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Dulark

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Everything posted by Dulark

  1. my point was that you dont have to go into a superfluous "stance" in order to pull off your abilities even tho in real life to set up a mortar youd have to set it up first etc, to use a RPG you most definetly would have to take a knee whereas in this game its reversed, you see people running around and shooting missles from their hands or from their minigun-cannons while jumping, yet when a guy just wants to shoot their sidearm they have to sit down, wait to charge it up and then only can they fire.
  2. tbh they released a game they were hoping to release this fall imo. or at the end of this summer and now theyre frantically trying to pump out content/fix issues to keep people sated while denying measurement tools such as combat logs, rating systems etc. So people dont realize if there are problems and even if people realize, since they have no data to support their claim (dps meters, consitency of classes at certain levels of content) they can simply deny there are any faults. An issue im having with this game is that is just so bloody darn simplified. it doesent have 8 classes, it has 5 or 6 maximum. The shared tree system is the biggest and most blandant cop-out for content ive seen a company try and pull in forever and if there is ever a book on how not to design games Bioware and EA will be collecting checks from its author because this game will very heavily be featured in it. i mean there are 4 buffs in the game.. thats it. there are no enchantments. there is no gemming. you level professions to 400... then you do 1 pvp daily and have better gear than you can get from crafting... The cooldowns that classes have are so damn boring. The mechanics the classes use feel as though theyre from TBC wow, it feels so darn DATED... i really really wanted to like this game but then i got to thinking... How many types of weapons does a class have? 1. no customization needed apparently, people dont really care what their weapons look like in MMOs... right?... right? no : ( You get 1 type of weapon that you choose at your advanced class trainer... How do classes differ from eachother? Well one uses a lightsaber and shoots lightning from 30m away, the other uses a gun and shoots bullets from 30m away and one uses 2 guns! to shoot bullets from 30m away, so we here at BW think theyre fairly different. no demons, no different "forms", no pet classes. Well im sure these classes have atleast very unique and cool spells and mechanics they use right! Ofc they do! all of them have a basic 1,5 second castable attack that procs different abilities while they wait for their 2 - 3 second castable attacks to come off cooldown. no soulstones, no lunar power, no unique mechanics Well ye but atleast the game engine and the combat and game itself must be incredibly reliable right and fit like a glove, not to mention the dps meter probably shows a very good overall balance right? Well.... ok ok ok but then the rest of the game, the Social aspect must be awesome right? Guilds have their little guild banks and areas set aside for them maybe in form of guild houses/spaceships perhaps using the instancing system they use for questing right? ermn what? ive got no idea what youre talking about... So why exactly are you playing this game then.. dude... its star wars.
  3. I just noticed this Smuggler is the ONLY class in the game whos pvp and pve gear are the exact same model with only difference being the coloring. Bounty Hunters, Troopers, Jedi Knights, Consulars, Inquisitors, Sith Warriors, Imperial Agents all have 2 different looking endgame item sets. Just go to the Fleet right now, ctrl+click the pvp and pve gear from Jedi Knights or any other class than smuggler, youll see what a joke it is.
  4. And shooting mortar shells, missles, wielding a minigun is usually done while running around? (also we wear medium armor) not to mention picking up giant rocks and hurling them at people. Cover should feel like a bonus, a way we can counter something or something that gives us an edge in combat. (Ballistic shield and Entrench is the best example of this, its not something you NEED to do but something you CAN do in certain situations) At the moment it feels as though Cover is crippling and dragging us down in combat. (the fact that when were rooted we cant get into cover, all our main attacks as gunslinger are tied to cover and the fact we cant use our ranged attacks as a scoundrel because wed have to get into cover for them meaning our enemy can run away and since we dont have any gap closer that spells death for us)
  5. you put it much more eloquently than i could have. Basically ye stuff like Orbital Strike/Drop could be a cover only ability (oddly its not lol) and like the concept of cover is "ok im gonna be in for a long fight, time to get into cover to get my defensive bonuses/offensive buffs) but having to get into cover for every.. singe.. fight.. is just tedious and if the enemy has a root impossible.
