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Zindoki

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  1. I tried this but it's not working like the video suggests. For example i have 330 gear but I put on a 250 relic dropping my ilvl under 328 (like 321 or something) and I went into pvp and my stats still went down. So I assume it might take every piece of gear into consideration instead of your overall item level? Even taking off a piece of gear like relic or ear drops the item level down a lot, but the stats still go down in pvp .. I'm not seeing the proper result. Is there a way to leave all of your gear at 330 and only change a relic or ear ?
  2. After reading this whole thread (phew!) I do agree with most of it. The bottom line is, all classes do not have to do the same dps. Some can be better at single target, some aoe, and some at support. The problem I'm seeing is what happens with a lot of MMO's , they are trying to make every class be able to do the same, and that totally ruins the viability of everything. Some examples (not actual examples but thoughts in my head) A class that does big single target dps might not bring anything else to the raid (i.e. buffs/debuffs off tank off heals whatever) A class that does aoe dps might not do much single target but would have something else to make it viable like a debuff on targets to make other people do more dps. Maybe a caster/ranged type class might do less dps but bring other utilities to raid in the form of debuffs or some sort of DCD (like shields or damage reduction for everyone around it for a few seconds etc). A class might have really good single target heals, single target damage reduction buffs (i.e. tank healers) but not as much aoe or dcds. A class might have huge burst but much less sustain to help with some add phases or whatnot, or may have much higher damage to the boss under 20-30% for last stand phases but less burst and sustain. Everything should be viable, even CC could be an option (add some parts of ops that need CC for more mechanics) The goal is to have a stronger operations group when it has a balance of multiple classes making it more viable to have a diversity of classes vs only having a few viable. One way to do this is with buffs/debuffs, say the highest single target dps class (solo) has debuffs that go on the target that make other classes do more damage , for example if that class does tech damage it would have debuffs that would increase force dmg or even all dmg to the target thus buffing other classes but not itself. The synergy between class types would make almost any class viable due to one of the utilities or buffs/debuffs it provides. Ops should be designed around this synergy at some point and not only rely on DPS. DPS shouldn't be a main focus in completing an operation. I agree there could be some DPS check sequences but that shouldn't be the focus (i.e. the entire operation is 10 times easier just because dps is way higher should not be something ever said lol) . The mechanics should determine it mostly. To me the most fun is everyone working together and using all of the synergy between classes and utilities, buffs, debuffs etc at the right time to get through it. Right now it seems to be moving more to only DPS matters and not much else. Even healing is not satisfying at all because it's so nerfed now compared to other games or even in 6.0 of this game. Also there has to be multiple ways to beat an encounter with different class makeups. Some older games I played before, if you didn't have a diversity of classes in the raid , the encounter was almost impossible, which made it really difficult to get a group together, so that is one consideration, but it also made the game way more interesting.
  3. I've noticed this too, since healing is so laughable now the only thing that matters in a match is DPS. I used to love healing in matches but it's so incredibly weak you really can't make a difference healing. Healer slots are useless compared to dps slots. I wish this would change. My conclusion is the same as yours, dps is all that matters in most of the games, except possibly huttball where paying attention matters most. Even playing a tank it feels useless other than guard or some clutch maneuvers like grappling the huttball carrier right when they are about to cap. I like playing support classes but they are not satisfying to play at all now; this is coming from playing in 6.0 and just coming back to the game in 7.1. DPS is also pretty imbalanced by class, which i suppose is ok except there are so many abilities removed now that there is no counter for it. Marauders/Sentinel for example just seem to dominate everything.. in 6.x it was merc haha and what happened to mercs now in 7.x lol. Anyway it seems to be going the way of korean mmos where high dps numbers is the only thing that matter and I don't think that's a good direction to go (is why I don't play those)
  4. I main conceal but thinking of changing because it feels super weak in PVP and while it does well in PVE on single targets that don't move, the AOE is lackluster and if targets move the DPS suffers significantly. It just feels like it keeps getting weaker since 6.0 to me.. it was pretty fun in 6.x but now not so much, especially pvp is very weak now with the removal of so many abilities. Lethality seems to be in a decent spot , but I barely ever see any operatives in operations at all unless they are healing these days. I even more rarely see operatives in PVP and when I do it's usually lethality or heals. Must be a statistic there they can look at to determine why people aren't playing it any more.
