit for 6k every 12 seconds AoE doesn't make for a very compelling spec. /feedback
  13. I simply cannot believe that a Senior Designer just told us that one of the specs in game is PURPOSELY supposed to be completely useless (because yes, mister Austin Peckenpaugh, "lone wolf" gameplay is of no need for any player who actually wants to play a TEAM BASED GAME). I'm baffled, this is beyond a joke.
  14. I'm not sure if this is the right forum to post this, but I haven't seen any thread similar about it and there is a definite lack of a Suggestions section in this forum, but anyway: Am I the only one who has lost more than one queue because when the LFG queue pops the sound is just not loud enough to be noticed while you are Alt-Tabbed? For example, the Warzone one is perfectly audible and noticeable, doesn't matter what I am doing on the background, but the LFG one is simply too low to hear if you are focused on something else or, even worse, listening to music or a video. Just a suggestion, but couldn't it be changed into something else?
  15. Pretty much. Infiltration doesn't bring anything that the other dps classes don't already AND they are the squishiest class in game. I don't see a place for them in rateds.
  16. And you're forgetting their group utility why exactly? A good Bloothirst means victory or defeat in a match; Predation can give an edge at the start of a warzone often. Saying that someone wouldn't need one because of lack of taunts or healing is a bit ignorant (and by the way ignorant isn't an insult, it simply means you don't know better). Marauders are most likely the best DPS to have in a warzone, imo. Granted that as long as the player is good. I bet we're going to see them in two in most Rated WZs groups into good players' teams.
  17. Either decrease the heal amount or add a ICD. Either way doesn't sound a too bad of idea.
  18. Both numbers were hyperboles, a thing that you learned at the first grade of school you go in your country. But it's okay, I can understand how it may confuse you. Hyperboles are commonly used in my native language and I often forget other countries don't do the same thing. Anyway, I also gave other reasons of why Darkness is superior (and I have many more) which are not tied to damage, but you seem to have ignored that for some reasons? Why ask for better arguments when you ignore them? There is no arena right now in SWToR so saying that we can't prove which spec is superior to another is imply an ignorant statement because we have a different kind of gameplay right now and it involves objectives. Classes are/should be "balanced" with that in consideration. Currently, playing as Deception instead of Darkness gives you a disadvantage in these kind of maps simply because the utility Darkness brings is ten times better (read: hyperbole !) than what Deception brings. I hope this time it was clearer.
  19. Does he really need to type out reasons...? Deception and Madness are inferior to Darkness not because it has higher damage than it (far from it, Deception's damage is 5x times better) but because you have higher survivability and MUCH MUCH MORE utility. I love Deception to bits, but lacking Guard and game-changing skills (like Force Pull and being able to carry the ball in Huttball or effective 30m skills to stop caps before it's far too late) is simply not a fair trade with Deception's damage. Add that to the fact that Deception gets blown up by everything ever in no more than 3 hits and you have a spec subpar to the other in competitive play. If you ran a premade with a healer and a tank, you might be able to do something. But playing solo as anything other than Darkness and you'll want to tear your hair out after the first 2 zones. This is the reason Darkness is so popular, not because the other two are "harder" to play.
  20. What is your current gear? And can you build your spec on a website like torhead.com? What is your rotation? I'm asking these questions because if you don't tell us any of it we cannot understand what you are doing wrong or not. Darkness is one of the best 1v1 specs right now in the game.
  21. So many people saying that PvP tankassins do the same damage as their DPS counterparts... no, just no. Stop being terrible. The only reason PvP tankassins SEEM to do more damage is just because you can actually damage something without dying in 6 seconds when focused even by only one class. The burst and long-term DPS Deception has is so much better than Darkness (for obvious reasons). You can notice this easily: fight an "average-ly" skilled healer and see how much annoyance you can give to your enemy as both spec. If you are Deception, you're actually doing a lot of burst and the healer will actually have to run/heal themselves/pop cds and ignore his "friends". If you are doing it as Darkness though... he'll be healing to full his DPS buddy, then go back to heal himself while you hit him for 2k energized shocks and 900 withers. And you know what? This is TOTALLY fine. It's the way it's supposed to be. The two specs play in two different ways and two different roles... but don't tell me that Darkness does as much damage as Deception because that's simply NOT true. On topic, I also think this is why Darkness is currently fine. They are very strong right now 1v1 after all the "fixed" and buffs they got... but not yet overpowered. They are still at a point where even one small buff will most likely give them too much though.
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