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scylence

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Everything posted by scylence

  1. I'm glad you wasted your time trying to dissect terminology I used rather then post on topic like the intelligent person you are *attempting* to portray. But alas you certainly got some trolls aroused: As everyone seems to like the RNG removal of 3+4, I addded something to the OP that I haven't seen suggested before that would replace the execute changes
  2. Also enjoyable to know you've upset a non-factor. ^
  3. true heh, it would be nice if Mara had access to the Force Grip talent so we could get a hard stun
  4. I think this actually sounds like a great idea for the foundation of a new AC all together. like a 1h saber/focus, many long range saber throwing abilities, knockbacks, and a few melee abilities. Could hold the 1h saber in it's hand with blade down rather then up as all other ACs do.
  5. rating is meaningless atm for any sort of skill display. Certain comps are auto win (unless you are really bad), some are auto lose (unless your opponents are really bad). It is also meaningless because of other scrubby factors like que syncing, and win trading. Sure they fixed most if not all of the bolster exploiting, but with the daily/weekly addition you have a high chance of getting someone with little to no ranked experience, PVE gear, or plain doesn't focus. Luck =/= skill I think 8v8s into ranked would be a welcomed band aid fix as a team getting stuck with a few bad/undergeared teammates has a higher *chance* of being able to overcome the handicap then a 4s team stuck with 1-2 bad/undergeared/bad comp
  6. This is true, but the times a PUG wins against a premade is probably 5% or less. I am talking full or near full premade. PUGs prob beat partials far more often. With that said the whole point of PVP is too find a challenge and overcome it, people intentionally premading regs knowing that the chance that they will face another is super slim means their motive is for an eas(y)(ier) win. In my eyes that makes then scrubs Arenas are the worst due to the comp you mentioned.
  7. Yep, that is why I said it can cleanse some, and some it cannot
  8. Shadows/Sins have a castable mez (that can be used at anytime), a low cd mez (low slash), and an insta cast from stealth mez. So Shadows/Sins win on CC department actually, but Scoundrels/Ops can cleanse some things, some it cannot. Shadows/Sins cant really cleanse anything
  9. Not only do you get a damage buff.... but its only useable in stealth unless you are heavy in the tank tree. Therefore why would you NOT use it as an opener from stealth? If I ever restealth when spike is on CD I use low slash as an opener unless the target has full resolve. Both give duplicity procs as well (Spike and low slash)
  10. huh? You are telling me sins/shadow you know don't open with spike from stealth? scapps/conceals that dont open with hidden strike? Ops/Scounds have basically had 2 stuns now have 1. One on Hidden strike (only useable while in stealth but now is a root), and Debilitate (4s) Then they have 2 Mezzes (break on damage)... one single target from stealth, and one AOE (flash bang) and then 1 snare/root Sins/Shadows have basically the same amount except no AOE mez, but they do have a single target mez with a low cd, but they also have a knockback anways... this is supposed to be about combat/carnage
  11. 2s KB prot on every leap is enough. It gives enough time to get the burst setup done but still make the heaviest hits interrupt-able (last hit of ravage and scream etc). You can still be stunned right away too, since its only KB prot. Also with my suggestions and the ones I am getting in this thread, some of the other abilities like UR would have built in CC breaks, etc. Unstoppable would be perfect for the spec if no other buffs/QoL changes were included, and would not be overpowered, but I am sure judging by the number of trolls (which I have on ignore) that posted after you, you stirred up a troll storm. A storm where I am sure at least one has claimed by now, that they can either global someone easily, or kill any class at any time in 3s consistently, but will never provide evidence (key words *anytime*, *consistently*) and that you need to "L2P"
  12. I am hoping I read your request correctly. If there was a solo only regular warzone que, as in no premades allowed, then I think it would be a great addition. Playing in a premade is fun, but most forget the actual motivation/reason for even que'ing in the first place, and that is *PVP*. The whole foundation of it is the strive to find a challenge and over-come it. Queing in regular warzones right now with a premade, (unless the 1% chance you are a rag tag group of PVErs), you are doing it with the sole intention of an easy win cuz you know very well the chance of facing a premade as well is super slim. There is no arguing that. It is kind of like some random group you play huttball against and they do a blow-out super quick and then talk ****.... It is like well.. okay carebear... I came to PVP.. you came to basically do a PVE marathon of running a ball. So there is both sides of the coin, but it can be made enjoyable for the actual *PVP*ers that do one or both. Instead of the current system just have Solo ONLY que and a Group ONLY que for regs. Then lets get some 8v8 Warzones in Ranked. I also think a new 8v8/10v10 Team deathmatch warzone should be added to all que types This way, if you are making a premade but with the correct intention of still looking for a challenge, then you will either wait in que in the group only regs for practice, or go to ranked 8v8s/4v4s.
