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lMarlfoxl

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  1. By all means go ahead and replace me with a more active member of the forums. If you think the developers are going to actually listen and take action to fix these issues then more power to you. So far I am extremely disappointed with the outcome of the entire process. I had high hopes for this event hoping that they would really listen to what we had to say, but so far I am not impressed. The answers that they gave us for the first three questions were good and I thought they had actually put some effort into the process. For the months following the answers however I have seen little to no progress made, and I feel they have disregarded all three questions and merely changed what they felt needed to be changed. So with that being said I respectfully abdicate my position to whoever the community would like to elect.
  2. But.... thas you doe, we traded selfies and everything.
  3. Ok I officially sent the new questions to the dev's and hopefully they will respond to these questions instead.
  4. I will be deciding tonight because if I wait any longer I'm afraid that the Dev Team will answer the questions I already posted. As it stand now I will be asking the old questions unless directed otherwise.
  5. The community needs to tell me which questions they would rather have as soon as possible because I need to let Eric Musco know.
  6. These are the old questions I had originally posted in the "Not Final" thread. PvP We the community believe that the most outstanding issue with the juggernaut dps tree's are their lack of adequate cooldowns with an emphasis on "Enraged Defense." In the Vengeance Tree "Enraged Defense" is arguably one of the best cooldowns for dps juggernauts. In the rage tree however it is almost useless when fighting 1v1 and incredibly useless when being focused by multiple enemies. A solution to the Rage Tree "Enraged Defense" would be to increase the amount of healing received by the skill or to make it similar to the Vengeance Tree "Enraged Defense." Also it will be extremely important to remove the resource cost of the skill and the resource cost while the skill is active in both trees. As it stands by using "Enraged Defense" for both trees you are inhibiting your ability to put out dps. We understand that in PvP scenarios rage juggernauts put out an incredible amount of pressure and damage, but the damage to survivability ratio is severely imbalanced. We also understand that juggernauts have the utility to taunt and mitigate damage to other players, but you can't taunt if you cannot survive. Question: What solutions/thoughts does the combat development team have regarding the above issue? PvE Outside of an armor debuff, which can be applied by multiple other classes/role assignments, Juggernaut DPS has very limited group utility. Off-tanking or emergency tanking is not encouraged by any mechanics at end-game, and is not practical without sacrificing competency in our primary role as damage dealers. Similarly, abilities such as Enraged Defense and Intercede, will providing increased survivability, detract from our primary function as damage dealers (Intercede for using a global to do something other than damage and ED for the Rage cost), causing our already unimpressive damage potential to dip even further; they are also completely unneeded in end-game PvE. With the current state of affairs with regards to class balance, a group would be better served bringing a Juggernaut tank, a Sniper, or a Mercenary for their armor debuff, due to other benefits provided by those classes/roles in addition to the armor debuff. This leaves Juggernaut DPS players without something that they can offer a group as far as utility abilities are concerned. Further, Juggernaut DPS is woefully lacking with the exception of one specific spec in one specific fight in the current tier of content. Question: Is it intended that Juggernauts' damage output and group utility while using either of the DPS trees be sub-par due to the fact that we have the option of fulfilling the tank role? General Vengeance currently suffers from two distinctive problems which affect its performance in both PvP and PvE. First is the dependency on the Rampage proc to refresh Ravage. Unlike many other specs, Vengeance can not refresh Ravage through ability spam, as both Impale and Shatter have significant cooldowns accompanied with a comparatively low proc chance of similar abilities (30%). Given the long 30 sec cooldown on Ravage, this creates great variance in damage performance when DPS and rage generation dip down due to a 'no proc' scenario. Second is the fact that Ravage is a melee channel, and suffers from all the vulnerabilities that go with these types of abilities. Much of its damage can be avoided simply with movement (which leaves the Juggernaut outside of melee range) and it can be be shut down with mezzes, stuns, knockbacks, etc. This is a significant issue due to how little damage our filler abilities deal, leaving Vengeance at great risk of being shut down completely in group PvP environments after the initial Ravage (from unstoppable). To be clear, the community enjoys Ravage and considers it the cornerstone of the spec. Question: With this in mind, would the combat team consider making some changes to ensure Vengeance can more easily deal reliable and consistent single target damage in PvE and PvP?
  7. If the community would like me to change the two questions for PvE and General back to how they were I need to know so I can tell Eric.
