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joshrva

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Posts posted by joshrva

  1. 15 hours ago, Mycroft-Tarkin said:

    I understand where you are coming from, however you need to understand that there are players of various skill levels playing PVP, who all deserve to progress in the season. There is always going to be one player who is the "worst" in the match. If there was some sort of matchmaking, then most likely, the team with the worst player is going to lose. This creates a very negative experience for that player. In order for PVP to be a positive experience, random teams allows everyone to win at a random rate, and no one will constantly lose games because they are bad. 

    That's not how matchmaking works. With matchmaking, the worst player would be matched up with better players and the teams should be evenly matched. In ranked, it's only a negative experience for the better players who consistently get the worst player and have to carry him/her, however, in 8s one person isn't going to decide a win/loss, and in arenas they're probably not going to either with the average skill level in arenas currently.

    • Like 1
  2. 17 minutes ago, Sikssix said:

    I didn't think of the PVP side of it honestly, I thought you meant things like OPs or dailies and what have you. Thank you for clearing this up.  In all honesty though, ranked PVP was insanely toxic and that is something I never would want to get into again.  Literally did one match and it ended up with people giving me death threats through the game as well as some of them even finding my personal info and threatening me.  All from one match, the reason?  It was my first time being in ranked PVP, I needed the mat from the weekly (this was 6.0 era) and the team I was on intentionally threw the match because I had a little bit of accuracy.

    I don't blame you for not wanting to go back in to ranked after that, but you are expected to know what you're doing going in to ranked, or at least show a desire to improve and an ability to listen to advice. Unfortunately, the population is far too small to be matched against players your skill as a new player, so players will inherently be toxic to you if you're there and throw games. But very few people will be toxic to you if you actually show up with at least some knowledge of how to play your class and show that you want to improve and are able to listen to what they tell you to do. They may be frustrated that they may lose a couple games with you on their team, but ultimately the population is too small to turn away players who want to improve. At the same time, the population is too small to not turn away players who have no desire to improve and simply want to farm mats or whatever and throw games, because games with those players will just always be unbalanced and unfun.

     

    16 minutes ago, Achnaattwo said:

    Wasn't SWtOR a story Role playing Game ?  not really focused on PvP , but it has it, with WZ and GSF. did have PvP servers.

    Sure, and it also had massive amount of quality story content. Now it doesn't have the same amount of (new) quality story content, and the only reason for people who already did the story content to continue playing the game is endgame content.

     

    16 minutes ago, Achnaattwo said:

    It's a different PoV

    you can't craft your own gear with crew skills, basically after lvl 65. you Have to do end game material if you want better gear. in sense you have no choice if you want better gear.

    sure you can craft up to lvl75 gear, but that's a waste of time and effort , the time it takes to reach 80 and just buying from NPC in fleet, is that far away from 75

    Fair enough. It would be cool if crafting had more meaning, right now it's pretty useless.

  3. 36 minutes ago, Sikssix said:

    What do you mean by this?  Could you elaborate?

    What do you think I mean by it. They're removing ranked pvp, the endgame of pvp. Regs =/= endgame.

     

    35 minutes ago, Achnaattwo said:

    Since 6.0, they have been herding/funneling players to endgame, just in gearing alone

    I don't see what you mean by this. Sure, endgame gearing is attached to endgame content, but you only need that endgame gear for said endgame content. This is the same as in every other mmo I can think of.
     

    37 minutes ago, Achnaattwo said:

    7.0 they added a new level sync that makes fights last longer adding to the don't spend your time in one place, and forget the other content on the planet, and move to end game.  worse, they  want you to be end game  level and  have no content for that level, well till 7.2 adds a planet that is end game level. The only planet you're not in level sync

    I agree that there is a lack of on level planets, but world content =/= endgame content and is irrelevant to the topic.

    There are only two objective endgames, ranked pvp and nim raids. Imagine them just straight up removing nim raids, it would kill pve. Yes, not everyone does nim raids, but without nim raids there might as well not be hardmode or story mode raids. Same with pvp, without ranked pvp there are no regs.

