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Slowmojo

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Everything posted by Slowmojo

  1. Combat Features: - Short duration buff and debuff tracking. Simply Increasing the size of your personal DoTs/debuffs and HoTs compared to others on your target and raidframes would do. Tracking your debuff among other peoples is currently frustrating to do. Tracking your HoT effects on raid frames is impossible. This is just an improvement of life change. - Mouseover actions. Mouseover healing is a feature missing in this game. In many games Mouseover actions come in the form of macros, wich this game doesn't and i'm fine with it. But even an option in the preference menu to activate mouseover actions on raid/partyframes would suffice. - Proc tracking through icons. I'm excited about the option to change your interface to your personal preference. But its lacking in regards of options, such as additional action bars, active ability tracking such PPA and Retalliation. Playing the devils advocate for this feature, eventhough its good to have it. But after playing RIFT for a long time, their ingame UI customization is significantly better.
  2. Much like any spec, Lethality has ups and downs. For Snipers the upside is mobility, the downside is build up time For Operatives, this spec is much more recommended in PvE just because it has less melee requirements and positional requirements (backstab) then Concealment to maintain its damage.
  3. It depends on your spec and area. I found using Risha over Corso or Bowdaar better as Sharpshooter. 20% Ranged Defense + Ballistic Dampers + Defense Screen almost always usable made me mitigate more damage then our tanks, in addition to easily being able to root melee while you kill ranged. However, if i'm in an area where i can mount up, i tend to use Bowdaar or Corso. When you dismiss your companion, either manually or by mounting your vehicle, its health is restored to 100%. So i could easily move from one pack to another with 0 downtime if i popped my mount to move in between.
  4. Alot of MMORPGs are milking their customers by forcing them to play over a long period to start being/stay competitive. Daily quests and commendations they bring require you to do the same quests over and over again. Until finally after completing the same quests 12 days, you can purchase a single item. Content is streched by lockouts, once per week raids, once per day instances, etc. PvP is the most annoying part of this all, forced to grind to be able to compete properly. Trying to prevent their players from burning out on the content to fast by adding limitations such as lockouts. Forcing these limitations instead of improving content, making it more dynamic and interesting. I really love MMORPGs, being able to have your own community through guilds and servers. Grouping up with friends and enjoying your day kicking ***. But I've become a casual player, and all i want to do is get online when i can and enjoy some healthy competition between players. And unfortunatly thats a luxury only available to people who have more time on their hands. It gets incredibly frustrating when you outplay a person or a team, just to lose or get killed because of the gear difference. Wether you like it or not, this game is very similar to wow on the majority of aspects. Although lacking in features. These things were acceptable when MMOs were still in the early stages of development, but this doesn't seem to be the case anymore. With the number of MMO gamers rising, the demand for enjoyable content goes up. It seems Guild Wars is a great example to taking a step in the right direction. An MMO without a monthly fee manages to keep its PvP unspoiled by time. And people who spend their efforts in PvP are rewarded through competition, the reason PvP exists. Matchmaking systems for servers. Events are dynamic and are based on your efforts, you can go anywhere and succeed at any time if you do it correctly. When i saw the Bolster effect for the first time in SWTOR PvP i was excited. I tought "finally a system that balances everyone to the same level in PvP? AWESOME!", but ohboy, was i wrong... In PvP people need to feel rewarded for their time. And so the developers gives you what you wish for. However the system is flawed and the design for distribution of PvP gear causes terrible inbalance. Why not just make rewards cosmetics and consumables? This way people who want to be rewarded get what they want and people who want to just enjoy the competitive nature of PvP are also pleased. There are 2 reasons why people go through with the ******** you give them. Feeding their e-peen by showing off how "good" they are with gear. People who use the gear so they don't have to worry about being disadvantaged by it. Don't cosmetic rewards give both parties what they want while keeping the competitive nature of PvP unspoiled by gear imbalance? Different armor or just colors and additions to existing armor are enough to ensure everyone is happy, no? I'm sure i'l get flamed by this "WAAA! gear is already so easy to get its like all welfare. I WANTZ MAI EPEENZ!" or "If you don't like it, leave!" I didn't say gear should be easy to get, but in its current state its based on time spent instead of effort. I'm aware that some of the systems have been adressed, such as as the PvP Bag joke. But i'd like to see more changes inspired to pleasing their customers instead of milking them. I just needed to get that off my chest. Feel free to vent your frustration against me in this thread. TL;DR Current state: Time = Money Time = Reward Should be: Effort = Reward PvP = Competition Time = Experience = Knowledge.