  13. scylence

    Rating

    It doesn't matter if you are rank 1, and there is no way to prove you actually earned it. From what I hear and have seen a few times, there are guilds who win trade (not saying you did this). So unless there is an actual solution implemented that stops win trading there should be a rating decay. Just like in Solo ranked, the daily/weekly should have never been added without a solution to que syncing, bolster removal, having a 2018 exp que requirement, and better class based matchmaking not just role, for those same reasons as well there should be a rating decay as well. If the ranked PVP was set up tournament style, then yea there might be some basis for holding the rating till other teams beat the one(s) you beat. But its not.
  14. Agreed, and the solution does not have to be removing/reducing the RNG from execute specifically. What if instead, the RNG was removed/reduced for Ataru form itself? Maybe INSTEAD of my Original execute and stack changes; Ataru Form Instant Enters an acrobatic lightsaber form, increasing accuracy by 3%. In addition, your successful melee attacks automatically deal an additional 100 energy damage, and have 20% chance to trigger an second strike that does 550-600 weapon damage. The second strike effect cannot occur more than once every 1.5 seconds. This way since most talents are labeled as "When Ataru form does damage" or when "Ataru form hits" as long as they are coded/corrected similar to their description, this means every time you hit with any ability with ataru form active, the RNG of execute won't be tied to Ataru RNG.
  15. Again, the knockback immunity being 3s, 2 for actual attacks is not much at all. It is also based off an ability that has a cooldown anyway. The mara/sent would still be susceptible to stuns and mez. If anything this is one of the most important things we need, or some variation of it unless they plan on completely gutting the AOE knockbacks that are near spammable without thought involved. You won't get off the major part of your burst in the duration of the knockback immunity doesnt matter if stars align and you have zerk up. The real in practice benefit is the chance to profit off an opponent blowing their knockback the moment they are leaped too, which is the natural order of good timing and skill vs bad timing and skill. As far as the ataru proc DR talent. Actually testing it in practice, I never had an issue with the duration, not one bit. The problem is the effectiveness, and on top of that the effectiveness does not justify it's tier placement in the tree. This is a tier 1/2 talent AT BEST. It is simply the worst talent atm in Carnage/combat tree, and when you go full Combat/Carnage there are simply better choices in the other trees as well in the low tiers. Another possible solution to this is to remove the talent completely, keep the effects and duration the way they are and add them to a preexisting talent located lower in the tree.
  16. yea maybe have that version of UR have 3 min CD like KO does. The nice thing is the fact it root breaks when the ability triggers and when it ends and u get hit with the 50% hp hit. Maybe if Camo naturally broke roots and snares by default, the Unbound talent could be simply changed to reduce the cooldown of camo
  17. feel free to quote where I said impossible, or end up on ignore like the rest. One can only assume you are just a troll if all you do is try to put "words in my mouth". Any input on the kolto overload version of UR above?