  5. I think the 328 ones are for people who pvp only as the 328 would be the best to use for pvp
  6. Ah yeah i only noticed the numbers are exactly the same, but I see what they did. They removed some endurance and added a bit more power , making the total numbers the same but the stats moved around slightly. So for something like heals the purple ones give a bit more power, for tank maybe the blue ones are better. My mistake for not noticing they changed the order of the stats on it, although the numbers are still the same haha
  7. OK So I just completed the 330 artifact quest, and.. The purple ones have less endurance and more power, but the same overall numbers [edited because i thought they were exactly the same before since the numbers are the same] So maybe blue better for tanks and purple better for dps/healers by a little bit, nothing major. Blue has 406 endurance 371 power, purple has 371 endurance 406 power, so 35 more power and 35 less endurance, so swapping out 7 of them would give you 245 more power and 245 less endurance. Negligible difference really almost not worth doing it. Now if it was more tertiary stat that would be ideal.
  8. Is there some reason the Artifact/Advanced ones have a lower rating number than the prototype ones? That doesn't make sense or follow the logic of all previous enhancements.
  9. No issues here except the fact that the fight was ridiculously easy on master mode.
  10. I agree the way it determines stats is annoying, in PVP also especially. I don't understand, and maybe someone that works for bioware can tell me, why things aren't in percentages? I.e. the crit rating, alacrity , all the adrenals, etc, all that stuff to me should be more like the warzone adrenals where it does a % of what you have like heals for % of health instead of some random number for everything. That would make some older models of things more useful. Instead of all these crit rating alacrity rating etc it could just be %, and then it would be easier to scale based on whatever the max limit of that planet or zone is. Gear could have 0.5% crit or something on it instead of a rating. This might even make using some older gear mixing and matching with newer gear to get different % ratings, that would be fun instead of being locked into a specific set of gear and really having NO good options to customize any more. the 300 augs help but there's still barely any room to move around tertiary stats , there's a predetermined best amount for everything (talking about crit, alac, accuracy mostly). Would be cool to be able to min/max things like force power or tech power. Where did all that customization go? Cleaning this up would help with the level sync as well as numerous other things IMO. But I digress, i think level sync should go based on percentages and not raw stats because stats scale differently depending on what level you are . I guess this would be hard to implement but it would be cool. I think recently they made it so level sync doesn't change your alacrity % ? I know something changed there because i have more % now when i scale down
  11. Where do we post the WHY? I can tell you in great detail exactly WHY
  12. Some of you missed the whole point of my post. Try not attacking or ccing a dps sorc in pvp at all, let them freecast and see how much damage they do. The damage is fine, the ability to do the damage while under fire is the major issue, and not just limited to sorc class.
  13. Honestly I don't even think there should be a cc breaker ability, just less cc overall. And some mechanic that prevents chain cc like if you get stunned, you can't be stunned again for twice the duration of whatever the stun that was applied on you (so 4s stun you can't be stunned again for 8s, worked in another mmo i played). This prevents chain stuns chain mez etc. no need for cc breaker. This should also work on interrupts and knockbacks. Doubt they will do this, but it makes the gameplay much smoother and you spend less time stuck in cc chains (which really sucks from a gameplay perspective). The slows really need to be addressed though, as it really detracts from the gameplay when you are rp-walking the entire match and can only move when a mobility ability is off cooldown.
  14. I still think tank gear should work in PVP, and bolster shouldn't give you tank stats when you have none. It should just bolster your current stats to whatever (so if you have all crit/power, you get no defense/shield from bolster like it does now) And there's nothing wrong with tank stats working in pvp. I think guard should simply give the guarded player some of your avoidance instead of how it works now. This other mmo i played, that's what it did. So if you guarded someone, their defense chance gained 50% of your defense chance so basically every incoming attack to them had a 50% chance to roll against your avoidance (defense/shield/etc). But none of that works unless the tank stats acutally work in pvp.
  15. Where's the operative roll bug fix???
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