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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???
  16. I totally don't want them to put expertise back.. Having any type of PVP ONLY stat is ridiculous IMO. If you want that go play a MOBA where it's just PVP. The whole point of a MMO is that everything is there which you can do all at the same time and it's not a completely separate game for pvp and pve. What I DO want is them to put mods on the vendors so we can buy 242/248 etc mods of the ones we WANT and not be locked into the ones that come on the gear. What if I want more crit? or more power and less health? or if i want a lot of health and less power? Like the crafted mods we should be able to buy the armor/mods/enhancements on the vendors for the ones we want so we can customize our character or have some way to move stats around besides augs. I also would lvoe to see tank stats to be viable in pvp. Make tanks work right with shield/defense/etc. Right now, defense and shield /absorption is basically useless (i've done calculations with 30-40% defense and 55%+ shield and it only actually defends/shields like 5% of the incoming damage) . Armor works, that's about it (and only against white dmg). I would love to see taunts work in pvp (as in forcing whoever you taunt to change targets to you instead of giving damage reduction if they don't attack you). This would be another peel mechanism. I played another mmo where this worked (forced enemy players target to change to you for 3 seconds) and it worked out well. If you were in DPS spec, it forced the enemy to clear their target for 3s (as in they can't target you at all) so it was a detaunt/deaggro. Anyway I doubt they will change it but it sure was a fun mechanism that added some more complexity to the battles.
  17. The DPS output on a sorc is perfectly fine. It's the fact that (just like operatives) sorc can't do any dps while they are being tunneled. The other problem is sorc has the lowest armor in the game, which for example if I'm a melee attacking a sorc vs a melee attacking a jugg, I automatically do 20% or more dmg to the sorc because the armor is so low. However, the sorc always does full damage to every class it attacks because the attacks are not melee or ranged, which is WHY it can do big dps too tanks or anyone, doesn't matter their armor. There isn't a problem with the sorc dps class in general, it's the fact that other classes are doing too much dps and have too many dcds at the moment. There's a few ways to fix it, such as overall balancing of the classes dps, or allowing the sorc to have some sort of long duration immunity to roots/slows or armor buffs (only for dps spec) sort of how like assassin stances worked in the past, would be a different stance passive for the sorc specs. If a sorc freecasts in a 4v4 , can easily top dps and top healing at the same time if there's no healer. So the damage/healing is absolutely fine it's just the chance to USE those abilities is greatly diminished in 4v4 because everyone tunnels them. The exact same thing happens on operatives, if the enemy team tunnels you, your dps and healing will be absolutely garbage, while on a class like a merc or a mara you can pop dcds and just keep on dpsing. Even something like a dps sorc popping force bubble and being able to dps while the bubble is going would be beneficial. Basically the major differnce in pve vs pvp is that in pvp you get shut down (and this applies to most classes) so much that you can't USE your abilities and thus your dps is much much lower. Having skills/utility points/whatever that allow you to use your abilities more often and while under pressure and cc is what we need for a pvp spec. These utilities would be useless in PVE of course. It would be nice to have more utilities added (and some others consolidated) that made this happen for the classes that need it. Thus it would not affect pve because bosses aren't tunneling you or chain ccing you, lol.
  18. LOL yeah ops only have one stun and depending on alacrity and using the utilityh point it has a 27-30s cooldown.. so there is no way they can stun lock anyone. OPs have LESS cc than some of the other classes mentioned in this thread a few posts above... Juggs have more cc , more roots, and more slows (spammable). Ops have one stun (4 meters...) one mez (10 meters), one root (4 meters), and one slow (10 meter) on a cooldown Also have utility points to make the slow root, or make backstab root for a couple seconds, but since like almost every other class has get out of roots utilities, it makes those almost useless, plus they can be cleansed, while ops are EXTREMELY vulnerable to being rooted (can't roll while rooted so are just screwed). I don't feel they are overpowered in any way and actually feel like they need more or better dcds to counter being tunneled. While they are good 1v1, if you get 2 or more dps attacking you, you are just completely screwed unless they are very bad players. Even 1v1 it's very RNG, for example if you roll the enemies stun, your chances of winning just doubled, and rolling the stun is very RNG since u have to try and predict it and you never know. If you get stunned you get destroyed because no utility for DR on stunned. Getting netted for example without any cooldowns up is basically GG. Honestly the overall damage output just seems way to high in PVP at the moment. If there was some way to scale it down as a whole (including healing) there would be much better gameplay. It's difficult to balance health vs dps vs heals vs cc...especially with percentage based heals. If they simply increased our health pool, then percentage based healing would suddenly become way stronger. I know not everyone plays ranked, but if you have good players, someone can be killed in less than 2 seconds if 3 dps focus them, which in my opinion is way too fast (mainly because CC lasts longer than that and the GCD is too long.. this is referred to as being globaled because you can't react to it due to the gcd in this game being so high). I prefer lower dps overall and healing so that fights (even 1v1) last longer and let you use all your abilities and cooldowns a few times or more during a fight. Percentage based healing would have to be adjusted to accommodate this though. Ugh I went off on a tangent haha.. I'm a math person so would probably be very good at balancing things.
