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ShadowMudkip

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Everything posted by ShadowMudkip

  1. My idea would bring a group damage boost. So in pvp and pve its extremely usefull. Maybe when using sneak, it reduces all damage taken by 100% while in stealt, allowing you to get in close undetected.
  2. Very good suggestions. I think BW should take entropic field and change it so it increases crit chance by 5/10%. It would be far up enought to keep it out of the hands of darkness and if madness people want to make a weak hybrid build by sacrificing most of their abilities for the extra 10% so be it. Nice changes. But and the maul proc might want to be up higher or darkness tanks in pvp will take advantage and then we will be fotm.....again
  3. T reason operatives ate up nerfs is because of their stunlock ability. Since our dps is so low we cant 1v1 anyone, especially now that adrenals and relics were nerfed. You said that your main was a sniper so lets say I pop out of stealth and start attacking you, you use you knockback, i use my gap closer (force speed), you use your ranged root and i cant do anything while you kill me. Now as a "lone wolf" class how am i supposed to kill ayone with dps with dps that makes a wet noodle look like a fotm? And your comment about only caring about pvp shows how truly narrowminded you are.This is what happens when the pvp community demands a nerf without looking at the affects it would have on the pve community. Contrary to what some people think. swtor is not a pvp exclusive game. If you want a pvp exclusive game go to guild wars 2.
  4. You are right being behind a target is no problem, the problem is lack of utility and problems with prolonged dps. My solution would bring a 20% damage buff to everyone who hits a target affected by acid blade. So what they lose in prolonged combat they gan in utiliy. With a spec like concealment, its going to be nealry impossible to do the prolonged damage of maraders, but they mak a target affected by acid blade take more damage making everyone do more damage. The only boss fight in an operation where they would still have troulbe is the infernal council, but there isnt much you can do about that but make them stunable. My solution a pvp and pve fix making both groups happy. the reason ops got nerfed is because they could burst down an opponent before getting up so like the wise devs they are they nerfed acid blade. This wasnt a problem in pve so i they made my solution instead erveryone might have been more happy.
  5. I agree partially, we do have a gap closer (force speed), but i wouldnt call us a liability. We do have bad dps currently, but we arent bad enough to be called a liability. But that is my opinion.
  6. The main problem with concealment was the operatives ability to stunlock their opponent, killing them before they could get back up. Here is what I think Bioware should do to make them better yet not overpowered. I think we should rework Jarring strikes (Hidden Strike has a 50/100% chance to knock the opponent down for 1.5/3 seconds) so that instead it gives 12/24% armor penetration. Then we rework Acid Blade so that instead of 30% armor penetration enemies affected by it take 20% additional damage from all sources. This change would take away the stunlock advantage, but would give operatives more damage to do. this also gives the opponent to fight back, taking away the QQ'ing that they cant fight back against operatives. This also eliminate any concerns of operatives being OP. Jarring strikes would be far enough up the skill tree as to prevent it from being accessed by other skill tree people. The buff from my proposed change to Acid blade would actually make operatives wanted in ops. It acts like a 20% buff to all damage from everyone. This makes operatives good but not OP in both pve and pvp. And remember that the 20% additional damage is seperate from armor debuffs. Well, thats my answer on how to fix concealment, post back and add suggestions if you want.
  7. I really hope that either GW2 or SWTOR pull out on the end, cuz it would suck if it didnt. I see both sides of the fence here. Both have pro's and con's. 1.GW2 is extremely cheaper than SWTOR. I could buy the game and play forever, (About $60) Or i can buy swtor and pay a half year sub ($130+) 2. I dont know how the devs for GW2 will be with their community, but the devs for swtor are totally anti community 3.SWTOR has a better pve but i have yet to judge if GW2 will be any good with its pvp. But think of it this way. Its like buying an xbox game that is constantly being updated
  8. Please, do not expect to role a marauder and do 100k healing in a WZ. Thats more than i ever did with my tankasin. And i know this is the pvp forum but just a friendly reminder that this doesnt scratch the surface of the pve problem
  9. I am going to assume you are joking. (Merc /commando healers, Shadow/assassin DPS, DPS operatives/scoundrels)
  10. First of all i respect your opinion, but this is mine. Yes there is a best class, this is the marauder/sentinel. based on your signature and avatar i assume you are a BH. Now what if bioware were to nerf your AC out of existence? What if te devs decided that tracer missle was still OP, so they take away the reduced armor benefit. Wouldnt that make IT the worst class? I agree that a great part of pvp is skill, but when you play a AC full of crap you are goin to dish out lackluster dps at the very best.