  5. For some reason i really, really hate Arsenal Mercenaries. I don't feel the same way about Gunnery Commandos though, its a weird thing. If i just heard that Tracer Missile sound i instantly start looking for that Merc and vent all my frustration on him in any WZ. I'm usually pretty calm when it comes to PvP, but for some reason they just annoy the balls out of me. No offense to anyone playing an Arsenal Merc. Does anyone else have this? Or am i just weird?
  6. I've been having this problem ALOT on my guardian opposed to other classes i've played. I'm sure this happens to other people. When i use an ability, it often doesn't use said ability but still triggers the GCD. As i push for example Sundering Strike or Overhead Slash, the GCD triggers and nothing happens, no damage, no animation, no nothing. But i'm still penalized by having to wait 1.5 seconds for my GCD. This has happened one to many times with Master Strike aswell, but in this case the animation does happen. When it does, i can't move or do anything else until the 3second animation has happened or if i re-use Master Strike after the GCD bug. This is getting really frustrating. Is there anyway to fix this issue? I don't think lag or my connection is the issue, because this happens so much more on my Guardian then my other characters.
  7. I disagree. Utility is generally not orientated about selfish desires. Knockbacks are awesome for a variety of reasons. Getting people off your healers, knocking them off elevated platforms, being able to charge to re-apply your buff, etc Overload as an Assassin is so useful to get groups bunched up if used correctly. Ofcourse you can do alot with pulls aswell, but Knockbacks have alot of use aswell.
  8. Slowmojo

    Mar/Sents

    I really think the Master Strike/Ravage buff was an overkill. It should not have been overall warrior/knight buff, but Jugg/Guardian only. Preferably for Vengeance/Vigilance from Rampage/Zen Strike. - Rampage: Impale and Shatter have a [10 / 20 / 30]% chance to finish the cooldown on Ravage. This effect cannot occur more than once every 15 seconds. Each rank beyond the first reduces this rate limit by 3 seconds. In addition, Ravage now applies sunder armor for each succesful hit. Targets affected by 5 stacks of your armor reduction take 15% additional damage from Ravage.
  9. Juggernauts and Guardians actually need that force push for displacement. No force pull/grapple, or AoE knockback, no proper ranged threat management and very limited AoE. The Force Push is very much needed to try and atleast try to tighten groups for tanking. In addition, Tanking ACs are generally known for their utility. As a DPS AC you've got plenty to cover for that, Significantly higher damage, Bloodthirst, Predation, large variety of defensive CDs and an awesome escape method. Healing reduction effect, AoE incapacitate. Operatives don't have any knockback either, as a Healer this is a pain, as melee DPS you're just complaining because you can.
