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Skettitangles

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Posts posted by Skettitangles

  1. As title states I am leaving the game.. for good. Given that my Marauder was my main toon I wanted to take a special moment to wish the Sentinel/Marauder community all the best before my remaining game time runs out and my account goes cold. It's been great being a dual wielder alongside you all. Much respect to El'ethon, Vulkk, and Hayete and all the other great contributors to this particular community.

     

    I also want to state that for a long time I've been a fairly moderate voice on this particular forum as we, the players, fought to make this a better balanced class. I'd often find myself defending the BW devs and their decisions and the pace at which they tweaked the class after nerfs or changes to our utilities and abilities, but I'd like to correct that now.

     

    THE DEVS AND MANAGERS OF THIS GAME ARE *********** CLUELESS.

     

    Having said that I actually feel that the class is currently in a pretty good place balance-wise, it's more the endgame for PvE and PvP is over, the game is riddled with bugs that are getting worse, and customer service is getting worse which, to me, is a sign that the game I once loved is being driven into the ground and there's nothing that will stop that now. I might be wrong, but I'm not sticking around paying money and wasting time on a broken product hoping things will improve.

     

    Sadly, I am leaving the game on a frustrated and bitter note but such is life. I'll move along now and leave it at that.

     

    Peace

    Sketti

  2. If anyone does know the right way to navigate to the cancel my subscription option please reply as I'm part of the L2UNSUB community.

     

    Since we're on the topic of stupidity tho.. I can't even begin to fathom how retarded the people are (however few that is that are actually left) who are running this game into the ground. For 3 years I kept giving the benefit of the doubt to the BW team but it's pretty clear that they just don't know what they're doing with bugs, customer service, content development, and anything that isn't part of the CM.

     

    Yeah, yeah, I'm burnt and just wanna see the game burn 'cause I've unsubbed and all (well letting my last 9 days run out 'cause there is no "cancel my subscription" option in My Account>>Subscription tab as per FAQ instructions) but I'll be surprised to see if there is actually any real end game content delivered after the end of the KOTFE chapters are finished. If they do add any new PvE or PvP content to the game it's a guarantee that it will be riddled with bugs, break other game features, and not get properly fixed in a timely manner.

  3. The way I've approached this in 4.0 is to get the full exemplar set, replace the accuracy enhancements with alacrity and then augment with mostly crit and alacrity and mess around with maybe 1 or 2 mastery/power augments in the mix. For pvp the alacrity is not as important as it is in pvp so you could go all crit enhancements. You should end up with close to 5k mastery without any augs and anywhere from 1.3 to 1.5 crit to alacrity ratio
  4. If he changed only after consuming life on Ziost, then I fail to see how he had time to create a planet, have adult children, etc, in the few years.

     

    Darth Marr clearly explains this in the story... His absences over the centuries are the "when" he had the time to build Zakuul into the Eternal Empire. His change of mind only occurred after consuming Ziost. How you misinterpreted that I don't know. It's just so obvious

  5. Great post! I disagree with some of it. My main plotline gripe was that Thexan's death is out of chronological step with how the story plays out compared to the trailer video for KOTFE.

     

    Here's my 2 cents regarding the overall story and how it fits together.

     

    Valkorian/Vitiate engineers the entire Sith Empire vs Republic war as a distraction for his plan to consume all life as we know it in the galaxy. Not to conquer. He never liked the Sith hierarchy and didn't participate in the Great Galactic War. He explains to The Outlander that he became changed after consuming all life on Ziost and I took this as meaning he was ready to simply walk away and leave these two factions to fight out their eternal struggle without his involvement at all and without needing to finish his initial plan to consume all galactic life. Perhaps he had become powerful enough by then to achieve true immortality.

     

    In the meantime, he has focused on creating a "perfect" Empire over which to rule, unhindered by the baggage of the old galactic politics. It was never meant to be an all conquering force to be used, but had to be capable of dealing with any threat to its existence. It was Arcaan who used it as a weapon of conquest, not Valkorian/Vitiate. The Eternal Empire may well have been put in place to sweep in and clean up the wreckage of the Sith Empire/Republic war, but as we all know the former Sith Emperor is a very patient individual and may have been willing to wait several centuries for the most opportune time to do this.