  8. In respone to the complaints about the PvE and General questions, I actually had completely different questions and had asked the community to vote on them or tell me what they wanted. What I ended up getting was people complaining about what was wrong with them and that I should replace them with the two new questions that are currently up. The questions I had posted were in the *Not Final* thread and if you go back and read the posts you will find that I had the intention of posting those originally but I was told they were two lengthy and that these new questions were more direct. I read all the posts in that thread regarding the questions and the overall theme was that the Official Questions were better. Every time I had tried to get a concise answer about what needed to be asked, I had 10-15 people throwing in their own ideas about what the questions should be instead of helping to improve the current ones. Most of the time people's responses weren't even about the questions, they were more focused on arguing about what was wrong with the class and never giving me a clear indication on how to better revise the questions. As for the PvP question let me start by saying that I have been playing my Juggernaut since launch and have played over a thousand rated matches. I have also played regular matches every day and have probably played thousands of them. When it comes to PvP I know my class very well and have had ample time to decide what the biggest issues are. The PvP question is absolutely the most important issue with the dps trees. My question does tend to lean a lot more towards the Rage Tree, but I did this for a reason. The reason being because the PvE question is primarily focused on Vengeance dps which also happens to be the biggest problem for the Vengeance Tree in PvP. So If the Rage Tree's Cooldowns were improved as well as the increase to Vengeance dps, I would be solving both problems.
  9. I competely disagree I think the Dev's need to be told exactly what is wrong and how to fix it, regardless if they get mad.
  10. PvP We the community believe that the most outstanding issue with the juggernaut dps tree's are their lack of adequate cooldowns with an emphasis on "Enraged Defense." In the Vengeance Tree "Enraged Defense" is arguably one of the best cooldowns for dps juggernauts. In the rage tree however it is almost useless when fighting 1v1 and incredibly useless when being focused by multiple enemies. A solution to the Rage Tree "Enraged Defense" would be to increase the amount of healing received by the skill or to make it similar to the Vengeance Tree "Enraged Defense." Also it will be extremely important to remove the resource cost of the skill and the resource cost while the skill is active in both trees. As it stands by using "Enraged Defense" for both trees you are inhibiting your ability to put out dps. We understand that in PvP scenarios rage juggernauts put out an incredible amount of pressure and damage, but the damage to survivability ratio is severely imbalanced. We also understand that juggernauts have the utility to taunt and mitigate damage to other players, but you can't taunt if you cannot survive. Question: What solutions/thoughts does the combat development team have regarding the above issue? PvE Outside of an armor debuff, which can be applied by multiple other classes/role assignments, Juggernaut DPS has very limited group utility. Off-tanking or emergency tanking is not encouraged by any mechanics at end-game, and is not practical without sacrificing competency in our primary role as damage dealers. Similarly, abilities such as Enraged Defense and Intercede, will providing increased survivability, detract from our primary function as damage dealers (Intercede for using a global to do something other than damage and ED for the Rage cost), causing our already unimpressive damage potential to dip even further; they are also completely unneeded in end-game PvE. With the current state of affairs with regards to class balance, a group would be better served bringing a Juggernaut tank, a Sniper, or a Mercenary for their armor debuff, due to other benefits provided by those classes/roles in addition to the armor debuff. This leaves Juggernaut DPS players without something that they can offer a group as far as utility abilities are concerned. Further, Juggernaut DPS is woefully lacking with the exception of one specific spec in one specific fight in the current tier of content. Question: Is it intended that Juggernauts' damage output and group utility while using either of the DPS trees be sub-par due to the fact that we have the option of fulfilling the tank role? General Vengeance currently suffers from two distinctive problems which affect its performance in both PvP and PvE. First is the dependency on the Rampage proc to refresh Ravage. Unlike many other specs, Vengeance can not refresh Ravage through ability spam, as both Impale and Shatter have significant cooldowns accompanied with a comparatively low proc chance of similar abilities (30%). Given the long 30 sec cooldown on Ravage, this creates great variance in damage performance when DPS and rage generation dip down due to a 'no proc' scenario. Second is the fact that Ravage is a melee channel, and suffers from all the vulnerabilities that go with these types of abilities. Much of its damage can be avoided simply with movement (which leaves the Juggernaut outside of melee range) and it can be be shut down with mezzes, stuns, knockbacks, etc. This is a significant issue due to how little damage our filler abilities deal, leaving Vengeance at great risk of being shut down completely in group PvP environments after the initial Ravage (from unstoppable). To be clear, the community enjoys Ravage and considers it the cornerstone of the spec. Question: With this in mind, would the combat team consider making some changes to ensure Vengeance can more easily deal reliable and consistent single target damage in PvE and PvP?