  4. Also I just wanted to say, for the people who don't realize that these pvp changes are bad. They are removing endgame which is just bad no matter how look you at it, and affects you more than you realize even if you participated didn't participate in that endgame. I've largely shifted to pve in 7.0, and even people who have never touched pvp in this game are leaving. I know regstars that are leaving because they're making the scoreboard ugly, I know regstars who are leaving because they had aspirations of doing ranked and now that's not a thing. People always say that the game is dying, that 7.0 would kill the game, that 6.0 would kill the game, etc., and I know that may be what I sound like to some of you, but believe me, taking away endgame is not the right move for the game's longevity, a game that already struggles with putting out content.

    This is mainly a rant post, and I do see Bioware removing this, but seriously, it's not too late to just listen to your community, Bioware. Please.

    • Confused 1
  5. 2 hours ago, JackieKo said:

    Do you think you'll PvP more or less than you did before the update?

    Far less, if at all.
     

    2 hours ago, JackieKo said:

    Do the rewards on the reward track make you want to PvP specifically to earn them?

    No.
     

    2 hours ago, JackieKo said:

    Do you think you'll queue for 8v8 Warzones or 4v4 Arenas equally?

    No, if I queue for pvp at all it will be for 4v4 Arenas.

     

    2 hours ago, JackieKo said:

    Do you feel the new Warzone medals will encourage objective play?

    To be honest, probably not, but I won't be playing warzones anyway so I don't know.
     

    2 hours ago, JackieKo said:

    Is it clear how to earn PvP points and progress the Season reward track?

    Yes. It seems very participation based, which is not a good thing with the removal of ranked. If ranked wasn't removed, I would be fine with the Season reward track being participation/win based, but the fact that a top 3 pvper would be getting the same rewards as someone who sits afk in stealth the whole game is offensive to say the least.

     

    2 hours ago, JackieKo said:

    What is your overall impression of the changes to the PvP season system?

    Honestly, I think the PvP season system by itself is a good thing. It incentivizes regular/casual pvpers, and maybe some people who haven't pvped before, in to queuing for regs for seasonal rewards. I think it replacing ranked is completely offensive and should not be a thing.

     

    2 hours ago, JackieKo said:

    What do you like the most about the changes to the PvP season system?

    Like I said, I think the seasonal rewards do incentivize regular/casual players to pvp. That's about it however.

     

    2 hours ago, JackieKo said:

    What do you like the least about the changes to the PvP season system?

    1) It's participation based. There's no competitive rewards for a competitive gamemode.
    2) Premades vs solo queued players in a 4v4 sounds very not fun. Additionally, if the matchmaking is anything like regs, where one team can have one or even 2+ healers/tanks while the other team has none, that is also a problem.
    3) Again, this replacing ranked is offensive and will lead to many players, myself included most likely, leaving the game.

     

    2 hours ago, JackieKo said:

    What is one change or adjustment you would like to make on the new PvP Season system, what would it be, and why?

    Not removing ranked. I think the whole PvP Season system is completely fine as long as it's not flat out replacing ranked. What I would really like to see, and what would keep me in the game, is for Ranked to exist as it does currently, and have the Ranked seasons align with the PvP Season system seasons. I think the overdrawn seasons and preseasons of Ranked were a pretty big problem, and I would be glad to see them get shortened way down.

    • Like 9
  6. 25 minutes ago, BryantWood said:

    Do you feel your group was able to progress in power through the Operation?

    Yes, but not in the intended way. Like many other groups, we did Kanoth first to upgrade our gear before doing IP-CPT, as IP-CPT was a much harder boss and required better gear than the 330 we had going in to the operation.

     

    27 minutes ago, BryantWood said:

    Do you think improvements could be made to make it easier to progress as a group? If so, what do these improvements look like?

    I think just making the first boss easier to do without getting gear from the later bosses first would suffice. The proposed nerf to IP-CPT in the 7.1.1 plans, however, would not achieve this. The hardest part of the fight is getting through the second set of Enforcers. During that phase, there are 3 bombs that need to be defused, and the enforcers also spawn on the second set of bombs which means that there is less time to kill the enforcers before the boss comes down and you have to deal with floor traps and grenades while finishing off the enforcers. Reducing the health of the enforcers will help greatly in reducing the difficulty of the fight.

     

    32 minutes ago, BryantWood said:

    Did you want to upgrade your Hazardous gear?