  6. .... thats like a restaurant saying "hey those people liked the dressing on their salad, lets put some into the souffle. my point is that i dont see there being any in game reason for it, its just an added crutch to a class that doesent need it, if you could use Snipe or Explosive Droid(charged blast/demo charge) they would be alot better to use.. also the bug with roots making us unable to take cover is bloody annoying.
  7. I asked about COVER not stealth. Take Cover, Crouch etc. and stealth isnt a unique mechanic btw.
  8. So ok i got a lvl 50 operative and a lvl 50 sniper. My question is this - why do we have cover? i mean all we do is aim and pull a trigger, id assume people can do this while moving, i mean they do it in real life aswell. Whereas a sorcerer/sage has to concentrate and use special hand symbols to pull off their stuff yet they seem to be able to do this while running at Mach 2. what gives Edit: Not even merc/troopers have cover and they also run around shooting things so what gives?
  9. Alot of damage both single and mutli-target. 1 knockbacks. (2 melee if you specced for it) 2 roots (1 is melee and tied to your knockback) a mez a stun(melee only) aoe damage reduction (-20% ballistic shield) 5% crit Area of denial - cast Orbital strike on yourself and your healers = any enemy that wants to fight you has to eat 2k crits every 3 sec. an interrupt PVE - spammable droid CC.
  10. I agree that Snipers feel alot more useful than operatives in pvp, wholeheartedly so. The main issues i have with snipers is that once enemies actually get into our range it is very hard for us to do anything. most melees can counter our knockback (assassins have force shroud, force speed and ranged CC, warriors have charge, powertech have pull) and all of them also slow you to a crawl so when they get to you, you dont have many options. (one thing you can do is cast orbital strike on you and stun them, works pretty well) The only suggestions i made for Snipers was giving them a disengage ability aswell as a short duration stealth (3 seconds, 6 seconds talented and only if you go into cover the first 3 seconds) aswell as a ranged slow. The main issue im having is with Operatives, they are the only class in the game without displacement(knockback/pull) mechanics and without counter mechanics to them. While a marauder also doesent have a push or pull ability they have incredible amount of mobility compared to operatives aswell as charge which counters it. All other melee have both a counter and their own displacement. Most even have ranged CC. Additionally Operatives have the lowest survivability of any class in this game and all you can do is hide in stealth and hope the enemy team is disorganized and you find someone with low health running around alone who doesent outgear you or wear heavy armor or is a sorcerer. Giving operatives a 20m effective range would be a tremendous remedy to that, additionally it would be a unique way to fix the problem. What more it would not change the way the class plays currently, in the first paragraph all i did was basically take existing abilities and give them a 20m range aswell as mechanics that could be unusable from range (replacing positional requirements with diminished damage if not attacking from behind). And if you note i do realize that we cant have all those changes or the class might well be too powerful, but certain changes are in order for this class as i do think the class is extremely weak in its current state and the number of operative players compared to the number of other classes backs this up aswell. (ie, there are almost no operatives in pvp). I do like melee classes (i played a rogue in wow) but i just dont feel that this class has all the tools it needs to stand toe-to-toe with other melee classes in the game. I simply cannot fathom a way to kill an equally geared marauder, juggernaut, powertech or assassin 1v1 (unless theyre a complete noob or asleep at their keyboard). And there are several suggestions on this forum how to fix melee for operatives (besides the first paragraph, most of this post has them aswell) but there are just other options out there aswell is all im saying. And if we lack the tools to stand toe-to-toe with melee then lets not, lets kite them, slow them, CC them and burst them from stealth while being a squishy from 20m.
  11. Evasion doesent remove the root you get from warriors charge. EDIT: Ravage and Master Strike both go through Evasion.
  12. ACs? im assuming you mean lets not try and make them into something they arent right? well what are agents at the moment? Theyre underplayed, they have close to no team utility, they are weak in pvp (just check these forums and you can see the complaints), they have damage going for them and thats about it, they are the ONLY class without either a displacement ability or some way to counter displacementm the kicker is that most classes have BOTH, we have neither. They have no mobility, they are likely the squishiest class in the game, they have the lowest effective range, they have no ranged CC, the list goes on and on. So why not change it up? Giving the class a 20m range would make mobility much more of a non-issue, because youre almost always in range anyway and your current playstyle is barely altered except that now you can make better use of LOS, you can kite melee and stay in range of ranged.