  11. PvP We the community believe that the most outstanding issue with the juggernaut dps tree's are their lack of adequate cooldowns with an emphasis on "Enraged Defense." In the Vengeance Tree "Enraged Defense" is arguably one of the best cooldowns for dps juggernauts. In the rage tree however it is almost useless when fighting 1v1 and incredibly useless when being focused by multiple enemies. A solution to the Rage Tree "Enraged Defense" would be to increase the amount of healing received by the skill or to make it similar to the Vengeance Tree "Enraged Defense." Also it will be extremely important to remove the resource cost of the skill and the resource cost while the skill is active in both trees. As it stands by using "Enraged Defense" for both trees you are inhibiting your ability to put out dps. We understand that in PvP scenarios rage juggernauts put out an incredible amount of pressure and damage, but the damage to survivability ratio is severely imbalanced. We also understand that juggernauts have the utility to taunt and mitigate damage to other players, but you can't taunt if you cannot survive. Question: What solutions/thoughts does the combat development team have regarding the above issue? I have read and understood the issues and concerns the community has with the PvP question. However when I have talked with multiple high-end pvp'ers on multiple servers the general consensus is that the question accurately covers the main issue with juggernaut dps. The PvE implications while being somewhat important, do not take precedence over the PvP issues of the class because this is the PvP question. The Immortal Tree is not mentioned because as it stand it is arguably the best tank in the game for PvP and PvE. No one is disputing that saber ward and reflect are good cooldowns, but as it stands the 3min cooldown for saber ward and 3 second reflect are not enough for the class. PvE Outside of an armor debuff, which can be applied by multiple other classes/role assignments, Juggernaut DPS has very limited group utility. Off-tanking or emergency tanking is not encouraged by any mechanics at end-game, and is not practical without sacrificing competency in our primary role as damage dealers. Similarly, abilities such as Enraged Defense and Intercede, will providing increased survivability, detract from our primary function as damage dealers (Intercede for using a global to do something other than damage and ED for the Rage cost), causing our already unimpressive damage potential to dip even further; they are also completely unneeded in end-game PvE. With the current state of affairs with regards to class balance, a group would be better served bringing a Juggernaut tank, a Sniper, or a Mercenary for their armor debuff, due to other benefits provided by those classes/roles in addition to the armor debuff. This leaves Juggernaut DPS players without something that they can offer a group as far as utility abilities are concerned. Further, Juggernaut DPS is woefully lacking with the exception of one specific spec in one specific fight in the current tier of content. Question: Is it intended that Juggernauts' damage output and group utility while using either of the DPS trees be sub-par due to the fact that we have the option of fulfilling the tank role? Does the community like the first PvE question? If so give it a +1 PvE Outside of an armor debuff, which can be applied by multiple other classes/role assignments, Juggernaut DPS has very limited group utility. Off-tanking or emergency tanking is not encouraged by any mechanics at end-game, and is not practical without sacrificing competency in our primary role as damage dealers. Similarly, abilities such as Enraged Defense and Intercede, will providing increased survivability, detract from our primary function as damage dealers (Intercede for using a global to do something other than damage and ED for the Rage cost), causing our already unimpressive damage potential to dip even further; they are also completely unneeded in end-game PvE. With the current state of affairs with regards to class balance, a group would be better served bringing a Juggernaut tank, a Sniper, or a Mercenary for their armor debuff, due to other benefits provided by those classes/roles in addition to the armor debuff. This leaves Juggernaut DPS players without something that they can offer a group as far as utility abilities are concerned. Further, Juggernaut DPS is woefully lacking with the exception of one specific spec in one specific fight in the current tier of content. Question: Is it intended that Juggernauts' damage output and group utility while using either of the DPS trees be sub-par due to the fact that we have the option of fulfilling the tank role? Does the community like the second PvE Question? If so give it a +1 General Vengeance currently suffers from two distinctive problems which affect its performance in both PvP and PvE. First is the dependency on the Rampage proc to refresh Ravage. Unlike many other specs, Vengeance can not refresh Ravage through ability spam, as both Impale and Shatter have significant cooldowns accompanied with a comparatively low proc chance of similar abilities (30%). Given the long 30 sec cooldown on Ravage, this creates great variance in damage performance when DPS and rage generation dip down due to a 'no proc' scenario. Second is the fact that Ravage is a melee channel, and suffers from all the vulnerabilities that go with these types of abilities. Much of its damage can be avoided simply with movement (which leaves the Juggernaut outside of melee range) and it can be be shut down with mezzes, stuns, knockbacks, etc. This is a significant issue due to how little damage our filler abilities deal, leaving Vengeance at great risk of being shut down completely in group PvP environments after the initial Ravage (from unstoppable). To be clear, the community enjoys Ravage and considers it the cornerstone of the spec. Question: With this in mind, would the combat team consider making some changes to ensure Vengeance can more easily deal reliable and consistent single target damage in PvE and PvP? The community seems to like the layout of this question a lot, so I will be leaving it as is. Keep in mind the questions are due 8/30 so a quick answer will be necessary if the right questions are to be posted.