     

    Anyway that's the way I'm seeing the story unfolding and to me it fits together pretty well with established Star Wars lore

  6. Why can't we get, instead of a DoT on MS/Ravage, stun immunity during the channel, or a reduced channel time, passively? Those would both be substantial improvements for PvP, whereas this DoT is probably just laughably bad.

     

    I agree that the dot value will probably be weak but it will benefit PvE more so than a cc immunity. Personally, I'd love a shorter channel time/on the move passive for Carnage, but that would be mostly of benefit to PvP and not make a big difference to the PvE community

  7. I think the overall net effect of the 4.0 class ability/utility additions will change very little in regards to balance for both PvE and PvP. Bounty Hunters and Inquisitors will probably maintain their dominance in the endgame through KOTFE.

     

    Having said that I think that the additions for Marauder/Sentinel, while looking fairly weak on paper, will probably end up being pretty fun to play around with and could create some interesting variations in openers and tactical ability combinations once we actually get to start using them.

     

    My main concern right now is how the merging of surge and crit ratings will effect gear min/maxing and what the new optimal stat balance will be.

  8. I don't consider myself part of the top 1% of marauder/sentinel players but I do see why those top players defend the class on the forums quite regularly. I agree that the general fun factor/QOL for this AC is low but there's also the flip side of satisfaction that comes with successfully clearing HM content or doing well in ranked PvP on a mara/sent in the current game environment. It is possible and is being done by a lot of players every day. The things we disagree on are very specific. I think the class still needs work to bolster the fun factor for all levels of players but I don't see any easy way to do that given the direction the devs are taking the game
  9. Well for personal curiosity I added up all the top 100 players for solo ranked in terms of class played as of 21.8.2015 and this is what I got:

     

    Sorc - 41

    PT - 28

    Ops - 11

    Sin - 10

    Mara -8

    Jugg - 5

    Merc - 1

    Sniper -1

    I've used the Imperial names so I don't have to double type. So I guess the best maras in the world can be competitive and get a high rating though I don't know what specs these top 8 Mara and Sents use. About equal to Ops and Sins, better than Merc and Sniper who are just weak at arenas and strangely Juggs also.

     

    Hey thanks for going deeper into the data. I overestimated by just glancing at the top 5 ratings values but essentially were competitive in the mid range with just 2 ACs over performing from what I can see. To be outperforming juggs and fairly level with sins and operatives this season is noteworthy. I agree that of all the burst specs Carnage might seem weak but I think that has more to do with stealth classes having equal or better burst coupled with higher survivability and mobility rather than raw damage values plus the fact that it is difficult to execute a perfect gore window in more than 50% of the typical scenarios you'll get in solo ranked. Still, on Harbinger, a lot of those top ranked Marauders spec Carnage and somehow make it work

  10. Mind explaining how they are in overall 3rd place? In Solo ranked there are only 6 marauders/sentinels in the top 100 and 4 maras/sents in top 100 for group ranked as of today. Theres no way we are overall 3rd place after Sorcs, Sins and PT , 4th/5th maybe but definitely not 3rd.

     

     

    Go to the summary page and add up the total top 5 ratings for each AC (I didn't do the math just glanced). Also look at what else makes up that top 100 solo ratings. Sure 4th place is probably more accurate but the point is we are performing at our best level since 3.0 and (at least on my server) a lot of maras that are doing very well this season are Carnage spec

  11. Did you play it prior to 3.0? 10-11k Vicious Throws were common in 2.0 too. Scream hit harder than DB relative to HP, and hit nearly as hard as it hits now anyway. On top of that, you could drop a full Ravage + Scream + VT in one Gore window with good latency and Berserk. On top of that, a Gore buffed Ravage would literally almost kill someone by itself if you got it off. A Gore Ravage Scream was almost always a kill against an unguarded target if you got it off. It was easy to counter, but very lethal if not stopped. Now it's even easier to counter and not even serious damage even if you don't. On the high end you're looking at maybe 25k? Over 3s, if you aren't stopped. Prior to 3.0, it was 18-25k over the same time frame, and people had 10k less HP on top of that.