    Yes. I, and many other people, upgraded our mainhands, boots, and gloves through Hazardous gear, as those are the pieces that drop from Dominique. I also upgraded gear for my off-roles through Hazardous gear.

     

    33 minutes ago, BryantWood said:

    How quickly were you able to upgrade your Hazardous gear?

    I think for me personally it took a few weeks after the operation came out. I think the timeframe was reasonable, and once I got the pieces I needed to upgrade I started accumulating an excess amount, making it easy to gear alts through Hazardous gear.

     

    36 minutes ago, BryantWood said:

    Was  Hazardous gear helpful in completing The R-4 Anomaly?

    Yes, as you were able to get your mainhand to 340 before defeating the final boss, which definitely helped not only in actually defeating the final boss but also defeating the bosses before it consistently. You could also of course get other gear pieces to 340, but the mainhand was the most significant.

     

    37 minutes ago, BryantWood said:

    Do you like the look of these armor sets?

    Quite frankly, they weren't for me. I didn't use any of them.

     

    37 minutes ago, BryantWood said:

    Did you attempt to clear The R-4 Anomaly to earn these armor sets?

    No.

     

    37 minutes ago, BryantWood said:

    Is there anything you’d like to see from future Operations armors?

    I like the idea of Operations armors, I just would like more appealing ones.

     

    38 minutes ago, BryantWood said:

    Do you like the look of this mount?

    Yeah it's pretty unique and I feel like it fits the operation.
     

    38 minutes ago, BryantWood said:

    Did you attempt to clear The R-4 Anomaly to earn this mount?

    It wasn't my main motivation for clearing R4, but it was something cool that was a possibility in getting. I do wish there was a more consistent way to get it, as it currently only has an honestly abysmal drop chance and I will likely never obtain it if there is no alternative method.

     

    40 minutes ago, BryantWood said:
    • Is there anything you’d like to see from future Operations mounts?

    Not specifically, but I do think it would definitely be cool to see more.

  7. On 9/30/2022 at 12:34 PM, Poslednyi_Iz_Vas said:

    Who can put more dps

    Currently, all 3 Marauder specs parse higher than both 2 Juggernaut dps specs. However, Vengeance Juggernaut has a niche in that it has really really strong aoe damage. Neither of Juggernaut dps specs are bad for single target dps, they're both about average.

     

    On 9/30/2022 at 12:34 PM, Poslednyi_Iz_Vas said:

    what about survivability of each spec

    Marauder has some of the best defensives of any class in PvE. It is also much stronger than Jugg defensive wise in PvP. Jugg is not terrible defensive wise in PvE, although it does struggle some in PvP.

     

    On 9/30/2022 at 12:34 PM, Poslednyi_Iz_Vas said:

    do raidgroups take them both for NiM ops

    Yes. Marauders are typically more in demand, although there are certain (aoe heavy) boss fights where Jugg is preferred. You will be able to find a NiM progression team playing either class.

     

    On 9/30/2022 at 12:34 PM, Poslednyi_Iz_Vas said:

    fury mara is best dps now

    It's not, Annihilation is for high end PvE (nim ops). This is due to the huge amount of offheals that Annihilation does. Fury mara is very good as well, but it's not far and away better than other dps specs like Anni is.

     

    On 9/30/2022 at 12:34 PM, Poslednyi_Iz_Vas said:

    While jugg is average but stable

    I would say Mara is more stable. It's hard to imagine Annihilation not being viable unless they completely gut its offhealing. And even if they do gut its offhealing, it will still most likely have very strong damage on top of very strong defensives.

  8. As for the DPS nerfs, we realize these come off as very major, but I can assure you we are constantly re-assessing these classes and all of this is subject to change. While I can't give any specific details, know that we continue to tune these classes. A good suggestion I saw on the forums was increasing Concealment's Tactical Critical from further from 6s to 8s. Quality of life changes like this that make the class easier to play well are improvements we can augment the changes we are making to their DPS output.

     

    I would like to reiterate what a few other people have said; it's not that nerfing classes is concerning, it's what classes you're choosing to nerf which is concerning.

     

    Lightning, Madness, Hatred, Concealment, and Marksman are mid tier specs at absolute best. They absolutely do not need to be nerfed. Additionally, AP does not need to be nerfed in damage output, it has decent if not slightly above average damage output.