  13. No Anemic Ive tried this many many times. I see Explosive Dart/thermal detonator cast on me ,i see the debuff, i use Toxic scan, i do my animation, nothing i still have explosive darts debuff on me. Its a bug. Go duel a BH or a trooper if you dont believe me and try it for yourself.
  14. Foreword: There is not a single damage increase suggestion in this post, these are all utility, survivability, mobility based suggestions. Ok so heres a ton of Operative suggestions i came up with to make us into a better class. After leveling both an Operative and a sniper to 50 here are some suggestions ive come up with. The basic concept is this: were a semi-ranged class but due to the TA buff that most of our abilities need and the energy system we CANNOT be effective at ranges beyond 4m, which is also the shortest effective range in the game currently. Compared to Powertech, Marauders, Juggernauts, Assassins this is a major issue. All of those classes have several abilities that help them get back into range by either having a long range disabling ability or enhancing their own mobility, the Operative has neither. One way is to simply give tools for the operative to get into melee range and keep ontop of their targets but i think there are plenty of posts about that. My suggestion is to create the first semi-ranged class with an effective range of 20m instead of 30m or 5m. Ive separated this post into 4 color coded parts. Orange - Changes to the Operative that would make him a 20m effective range class without impacting gameplay in any other way than giving the player 20m range on most abilities effectively giving the player an upgrade to a 20m effective range from a 4m effective range. Blue - Changes to Stealth and existing abilities that would benefit both the Operative or the Sniper or both. Green - New abilities that would benefit the Operative or the Sniper Red - Suggestions for Orbital Strike NOTE: These are all 4 separate suggestions and should be taken as such, with all these changes the agent class would obviously be more powerful than it should be. Shiv replaced by Rifle Barrage Instant Energy: 15 Cooldown: 6s Range: 20 m Cooldown, damage and talents that effect it would mirror the current Shiv ability and in essence it is simply a 20m version of it. Since all of the operatives abilities revolve around the Tactical Advantage and Shiv being the primary means for a damage dealing Operative to generate it, increasing the range of Shiv to 20m would give the operative alot higher range to work with in general, however since the animation of Shiv doesent fit a 20m attack it would make more sense for it to be an attack with their assault rifle. All you would need to do is change the animation of shiv, rename it, replace the word "shiv" with the new abilities name in the talent trees, vendors, spellbooks and increase its range. Shiv(new) Instant Energy: 10 Cooldown: 10s Range: 5 m Applies a 50% slow to target which lasts for 4 seconds, deals moderate bleed damage over the duration. Damage would be the same as a Corrosive Dart. The idea here is that is to give the operatives ways to create distance between themselves an their attackers, a single target strong slow would be a very effective way to do so. Overload Shot(new) Instant Energy: 17 Cooldown: 0s Range: 30m Blasts the target for 25% less damage than Rifle Barrage(current Shiv). Grants 1 stack of Tactical Advantage. This is to further increase the Operatives effective range while lowering their damage potential while outside of the 20 m zone. Would be very useful for breaking Line of Sight against 30m or when being kited. Backstab replaced by Blindspot Instant Energy: 10 Cooldown: 9s Range: 20m Cooldown, damage and talents that effect it would mirror the current Backstab ability and in essence it is simply a 20m version of it. When not used from behind the target, this ability deals 25% less damage. Very simply removing the positional requirements from Backstab while still keeping the design of the ability and increasing its range to 20m. Hidden Strike replaced by Concealed Assault Instant Energy: 17 Cooldown: 0s Range: 20m Cooldown, damage and talents that effect it would mirror the current Hidden Strike ability and in essence it is simply a 20m version of it. When not used from behind the target, this ability deals 25% less damage. Does not generate Tactical Advantage Additionally i think Jarred Strikes is a bad talent. While its very useful id rather see there be a choice for the operative: a disable or damage. Not both. Id remove Jarring Strike and add an ability such as the next one. Jarred Strikes replaced by Recon Advantage Instant Energy: 15 Cooldown: 0s Range: 15 m Slows target by 75% for 3 seconds, the operative is immune to force and tech abilities for 3 seconds. Only usable from Stealth. Does not generate Tactical Advantage. Currently the operative is in the unique position where he has not a single self-displacement ability, enemy