     

    Compare that to AP, or Concealment, or Marksman, or Deception, or Arsenal. It is the least bursty burst spec and by far the easiest to counter.

     

    Yes. And I remember being able to 1v1 bads in under 4seconds and yes it was awesome. Other burst classes are probably a bit too high in their burst damage output atm this is true. The thing is that the average PvP TTK was supposed to increase in 3.0 and it has. We can look back fondly and reminisce or we can accept the way things are and look forward constructively. It's been proven countless times since 3.0 that the devs refuse to go back and reset anything to the pre 3.0 functionality in these crucial areas of the game. I've found it to be more productive to propose class tweaks without relying too much on pre 3.0 facts and putting up suggestions that focus on maximizing what we have right now

  12. I think the burst for Combat/Carnage is still pretty decent in PvP if you can pull it off. A 10~11k Vicious Throw plus a 12~13k Devestating Blast is a pretty good combo with 10 meter range but it is an easy one to spot and shut down with the 3 second window. I've never been in favor of changing Gore to a charge based system but for PvP it might be the best answer for the spec in the current game environment. I imagine we'd probably only get a 6 second window before the charges wore off tho lol
  13. OK here goes... My Opinion!!

     

    I think it's fair enough to say that the devs did not get the balance right in regards to Marauder/Sentinels in 3.0 given the overall amount of tweaks that have been made to the class since SoR launched. Where we are as a class right now is not, however, that bad for endgame PvE and PvP if you are proficient with the class and are willing to put in more effort than is required to play a lot of other classes in HM Operations and Ranked PvP.

     

    The answer to the question in the OP is this: They went wrong with the HM Ops fight mechanics in PvE and over-buffed already strong classes on a 1v1 PvP basis in comparison to Marauder/Sentinels.

     

    There's the short version. I'll try and keep the rest as "to the point" as possible..

     

    The devs did state that Combat/Carnage was intended by design to be a fun and easy spec to play. This was not always the case given the RNG dependence of the pre 2.10 versions of the spec. Currently, I personally find Annihilation the most difficult spec to play and feel that Fury and Carnage are about on par in terms of difficulty of their rotations. As a pure dps class I've always been of the opinion that one should try to master all 3 specs in order to bring maximum utility to your raid group as opposed to specializing in just one spec, and respec on a fight by fight basis, but you can specialize in one discipline if you want and still get your job done.

     

    The melee unfriendly design of the current HM Operations is more to blame here than the design of the class or any of it's 3 disciplines. The mechanics of the current HM boss fights can make it very difficult for the average player to get the most of the 3 second Gore/Precision window and retain maximum uptime. Some players will enjoy this challenge. Most won't. Very good players won't see this as a problem. The majority of players who may not get the opportunity to progress in HM with the highest calibre of teams will feel this pain much more on their Marauder/Sentinel toons.

     

    As for PvP, on a 1v1 basis most other classes have the upper hand. With all cooldowns available duelling a player of equal skill and gear is very difficult on a Marauder/Sentinel. This is what makes Solo Ranked so risky for our class. Without reliable heals we are much less effective, and again, only the players of the highest skill level will be able to overcome this. All classes are exposed to this same risk in Solo Ranked PvP, however, and Marauder/Sentinels are probably around the middle of the pack right now in terms of performance in that aspect of the game which is fair enough.