  11. Sir, your post on the senior designers stupid post was great! You are a hero to shadows and assassins everywhere. I sincerly hope that they wil buff us with 1.4. I think the devs dont want anyone to play the shadow/assassin AC. In 1.3 they nerfed tanking and relics making deception and darkness harder to play. Sorcerers/sages have 3 good specs so why shouldnt we? Shame on bioware for this
  12. thank you for putting everything i could ever say about deception for me
  13. lol perfectly tuned for pvp. your comment might have been before 1.3 so i wont hold you accountable but with the recent nerfs to WZ adrenals and relics along wih regualr adrenals unusable in WZ's Deception assassins cant pull crap in pvp. I switched to madness and did twice as much damage in pvp so i would say madness is made for pvp. the reason operatives were OP was becasue they could defeat an opponent before they could get up. They're burst was frontloaded ours is backloaded meaning it takes a few seconds to set ours up.
  14. the point of the strat was to make the tanks more tankier. The buff would give us a total of 10% damage reduction putting us up to the other tanks, we would have to get rid of harnessed darkness, but with an extra 10% damage reduction, we wouldnt need the self healing, and i know tanks dont stack crit but it would build off the energize ability, that gives thrash, assassinate, and lacerate a 30% chance to finish cooldown on shock and make the next shock a critical hit. This would give us the charges to build the damage reduction proc. And you cant say it would make us OP because it is a high force costing thing. THIS would give a POSITIVE change and would BALANCE the assassin class by affecting TWO trees POSITIVELY. i would put harnessed darkness in the madness tree, because madness is subpar and it would build off of the madness' tree focus on being self sufficent and self healing (death field, crits on dots). Bioware, please consider this, I am trying to help you, and you arent exactly making many people happy with this.
  15. Thinking it over, I have a solution to the whole tankasin problem. I think that harnessed darkness should be moved to the madness tree in place of the devour ability (increases healing generated by death field and parasitism by 50%/100%), except that death field and crushing darkness build charges, and then a different ability placed in the darkness tree that goes something like this. Critical hits with shock increase damage reduction by 5%, stacks up to two times, lasts 15 seconds. This would give the buff to madness to make it viable, and would make tank assassins more happy, and would make the pvp people happy as well, PROBLEM SOLVED. PLEASE read this bioware, this would fix the problem. If you see a problem with this please reply, I would like some constructive criticism
  16. I think the base issue is that the pvp tank armor... SUCKS. Why are we getting nerfed? Because tankasins are doing very high damage in dps armor. Why are they wearing the dps armor? Becasue the tank armor sucks. Why does it suck? ? Because force and tech attacks bypass the shield/absorb mechanic. If bioware would make force and tech attacks shieldable, more assassins would be in the tank armor and less would be in the dps armor. Problem solved.
  17. Thank you Pvp'ers, you have succedded in killing PvE tanking for two advanced classes. Why does Bioware let the pvp population control the game? Assassins and shadows are now worthless, because PvpP'ers killed the last good spec, and dont tell me how deception is good, becuase adrenals and relics are being nerfed. Tankasins now get to tank on medium armor. Bioware, I would rather you take out the self healing completely and buff the armor instead. And for you PvP'ers, our shield and absorb are worthless in warzones. How are assassins and shadows going to find a place in operations and flashpoints?
  18. While that was a sizable nerf, remember that combat medics are in heavy armor compared to the light armor used by sages. I do agree that the nerf was extreme but, IMO the sage should be the better healer by a little bit becasue of light armor.
  19. i think they should get a defensive armor buff. When i am in warzones, and my armor is buffed to level 49, my armor resistance is only 40%. Yes, i am up to date with my gear to. Maybe dark charge is broken. My armor out of DC is 23% with it is 40% (this is warzone) that is not a 150% increase. It should be around 60%. 150% of 23% is about 36%. 36% plus 23% is almost 60%.
  20. I think sorcs and sages are glass cannons. Thats my two cents.
  21. For me the only way to pvp is with my ranged dps sorcerer because even if i lag i attack from a distance. when i started swtor i wanted to be a shadow but when i lag in melee range i get destroyed.
  22. On my server its balanced and even the republic wins a lot. It depends on the players and how good they are. Sometimes the pvp round is evenly matched, sometimes its a complete breeze and others a real challenge. Remember you have your stats boosted for pvp to the lvl 50 area
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