  12. PvP We the community believe that the most outstanding issue with the juggernaut dps tree's are their lack of adequate cooldowns with an emphasis on "Enraged Defense." In the Vengeance Tree "Enraged Defense" is arguably one of the best cooldowns for dps juggernauts. In the rage tree however it is almost useless when fighting 1v1 and incredibly useless when being focused by multiple enemies. A solution to the Rage Tree "Enraged Defense" would be to increase the amount of healing received by the skill or to make it similar to the Vengeance Tree "Enraged Defense." Also it will be extremely important to remove the resource cost of the skill and the resource cost while the skill is active in both trees. As it stands by using "Enraged Defense" for both trees you are inhibiting your ability to put out dps. We understand that in PvP scenarios rage juggernauts put out an incredible amount of pressure and damage, but the damage to survivability ratio is severely imbalanced. We also understand that juggernauts have the utility to taunt and mitigate damage to other players, but you can't taunt if you cannot survive. Question: What solutions/thoughts does the combat development team have regarding the above issue? PvE Outside of an armor debuff, which can be applied by multiple other classes/role assignments, Juggernaut DPS has very limited group utility. Off-tanking or emergency tanking is not encouraged by any mechanics at end-game, and is not practical without sacrificing competency in our primary role as damage dealers. Similarly, abilities such as Enraged Defense and Intercede, will providing increased survivability, detract from our primary function as damage dealers (Intercede for using a global to do something other than damage and ED for the Rage cost), causing our already unimpressive damage potential to dip even further; they are also completely unneeded in end-game PvE. With the current state of affairs with regards to class balance, a group would be better served bringing a Juggernaut tank, a Sniper, or a Mercenary for their armor debuff, due to other benefits provided by those classes/roles in addition to the armor debuff. This leaves Juggernaut DPS players without something that they can offer a group as far as utility abilities are concerned. Further, Juggernaut DPS is woefully lacking with the exception of one specific spec in one specific fight in the current tier of content. Question: Is it intended that Juggernauts' damage output and group utility while using either of the DPS trees be sub-par due to the fact that we have the option of fulfilling the tank role? General Vengeance currently suffers from two distinctive problems which affect its performance in both PvP and PvE. First is the dependency on the Rampage proc to refresh Ravage. Unlike many other specs, Vengeance can not refresh Ravage through ability spam, as both Impale and Shatter have significant cooldowns accompanied with a comparatively low proc chance of similar abilities (30%). Given the long 30 sec cooldown on Ravage, this creates great variance in damage performance when DPS and rage generation dip down due to a 'no proc' scenario. Second is the fact that Ravage is a melee channel, and suffers from all the vulnerabilities that go with these types of abilities. Much of its damage can be avoided simply with movement (which leaves the Juggernaut outside of melee range) and it can be be shut down with mezzes, stuns, knockbacks, etc. This is a significant issue due to how little damage our filler abilities deal, leaving Vengeance at great risk of being shut down completely in group PvP environments after the initial Ravage (from unstoppable). To be clear, the community enjoys Ravage and considers it the cornerstone of the spec. Question: With this in mind, would the combat team consider making some changes to ensure Vengeance can more easily deal reliable and consistent single target damage in PvE and PvP?
  13. I am going to be posting the questions I have in mind tonight and pretty much have the PvP question complete. But with regards to the PvE question I am thinking about using Marb's question or Uncle Ost's. I would like the community to help with deciding which question would be better or if any alterations are needed before I post it.
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