  10. Darkness tree should have more talents directed to taking damage opposed to dealing damage or uptime of it. - Passive Force Regeneration - Energize increases resets cooldown and increases crit on Shock by damage from Lacerate, Trash and Assassinate - Harnessed Darkness charges are gained by damage done from Shock and Wither, affected by Energize, and heals you from damage done. - Dark Charge heals when you deal damage as uptime. The only talent in the whole tree that provides boosts to being attacked is Lightning Reflexes, restores 2% force when you parry/deflect/shield an attack. Say opposed to a Juggernaut, who gains majority of its strenght by taking damage Soresu Form actually reduces your rage gain from damage done but increases it by damage taken. Revenge and Sweeping Fury improve the effectiveness of Soresu Form by taking damage and increasing the damage and reducing the cost of attacks when you are being attacked. Retaliation requires you to be attacked aswell as talents that improve defense when using Retaliation. Sonic Barrier requires you to take damage to gain its effectiveness over its duration, unlike healing. While they both share a good amount of utility, wich is what makes a tank in PvP, not the damage. Juggernauts don't have the luxury to gain its largest potential out of damage because attacking tanks in PvP is simple stupid. Darkness don't have this downside and can continue to push its potential damage in addition to the survivability and mass utility it brings. Wich is a problem. I would suggest making more talents related to damage taken instead of damage dealt/uptime. - Energize: While Dark Charge is active, Whenever you successfully shield, parry or deflect an attack you have a 30% chance to finish the cooldown on Shock and make your next Shock a critical hit. Energized Shocks increase the rate at wich your force regenerates by 15% for 20 seconds. - Blood of the Sith: (Dark Ward pre-required talent) When Dark Ward is active, the rate at wich your force regenerates is increased by 5/10/15%. In addition, each time your Dark Ward loses a charge, the damage of your Lacerate, Trash and Assassinate is increased by 10% per charge, stacking up to 3 times. This would reduce their effectiveness in PvP while keeping them in a great position for PvE tanking.
  11. As a 50 Operative i've yet to find any problems with my class whatsoever. I dominate PvP. Sure, i can't work with objectives like carry the Huttball as effective as our more durable counterparts, but we are effecient at applying pressure on opposite team, controlling them, scouting and positioning. These things help your team significantly besides direct interaction with Objectives. Think of it as you're helping them make their job around objectives easier. In addition to the Q/A thing, its a laughable joke for a question. I've done 10-50 while hardly using a single companion for a challenge and it was still significantly easier then the majorty of classes, besides my Darkness Assassin. Fair enough, Scrapper DPS isn't up to par in PvE, mainly because of its mobility problems and positionairy requirements. Lethality is far smoother in that regard. As Lethality i've been first in killing my Infernal Council, sometimes second against our Mercenary. Concealment is effective at PvP, less effective at PvE. No one spec will be balanced for every Aspect in the game, its the harsh reality you'll have to face and learn to deal with. This problem is inflated because of the lack of multispec or dual spec features.
  12. Forums helped? wut? Guess theres a first for everything. Getting help in these forums is like trying to find diamonds in a cesspool. But yea, Watchman is an enjoyable spec, mainly because you're more in control of your direct damage output. I find the reliability a must have in PvP.
  13. I've already (and you should aswell ) dismiss the forums as total ********. However an immobile fight allows for better damage as Lethality. On Infernal Council NiM and HM i'm faster then our Merc dps in killing my target. Ending either first or second. (we do alot of races and bets in my guild). However, my rotation is more prone to messing up wich can reduce my damage. My overall damage is also affected by my lack of mobility. But we are nowhere near the lowest damage. Don't listen to the vocal minority on the forums whining, they will do so regardless of the state of their class.
  14. The thing is, Spike fills up alot of the resolve bar at the wrong time. Especially since your Maul has an unreliable proc. Majority of the fights i save my Spike CD for when i've build up enough pressure to ensure i can burst em down with vanish -> Spike. Considering Deception has already lacking defensive CDs, i would love to keep it this way instead of being forced to more often then not use it as offensive. It wouldn't be a disaster to implement this so you have some sort of "Shadow Dance". The Disjunction thing was mainly to remove it from Darkness, they already have so much utility that it makes them to powerful in PvP.
  15. Darkness: - Disjunction removed. - Lightning Recovery moved to to tier 3 in Darkness, in addition also increases the duration of Force Shroud is increased by 1 second per point. Deception: - Static Cling is changed to a 1 point talent. or - Static Cling replaced by Disjunction as a 1 point talent. Disjunction removes all movement imparing effects when Force Speed is activated. - Deceptive Power in addition to its current effect no longer reduces the healing done and received by Force Cloak. - Darkswell reworked: Blackout can now be used out of stealth mode, granting 6 seconds of Dark Embrace and restoring 10 Force. In addition, Spike is usable regardless of the situation when Dark Embrace is active. Madness: - Sith Defiance: In addition to its current effect, When Surging or Lightning Charge is active damage taken is reduced by an additional 3% per point.