displacement tool nor cooldowns that defend them from displacements. This would do a great deal to help alleviate the problem operatives are having, letting them open on enemies from close-quaters and not be knocked onto different platforms, also it would be a strong slow meaning it would provide utility for the operatives team while being unaffected by Resolve. a scenario: The operative slow the enemy ball carrier in Hutball, long enough for a friendly Juggernaut to charge it and use Force Push to knock them away from the goal line. Laceration replaced by Incendiary Ammo Instant Energy: 15 Cooldown: 0s Range: 20 m Cooldown, damage and talents that effect it would mirror the current Laceration ability and in essence it is simply a 20m version of it. Collateral Strike renamed Afterburn no changes to damage, cooldown or conditions Acid Blade renamed Armor-Piercing Rounds Passive Increases Blindspots and Concealed Assaults energy cost by 15(Backstab and Hidden Strike). These abilities now deal x amount of internal damage over 6 seconds and grant you 30% armor penetration for 15 seconds. Simple usability buff, there is no reason for an operative to use either of those abilities without the Acid Blade buff so this would simplify it. Weakening Blast, Cull and all other damage dealing abilities should also follow this example and become 20m range. Disables should stay 4m range so there will have to be a choice by the operative whether to CC or deal damage from range. Shield Probe While shield probe is active the Operative is immune to knockbacks, pulls and cannot be interrupted other forms of crowd control still apply. Corrosive Grenade The biggest issue with this ability is the unnecessarily long cooldown and the fact that it has a 2 point talent which only lasts 6 seconds and only slows for 30%. either remove cooldown make the slow last for the full duration or buff the slow to 50%. Takedown Available for Operatives. Leg Shot Available for Operatives Sleep Dart Make it fill the resolve bar to 3/4 same as the Sith Assassin version of this ability. Its the same ability with the same duration, it only makes sense that it fill the resolve bar equally for both. Sever Tendon Available for Snipers Instant Energy: 10 Cooldown 12s Range: 20m Reduces movement speed by 30%. Currently Snipers do not have a single slow, a single ranged stun, no self-heals and no mobility. This would be a great way to help with Sniper survivability. Stealth(new) Increases movement speed to 110% of normal. Grants 1 stack of TA. TA does not go below 1 stack while in stealth. Not available for snipers. Stealth is a very important part of the Operatives toolkit, however it slows you to a crawl in PVP where its very annoying having to try and catch someone, usually moving at 15% faster movement speed than you. This is a quality of life change for stealthers. The 1 stack gain of Tactical Advantage simply makes more sense than having it trigger from openers, the operative is in stealth "looking over the battlefield and judging when to strike, it gives them a "tactical advantage"" Cloaking Screen(new) Instant Cooldown: 180s Instantly grants stealth and removing all removable effects from the operative, this stealth cannot be broken for 3 seconds by outside sources, stealth does break if operative uses an ability that breaks stealth. Not Usable from Cover. Available for Snipers Having to use both Evasion and Cloaking Screen every time an operative tries to cloak goes against the theme of the operative and both the abilities in question. The operative should be about cooldown "management" not saving all your cooldowns so you can to cast them all at once or some of them wont work. For snipers it would be an escape tool, which they have none of at the moment. However since snipers do not have stealth themselves it would break very fast. Stealth Generator Overcharge(new) Sniper Talent Increases Stealth provided by cloaking screen by 1 second and increases movement speed by 30%. Stealth duration is further increased by 2,5 seconds if sniper enters Cover during this time. Exiting Cover breaks stealth. Effectively Cloaking screens Stealth would last 4 seconds if its only used for running, if the sniper enters cover again the stealth is further increased by 2,5 seconds, just enough time for them to cast an Ambush making it a very formidable offensive and defensive tool. Infiltrate(new) Instant Cooldown: 180s Usable in combat. Provides a buff to all party members within 15m granting them temporary stealth and increases their movement speed to 150% of normal. Does not reset aggro. The buff lasts 6 seconds or until the stealth is broken. This Stealth cannot be broken by outside sources for the first 2 seconds it activates. Hutball carriers are unaffected by this buff. I have highlighted and underlined important changes to this ability. I feel that the current incarnation of Infiltrate is extremely weak. It is incredibly situational for only a