  19. One of the major things I think they should deal with is stacking slows. If you get a bunch of slows stacked on you, you might as well be rooted it makes you move so slow. Slows shouldn't stack. The highest % slow would be used ONLY, and if that fell off, the 2nd highest and so on. Slows shouldn't be spammable like they are now (or built into attacks). Add some gcd based abilities to slow instead of autoslows so they can be used at the right moment instead of just being there indefinitely. I like the idea of dcds and ocds but not ones that do ridiculous things on long cooldowns.. short cooldowns with a short duration is better ( and more reactive than just set and forget ). That would take a lottt of tweaking but would make the gameplay more intense as you'd be able to use these cooldowns several times in a fight instead of just once
  20. No matter how well i play on my PT, my rating isn't going up I think cross-server queues would be great. The population is so low already that if all servers were merged together in a fashion that allowed this (like WoW does for example, there are separate servers but if you have a friend on another server u can go to their server to play [they invite you to group and you just transfer to the instance])
  21. Problem with spreading DoTs is, 1. they break cc, and 2. so many classes now have self cleanses that they can remove them easily
  22. Healers are actually pretty weak in PVP compared to other games I've played. The ONLY reason you are seeing groups stay alive now is the plethora of DCDs that they have given all the DPS classes. DPS can self heal, mitigate tons of damage, more than most tanks can. Do you see PT tanks any more? or even PT dps? Do you see many DPS classes/specs without heals? All the DPS self healing is helping the healer keep the groups alive. If that was put back the way it was even in 4.0, there would be a huge difference. It's a very complex system and you can't single out one thing like the healer or a tank, it's the system as a whole. Example: the higher the dps output of dps in general, the higher value CC is (i.e. if dps is 20k dps burst, 4s stun = 80kdmg, if dps is 10k burst, 4s stun = 40k dmg, the cc is less valuable when dmg is lower, which is better gameplay imo) Example: group full of classes with large DCDs, if the healer gets overwhelmed the group can use DCDs to mitigate dmg until the healer brings them all backup, making it look like the healer is awesome, but really isn't. DPS with crazy heals for dcds (snipers, mercs, jugg [yeah i know but it's a solid healing dcd]) makes healers look better or gives them some breathing room Example: lots of cc going out meaning less damage coming in makes the healer look better. I can't tell you how many times I've died in seconds on my healer due to focus fire and cc. If coordinated properly and your team doesn't cc back, it's crazy. CC wins the games because it's so overpowered right now. Slows, stuns, roots, knockbacks, interrupts, there are way too many of these in the game at the moment, especially slows. If the one thing they would work on is changing slows right now I'd be happy. Remove 'auto' slows where they just are built into the attacks, and auto-roots which are built in. Make it waste a gcd to put a root, and have it not last ages and be spammable like they are now. Anyway, there are a lot of factors to consider, and it's a big balancing act between dps/heals/amount of health/dcds/ and cc.
  23. Don't forget operatives have no damage reduction on stun utility. I've died in 2-3 seconds from 100% hp while stunned with 2 dps on me. If you get caught in the stun you are dead with no team support.
  24. Somehow this resolved itself again. I can tell because I have LCD display on my keyboard that shows CPU usage. When the game isn't running right, only one cpu is maxed at 100% and it has bad bad fps. When it's running normally the load is spread over all 6 cores , not evenly of course, but it's not 100% on one and 5% on the others like it is when whatever is happening is happening. It might be something on the server itself causing the client to go crazy for a while which eventually resolves itself. Hopefully they can fix it, but aside from swapping the whole game engine, probably not much they can do.
  25. Yeah I'm having this problem too. It'll be working fine, I'll play for hours with no issues and then all of a sudden it just starts having bad fps, like less than 10 in fights. Closing and reopening the game doesn't help, rebooting doesn't help, it just seems to start working again on its own after some time. No idea what could be causing it, in fact while the fps is low it keeps putting up the loading screen (the screen you get while waiting to log in when you select your character, or the screen when you alt tab out and back in). It will put this screen up right in the middle of a fight when there's low FPS, which usually ends up with me dying.
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