  18. Yes I understand your reservations, I originally had the KB protection set at 2 seconds, but another poster pointed out the delay from leaping itself, which Is why I raised it to 3s. I was even thinking as an alternative, for UR that is, would it not make a ton more sense if it was more of an activate + fire and forget ability like Kolto overload? Like this: Undying Rage/GBTF: Instant Activating this ability surrounds the user in the protection of the force that lasts up to 60 seconds, Undying Rage is triggered when your health is reduced to 20% health or less. If your health is already 20% or less, Undying rage triggers immediately. Once triggered, Undying Rage goes on cooldown for 3 minutes, reduces all damage taken by 99% for 5s. Undying Rage also clears the user of all movement impairing effects once triggered and again when the effect ends. When the effect of Undying Rage ends the player loses 50% of their current HP
  19. FIrst off I updated the OP before and already, removing the CC reflect... Second, I can argue the validity of /with friends more then you can argue the validity of 1v1. What part of the game is based on 1v1s? the dueling feature? What part of the game is based on gvg? 99% of it. KB immunity right after a force leap is still very useful. I have already pointed out why, and the need for it Predation already counteracts portions of snares that we may encounter, so does leap itself (ofc the opponent can always kite smart but that is a diff story). KB protection, even for that short period of time is far more useful then a 2-3s immunity to snares and roots, something of which wouldn't even be useful on something like leap.
  20. **** UPDATED THE ORIGINAL POST ***** 2-3s of KB protection on leap is conservative, and would be useful. 2-3s on leap is not enough time for a full rotation, and they would still be open to being stunned/mezzed. Also, CC is thrown around at a whim, so are knockbacks, so you can't just justify it doesn't make sense because of some specific X situation where some random KB user has no friends around to KB you as well. Other then that, I agree with you on UR. I think it is actually one of the worst DCDs in the game, if not the worst. I'd also prefer not having it at all if Camo had like a 20s cd
  21. I see what you are trying to do but it won't work. Logically if we have already proven they cannot provide a single piece of evidence for over 30 pages in a thread when burden of proof was on them, evidence that is extremely easy to obtain (if what they were arguing was true), clearly they are trolls.... and when the only thing they can provide are links to unrelated videos like my little pony or something and just about every fallacy in the book, in what was supposed to be an intelligent debate they have proven that their maturity, much less intelligence brings any opinion they may have to a level where it is not even worth the read. Same situation as the other thread...... If you can global people so consistently, providing video evidence should as easy as breathing. Yes, Someone already covered the CC reflect for #1, and I retracted/modified my suggestion in the reply but I will do it in the OP as well as for #2. It was only a 4% total increase in DR and minus 1 stack max. The defense increase was removed, from what is an already lackluster and underutilized talent. If it remains at 6% might as well drop it way lower in the spec tree as it is not worthy of it's position, or replace it all together. Sometimes I feel like there are people who see some number like 10% in 1 spot and they go crazy. I could have added the same effect to a completely different talent in the same tree that would give another 4% DR for 10s and people wouldn't mind.
  22. It is a pain, and the whole daily and weekly missions they added while have make the que pop a little more frequently they have completely destroyed any reasonable matchup system. The only way a daily/weekly should have ever been implemented is if : Bolster was removed from ranked and a 2018 exp req was in place even to simply que for ranked, and your gear+components were locked in as soon as u qued. The matchups also need to be more balanced as to not place multiple of the same class on a team unless they are of a different role As of now, rating is meaningless. It is less then 1% sign of skill. When you go 13 matches while getting matchups like 3 sents on your team and a merc, and the enemy is composed of a really nice mixup sometimes even 2-3 snipers..... or like this thread is about... a PVE player..... there is no skill involved. There are certain comps that are just easy mode, some matchups that are an auto loss/auto win. Until that is remedied, rating is pointless, so ofc you are going to find pple who would rather drop out even if its after the first round... and get back in que quicker hoping for a better match. This is not even counting the win traders and que syncers
  23. Called it: Let me guess, most of their posts have been either something not even pertaining to the topic/thread.... things along the lines of "Thats stupid" and not providing supporting arguments much less evidence... or /lol /L2P or "What I say is law and fact". Close to the mark haha?
  24. Yea I guess I can see where the reflected CC part could be a bit much. I would just say revert the previous nerf to UR However if I were to chose the top ones to get added it would be 3,4,and 5. As far as 5, the knockback immunity only lasts 2 seconds with both points spent, I'd consider that easy to counter no matter what class I am playing.
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