    Here are the classes that DO need to be nerfed:

     

    Annihilation Marauder- in passive heals, not damage

    All Marauder specs - in raid utility (predation), not damage

    Pyrotech Powertech - in damage (the current changes are good) and in raid utility (rebounders)

    AP Powertech - in raid utility (rebounders), not damage

    Vengeance Juggernaut - in aoe damage

    Medicine Operative - in aoe heals

     

    No other classes need to be nerfed at this point in time. Please.

     

    Thank you

  9. These changes are counterproductive and do not address the current DPS balancing issues in PvE.

     

    I will say, I think the healer changes are great. And one of the actual overperforming specs was nerfed (pyro) which is good, I believe it is a bit harsh of a nerf, but it is at least to the correct class.

     

    However, the nerfs to the rest dps classes are counterproductive to overall class balancing. In addition, they don't touch what actually makes the classes that are overperforming so strong.

     

    Concealment, Lightning, Madness, and Hatred do not need to be nerfed. None of these classes are over represented in raids. They don't do top damage in raids, they don't bring any utility, they don't even have great survivability. They are completely inferior to Marauder, Pyro PT, and Sniper. Classes that were not nerfed, or in the case of Pyro PT, not nerfed enough to still not be completely superior to these classes.

     

    Additionally, Advanced Prototype does not need to be nerfed to the extent that it is being nerfed to. And as far as I can tell, this new tactical will not be used in PvE. It may be used in PvP, but I don't think it will be very welcome there either. There don't need to be more slows in PvP.

     

    I can't tell whether the changes to Marksman are a nerf or not, as it is not specified whether Corrosive Dart counts towards "whenever dealing damage," as previously it only applied to weapon damage. If it still only applies to weapon damage, this is a nerf, and an unnecessary one.

     

    What DPS classes actually need to be nerfed? And how?

     

    Marauder (specifically Annihilation) and Powertech. And I say this as a Powertech main. However, neither of these classes need to be nerfed due to damage output (besides Pyrotech PT, but that was already done). They need to be nerfed in raid utility, or other classes need to be brought up to them in terms of raid utility.

     

    These are the classes that ARE over represented in raids. What makes them overrepresented by and large is their raid utility. Powertechs have great damage, especially Pyrotech, but other classes can at least somewhat come close (at least, before these nerfs). What other classes can't come close to is their raid utility. I've mentioned raid utility 5 times already, and I can't stress enough that raid utility is the cause of current balancing issues in PvE.

     

    What do Marauders and Powertechs have in raid utility that other classes don't?

    Marauder - Predation, a raid wide 80% movement speed increase and slow/root purge, as well as an additional 10% white damage defense (mainly used by tanks).

    -------Annihiltion - absolutely massive and overtuned raid healing.

     

    Powertech - Sonic Rebounders, a single use reflect against the next direct damage attack that's a applied to your whole raid team that's in range, except for yourself. There are many fights where you stack Powertechs specifically for rebounders, which just shouldn't be a thing.

     

    Additionally, Snipers have Ballistic Shield, which reduces the damage taken by all allies while inside of the shield. This is the only form of raid utility to be seen on a class that isn't Marauder and Powertech. Snipers will continue to be the dominant ranged class due to this, as well as their solid damage and good defensives.

     

    Also, one point that I would like to add, these classes; Marauder, Powertech, and Sniper; have by far the best defensives of all the classes. This does not help the class balance.

     

    Conclusion

     

    These presented DPS class nerfs are, quite simply, counterproductive. They will only cause the already dominant classes (Marauder, Pyro PT, and Sniper) to be even more dominant, as there's not only any class that compete with them in raid utility, but now in damage as well.

     

    Edit: I forgot to mention, thank you for the OP aoe dr. That and healer changes I agree with and support. The rest of my points still stand.

  10. The Snipe ability on Engineering ticks two stacks of Electrified Railgun, while the Charged Burst ability on Saboteur only ticks one stack of Blazing Speed. This only occurs when Interrogation Probe is on the target.

