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SalsaChupacabra

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  1. Unfortunately they can't/won't do anything more to it because of PVP. I miss how Fury used to be (high AoE burst decent single target). This bastardized semi-DOT single target burst spec that it has become is just dull and unworkable in PVE, but the PVP potential is still there at least so it's not a complete wash.
  2. A change like that would make more sense for an expansion-level class rebalancing. I personally don't believe that the increased DPS a good clipping player can put out is so beyond the pale that class mechanics need to be nerfed/changed to prevent it. It's not like there are loads of marauders playing at a Radley-Waters level; I myself can clip pretty consistently but I have no clue how the guy pulls off as many APM as he does for instance. I max out at about 59-60 APM where he pulls off 62. Besides, it's nice to have a spec that rewards player skill like this one does and I'd hate to see that taken away. Without it carnage would be too static. My point is you can't balance the spec around the Radley-Waters of the world or even the better-than-average guys like me, and as things stand an average carnage marauder should be doing about 9700-9900 DPS on a dummy parse after these changes. That's pretty respectable and on target for a melee burst spec.
  3. Not to mention it would kill the spec's fast paced playstyle and take most of the skill out of it. I do NOT want to play a melee DERP-Merc with sh***ier defensives thanks.
  4. It doesn't. Annihilation parsed higher before this nerf and will be more comfortably ahead after it.
  5. Arbitrarily deciding that Carnage should be the weakest spec when it's the most popular by a large margin and has run neck and neck with annihilation for most of SWTOR's history is also stupid but hey, dev prerogative. Sure it has the lowest defenses of the three specs but what the hell, nuke it into obsolescence anyway. You know it's coming. And yes, carnage AoE damage should probably be nerfed. That was Fury's niche.
  6. I anticipate the upcoming nerf will be at least as disappointing as Fury's buff was underwhelming.
  7. If AP powertechs still have the cooldown reduction to Deadly Onslaught from Protoype Missile Silos and it remains at 15 seconds they just got a crazy DPS boost. I won't mind much since I have an AP Powertech alt that I love playing but damn.
  8. It's mostly those poor corruption sorcs who get hosed in this patch. I know the nerf bat is coming for the other healers but sorcs will be all but useless by comparison for a whole patch. I can only assume Bioware is attempting to encourage a reduction in the sorcerer population through rerolls. There's no other logical reason to screw them (and only them) over this badly and leave the other heal specs untouched.
  9. Oh those freaking tokens. My main is force neutral (yes I know I'm weird) and I have long since gathered 100 of each type. They just sit there unfortunately since for some incongruous reason I can't BUY (not equip or use, merely purchase) the stuff, all of which is LEGACY, without the required alignment level. Why is this? No idea...
  10. I hope they bring back Malgus to unite the Empire and lead us to victory over the hated Republic!!! Or, you know whatever.
  11. On the one hand I'm happy to see changes are being made to the system in a timely manner; on the other hand they feel too much like baby steps when a brisk walk is what's needed. Overall, I'm in the minority with regard to the RNG aspect of the crates. It could use some changes such as getting rid of the useless green quality crap and ensuring that you don't get duplicate set pieces in a tier until you've gotten every piece of the set, but I don't have to be awarded a set piece every time I open a crate. The set pieces in tiers one and two should also be common enough that you have a full set and a bit more between the 2 tiers once you reach the rank 3 crates. They're not endgame gear unlike the 242's and shouldn't be so rare. Keep the rarity in tier 3 (though you should reasonably expect 2 or 3 pieces by the time you hit 300) and expand our options for getting unassembled components. As a player who hates PVP with a passion (too much macho EPEEN Bull**** and trash talk) I'd like to see unassembled components awarded for completing veteran/master mode flashpoints so the PVE non-raiders aren't forced to endure a playstyle that they don't like.
  12. I guess people think a slight nerf to Annihilation/Watchman healing and an attempt to make the other 2 skill trees more in line with the former power wise constitutes an unwarranted buff? No clue how these people think, I'm just surmising.
  13. Offhand damage for dual wielding classes isn't a large source of DPS. Consistent and a nice bonus? Yes, but not a great source of damage. We'd be better off if they replaced SOME of that accuracy with surge rating. Yes, we need our share of accuracy but we don't need it on EVERY piece. I don't care, I'll just continue to min/max my mods but it's a bit shameful when players know more about how to gear their class than the people who made the game.
  14. iLvl 61 (new) gear will have the set bonuses attached to the armoring mods. iLvl 58 (Rakata) and below will have the set bonuses attached to the armor shell itself, rather than the armoring mod. Ergo, set bonuses from Rakata are NOT Portable, but set bonuses from the Black-Hole and Campaigner sets ARE portable. This condition applies whether you buy a rakata piece after the patch or had one before. Seems like a cheap way to make us grind the new gear so we can wear what we like and have all the advantages. But what do I know?
  15. The big change for Marauders at least is that there is no change. The stats on our Rakata gear on the test server are exactly the same as those on Live. Is it intended for us to be drowned in accuracy rating or are the developers still working out the changes for us? Time will tell.
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