very very small portion of the game whereas the sniper counterpart "Ballistic Shield" is incredibly useful in all aspects of the game. Additionally this new version also represents the core difference between the 2 classes. The sniper is stationary while the Operative is mobile. I changed the area of effect to a single use Buff so that party members arent restricted to stay within 10m of the Operative to gain the benefit of this stealth. The Aggro resetting part is mostly due to PvE mechanics, if an operative by accident used this during a boss fight it would spell wipe for the entire raid most likely. Whereas the movement speed boost is still very useful in PVE, the main focus of this ability is to give the operative team utility, this can be used both offensively to catch up with an enemy ball carrier, move faster between gates in voidstar or defensively by giving your healer a 2 second window to heal themselves back up or find cover from the DPS that are on them. Also this gives the Operative an extra way to get back into stealth from combat. Hookshot(new) Instant Energy: 10 Cooldown: 25s Range: 30m Only usable from stealth. The Operative pulls themselves to their target. If target if friendly does not break stealth. Talent: Hookshot is now usable on enemies while out of stealth Simple mobility enhancing ability idea, it is different from the troopers "Storm" or the warriors "Charge" as it is only usable from stealth but as an added benefit you can also use it to grapple yourself to your allies. It also is thematically fitting. Garrote-wire Pull Instant Cooldown: 60s Range: 30m Pulls the target from up to 30m away to the Operative. Since the operative has no way to stop the ball carrier and has no way to get to them ,this is also a very good way to make them more viable in hutball. Extraction(new) Instant Cooldown: 30s Only usable in combat. The Sniper using a concussive blast the Operative propels himself/herself backwards 20m. Yes like hunters in wow, the sniper needs some kind of escape mechanism, they dont have a slow, they dont have heals, they dont have ranged stuns and their defensive cooldowns block a maximum of 1 weak attack and are ineffective against tech and force abilities. They need some kind of escape tool and this is a tried and tested one. Orbital Strike This is an amazing ability and i love it... on my sniper. This ability needs some attention as it is amazing when playing sniper but extremely lackluster while playing Operative. Why? Two reasons ive come up with are the extremely long cast time coupled with the activation time is unacceptable on the operative and there are absolutely no talents that benefit this ability within the Operative talents, for a lvl 48 ability there really ought to be. Let me clarify, the cast time of Orbital strike is 3 seconds, it cannot be cast while in stealth and it takes 2 seconds for the animation to actually finish. Thats a 5 second cast on a stealth class for a spell thats simply countered by walking out of the 10m area of effect. Overall changes: Reduce the cast time to 2 seconds for all specs/classes. Reduce the animation time to 1 second. and the ability deals its full damage over 6 seconds. Dont get me wrong, there needs to be a long activation time for this ability as it is powerful if you let it run its full duration, however 5 seconds is too much, with these changes the activation time would be 3 seconds, more than enough time for a person to react but if used smart would still be very effective. Talents that could benefit this ability: Explosives Expert: Area of effect damage is increased by 5%/10%/15% additionally cast time on Orbital strike is reduced by 0,3/0,6/1 second. Scorched Earth Tactics: Area of effect abilities burn targets for 10% extra damage over the next 3 seconds. Magnetic Field: Enemies are slowed by 25% when they are hit by orbital strike, stacks up 3 times. Lasts 2 seconds.
  15. Add to this Toxic scan does not remove Explosive Dart or Thermal Detonator, both of which are tech debuffs. Infact neither does Evasion.
  16. have a 50 sniper and a 48 operative(leveled operative at launch) sniper is in all regards less straining on my nerves. 1.) youre very very rarely unable to attack your target 2.) you have more tools available to you to deal with someone attacking you - 2 knockbacks(1 being talented), legshot, talented snare, area deny(cast orbital strike on yourself when a melee attacks you), CC-immunity while in cover, charge immunity while in cover, more reliable burst (sometimes its even a chore just to catch up to someone with low HP when youre in stealth as they move faster than you or at the same speed)... 3.) more control over a fight however operatives do have their advantages 1.) stealth, major advantage on ilum or when youre losing a WZ, you can just stealth and do whatever it is you want to do. 2.) self-heals - as a sniper you rely on biochem/medpacks. other than that i really do enjoy my sniper more.