  16. I've never had these problems. I've always managed to cleanse Pyro/AP burns and gimp their damage significantly so i just turn around and kill em. Against Vengeance Juggernauts (as they're the only spec with physical dots) i've never really felt the need to waste GCDs to remove their dots, they hardly do any damage. Against Marauders however, i always cleanse and have managed to cleanse their dots, as its a big source of their damage. However, Marauders easily reapply their dots within a short window of time. Its only useful when kiting them with Pin Down/Sever Tendon and getting out of LoS.
  17. I laugh at people who focus so much on medals and numbers. Don't get me wrong, Darkness is to powerful i agree, but you're argument is not valid. Their strong points is they carry far to much utility combined with their survivability. Force Pull, Spike out of stealth, damage and accuracy reduction, 2x Taunts, Guard, Knockback, etc. Reduced cooldown and movement imparing removal on Force Speed. Combining Darkness' effective survivability and incredible mobility/utility in addition to having a variety of ranged and melee attacks offers them the ability to stick to their target and deal damage through the whole battle without stopping. Their passive Force regeneration compared to to the other specs also allow a Darkness Sin to keep pushing its buttons and virtually never having to worry about its Force. Their healing is all affected by being able to hit their target. Their healing is a passive mechanic to their class, much like Juggs and PTs ability to be more durable, with additions. (Harnessed Darkness vs Sonic Barrier for example, while Sonic Barrier does not get tracked by meters) All in all, the strenght of a Assassin is not the numbers it provides, but the way he can provide those numbers.
  18. Just because he carries a double bladed lightsaber doesn't mean hes modeled after someone else who does in lore.
  19. Not so sure about that though. You can apply your dots and debuffs beforehand on both bosses to then release alot of pressure at once. Even with the shield up on Soa, you can apply everything moments before the shield comes off so you can unload your damage without the build up requirement. I've not yet tried it as Assassin, could be a different story, but as my Operative i found being Lethality more effective in these burst situations aswell as long run due to being ablle to apply my DoTs+ Weakening Blast moments before the shield went down and then Culling the sh*t out of him. I'm aware though that Deception doesn't have the Cull mechanic so might not be the case for them.
  20. Juggernauts suffer alot on AoE threat because the layout of groups. More often then not they're spread out so far apart that your melee AoE hardly has any effect. So i was thinking of something that could change that without impacting the class to much. An ability or talent that grants you a small AoE pull, so you can gather groups more easily. I've been a PT tank after trying Juggernauts and my god is it annoying how little impact we have on groups of mobs compared to my PT. for example: Force Grip (Talent): Force Choke no longer needs to be channeled, applying its full effect over 3 seconds. In addition, Threatening Scream grips all affected targets and pulls them into melee range. I wouldn't consider this overpowered in PvP either seeing as Tanks are more or less based around their utility and protective aspects.
  21. Population fluctuation always happens in MMOs between content updates. The older the current content, the lower the population will get. Once 1.2 goes live, it will go up again, for some time until they have also burnt through all that content in wich the server population goes down once more. I'm hoping they wait with merges after 1.2 so they can clearly see wich servers are under and wich are overpopulated. Currently everyone i see is flocking to the highest full/heavy server(s) for larger community, better chances at groups, etc. But even now at peak hours that one server is on a wait list to join. When 1.2 goes live and people return, that server will have 45min queues rolling. I agree that this is a problem, RIFT had the same thing. They allowed everyone to freely migrate between servers. Wich became a big problem because everyone just went to the same one.
  22. I'm sure you just misread Global Cooldown (GCD) wich it doesn't have.
  23. the 1.2 set for IA looks lazy design. Its practicly the same as the current PvP set with a different color and some small additions.
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