     

    The fact is there are a lot of classes that are far easier to play in all aspects of the game right now that have more survivability and utility attached to them and are better suited to the average player. Class balance is an ongoing issue that will continue to be an issue for as long as the game lasts. I've recently geared a Sorc for PvP (thank you devs for the 3.3 changes that made this painless and easy for me) and without knowing what the hell I'm doing can easily out-medal my main Marauder in Regular PvP with exactly half the effort. This does not mean that I can charge into the Solo Ranked queue and dominate. The high end content in the game is difficult for everyone involved, it's just a fact that for Marauder/Sentinels the effort required is slightly higher and the risks involved are greater. Should it be this way? I don't know. Only future changes to HM Ops mechanics and the PvP matching system will tell. Let's hope that the design of the game's future content will give our class the opportunities to enjoy a better quality of life.

     

    In closing, I will add that I do enjoy playing my Marauders (yes I have 2 level 60 Maras) and I love the Fury and Carnage disciplines and they way their rotations currently work. I'm looking forward to seeing how the additional abilities and utilities will affect them in KOTFE and hope that new content for PvE and PvP can be delivered as quickly as possible next year. Please devs, spare a thought for melee dps and give us a boss fight or two that favour us!

  14. Annihilation is one of the best single target dps specs in the game but it can be a tricky one to master. Carnage and Fury are burst dps specs. All 3 specs have pretty good aoe potential as well. Carnage is probably the best all round spec for most situations with a fairly simple rotation but any downtime on your target(s) will see your dps drop rapidly. Fury is probably more suited to endgame PvP and less so for endgame PvE HM content. Carnage single target dps isn't that far behind Annihilation. Hope this helps
  15. Always loved Carnage first and foremost for PvE. Speed and burst are great. For PvP since 3.0 I've gone Fury which I have grown to love almost as much as Carnage. Fury has good heavy hitters, cc immunity, and great animations. I did a lot of progression in 2.x in Annihilation but haven't been good enough or patient enough with it to get my head around the discipline since 3.0... Way more fun to dot spread as a madness sorc as I've learned since 3.3
  16. Give Carnage deadly throw at baseline as it would be with both crippling slash utilities taken and remove both crippling slash utilities

     

    Make the replacement skillful utility: unleash heals for x% of max hp when used

     

    Make the replacement heroic utility: force choke sucks the life force of your target healing you for some appropriate amount of health

     

    An additional utility point to spend

     

    A replacement ability for ravage that deals similar damage and has no channel time. Animation should be spinning acrobatic yoda vs dooku style move

  17. I think you did a really nice job of summing it up. That's pretty much where ranked is right now. The thing is, when you play one of the classes that you mentioned.. it doesn't feel overpowered, it just feels... "complete", in my opinion. It feels self sufficient and fun. I really am an advocate of buffing the other classes rather than nerfing the strong ones, but BioWare disagrees, so meh.

     

    I wholeheartedly agree

  18. Cut off one head and another will take its place. HAIL HYDRA!!!

     

    Edit: point is I want to ask you to make a list (no just you but everyone who feels class are unbalanced) of all classes and spec to be "equal" in pvp.

     

    That's 12 class/specs to make balanced

     

    If we count main hand off hand classes that mirror a main hand then that's what 2 more? (If this is still an issue im not even sure atm)

     

    After you have balanced all 14 class/specs/equipment I'll also have to ask you to balance those classes around PVE.

     

    So that's 28 things you need to write out and balance...

     

    I'd ask you to balance RP with that but atm RP is useless and a complete waste of time.

     

    Valid point: it's a complicated task. The point of the op was however to get dev feedback on their perspective of the data from the current season of ranked PvP. They have previously stated that this is their main (not only but primary) source of data around which class balance is undertaken. From a general perspective, looking at the leaderboards for ranked PvP it's clear that there are four strong classes and four underperforming classes (discipline breakdowns non withstanding)

     

    So again, I implore the devs and combat team to open a discussion with the player base on how they are seeing class balance in the current season and have them then ask us for specific feedback on individual classes and disciplines.

  19. Not a great deal has changed since last season of ranked PvP... Sorcs, Sins, PTs, and Operatives still dominate by a big margin. Will these classes be getting nerfed or will the lesser classes be due for a buff or ten to bring them up to the Alpha classes' standard?

     

    Would very much like to hear from the Devs and Combat Team regarding what their data from the current season is telling them

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