  17. Adding to this sniper lethality tree isnt strong in pvp to begin with and the slow from corrosive grenade is only 30% vs lightnings 50%
  18. Alot better than i thought it was gonna be, glad i watched it to the end. notes: first half is you fighting people who arent geared and you progressively take on better geared opponents and duel some BMs 1v1 at the end, really liked the duels part - hope thats not the 10% Ill still take this with a grain of salt seeing as alot of the people just stood around doing nothing to gain distance on you tho it does show that the class isnt entierly dead, it still needs improvements tho.
  19. For slingers/snipers what id do is Jury-rigged Stealthengine Acitvates an overcharged stealthfield causing immediate stealth for 5 seconds, increasing movement speed by 40% and removing all removable effects. Cooldown 1min Talented cooldown = 45 sec Additional Talent = staying in cover prolongs the stealth further by 4 seconds and increases the damage of your next ranged attack by 20% the idea here is you pop stealth, run away for 3-4 sec, pop cover and then line up a hard hitting ability. and/or Flashy Exit/disengage slinger/sniper use a small explosive device along with dampeners in their gear to propel them backwards 20m. 30 sec CD simple - marauder quickstealth, hunters disengage.. and we DO need an escape tool. Atm if an assassin (much less so an operative) opens on you and they know what theyre doing you will NOT be able to create any distance between you and them and they will just faceroll/zergs you to death. Stun > stun > immune to knockback > slow > force speed if you somehow managed to knock them away > vanish if anything goes wrong.
  20. 2 conc Vs assassin/sorc Assume we find Assassin. We sap sorc, open on assassin, assassin is tank specced. GG, cant burst him down before sap wears off. We open on assassin, he had bubble on him and were both blinded, when blind wears off and we finally get to assassin, sorc is already freecasting on us and 1 of us is CCd. We open on assassin, sorc trinkets sap, you instablind him.. oh wait you cant cuz our sap fills resolve bar to full but assassins sap doesent, there totally isnt an inquisitor biase in this game. Dont kid yourselves, arena has always been about utility and control. Inquisitors have the most of both.
  21. Theres already a bug with Leg shot that Assassins seem to be immune to it while force shroud is active. Making leg shot a tech ability further hinders us actually. The way you fix Sniper pvp is giving us an escape mechanism and/or reliable snare.
  22. if arena was implemented there would be assassin + sorc groups destroying everything and noone else would play it.
  23. I had this idea: Stealth Opener Hook-shot 20 sec Cooldown. Only usable in stealth, grants 1 stack of TA/UA. Deals minor damage. If used on friendly players, does not break stealth. Talented: Hook-Shot is now usable on enemies while out of stealth. Additionally what id like Garrote-Wire pull/Magnetic Lasso 35m range, instantly pulls targeted enemy to your location slowing them by 50% for 2 seconds. basically a deathgrip.
  24. its OUR highest HPS. Compare it to Sith Sorcerers 31 pointer. Theirs aoe cast from 30m, no target limit, heals every second. Our aoe is melee cast, 4person target limit, heals every few seconds. Youre just guessing here about what/who his party member was. So how is our class being bugged a positive thing? So we put 4 talent points into a spell that heals for very little, over a very long time and we have to channel it. Seems like they didnt think it through tbh since you spend alot of points on it and almost never use this ability. Static Barrier + Innervate Resurgence + Innervate 2 global cooldowns, instant healing, not tied to a secondary resource. So its not the perfect emergency heal, its just what was left after they gave all the good toys to the inquisitards and the coconut hunters. The HPS is still lower than other classes, the burst healing is still lower than other classes, the utility is still lower than other classes (its even lower than Coconut hunter healers). You manage to put more effort into your healing/resource management/positioning (youre basically melee) than the other healers, youd think you can outperform all of them because of all the busywork tied to your class... WRONG, youre not cool looking darth maul or Boba fett, youre the bottom of the foodchain. If BW gets some new toys in and neither the Bounty hunters nor inquisitors want them and were not feeling like adding a new healing class into the game then sure Agents may have these new toys, otherwise be happy with your weak healing, no utility, no reward class/spec.
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