    Here is a video demonstrating what happens on Engineering. https://streamable.com/kcck7b

    Here is a video demonstrating what happens on Saboteur. https://streamable.com/85wb73

     

    I believe this is due to the "Custom Auto Loader" / "Jury-Rigged Mods" talent in the Engineering/Saboteur skill tree. It seems that on Engineering, the bonus elemental damage in "Snipe deals bonus elemental damage to targets with Interrogation Probe applied to them" is a tick of Electrified Railgun. On Saboteur, it seems that Charged Burst does not deal any bonus elemental damage to targets with Shock Charge applied to them.

  11. Of the four overwhelmingly underperforming DPS specs in 7.0, Arsenal, Innovative Ordinance, Marksman, and Carnage, Marksman was the only one to not receive any form of buffs in 7.1. Currently, Marksman is slated to be the dps spec with the worst output, it and Arsenal (still) will lag far behind all other classes, ranged and melee included. Full disclosure, Marksman is not the worst spec currently, it still is better than Arsenal and both Operative specs simply due to having better defensive cooldowns. But defensive cooldowns are an entirely different subject. And there does of course have to be a worst DPS spec, but Arsenal and Marksman will continue to be the worst by a lot.

     

    Here's a quick and simple buff that would bring Marksman in line to other specs, and make Marksman enjoyable to play. It is not my idea, credit goes to someone in the Theorycrafters discord. I just wanted to share it.

     

    Ballistic Redistribution - Critically hitting with a weapon attack restores 2 energy. In addition, Laze Target increases critical chance on all weapon attacks by 100% for 7 seconds.

     

    This should provide a ~9% damage increase, bringing Marksman in line with the other Sniper specs, and it will give Marksman a proper burst window.

  12. Okay, so I finally got full Thrysian for my deception Assassin. Problem: I've got about 1800 alacrity. That's just from the pieces that come with the set and nothing else, and that's without one of the implants I'd like to use, which also gives you alacrity. I don't see a way to reduce it unless I just go with at least one lower level piece of equipment. Am I missing something?

     

    Why would you want to reduce it? The threshold for 1.4 gcd is 2054 alacrity.

  13. Players are “reverse bolstered” down to 316 (not 326) in warzones

    No, players are reverse bolstered to 326 (if they're above 326). Afaik there's no bolster to 326 if you're below 326. You can test this pretty easily by just going in a Rishi stronghold with 326 purple or better and checking to see if your stats are what they're supposed to be in 326 purple with no augments.

     

    the 316 Thrysian green gear is upgradeable to purple artifact 326 which I believe has the same stats as purple artifact Rakata 326

    Yes, Thrysian is upgradeable to 326 purple and has the same stats as Rataka at 326.

     

    if you are already in purple artifact 326 Thrysian gear any Rakata drops you get will automatically be 328

    No, Rataka drops from bosses will always be the same iLevel as the piece you're wearing. So if you're wearing full 326 Thrysian, you'll only get 326 Rataka drops. Rataka upgrade boxes however will give you a 328 when you're wearing 326 Thrysian, but you have to full clear a NiM op to get one.

  14. The difference is also that I've been enjoying playing the parts I like to play, instead of forcing myself to play GSF just to get gear. 🙂

    So have I. Sure I had to sit through some gsf games but it’s better than doing months of what? master mode flash points with 5k dps heroes?

     

    Yes, it makes it 'faster', but what's the rush? 🤔

    Fair, I guess there is no rush if you don’t want there to be a rush. Personally I wanted to get to max item rating and jump in to nim raids as soon as possible. Sure you don’t need max item rating to do that but if you’re progging something there’s no point in making it more difficult by not doing something that can easily be done in under a week (getting 330 gear).

     

    If you enjoy doing flashpoints and sm/hm ops with sub 10k dps champions and want to gear up that way then you do you.

  15. Ok: I see... Oh, inventories of unopened PvP, GSF and Rakata crates. If I needs gear I just open like 4 boxes and I'm good to go. I don't actually understand how people can dislike this.

     

    You have to understand that the vast majority of players are simply bad. They don’t have unopened rataka crates laying around. 99% of the player base are locked behind green 326 gear, if they even understand how to get it which most of them don’t. I don’t necessarily think these players need better gear for the content they are doing, but I think it’s evident that going from the system in 6.0 where people could get max gear in a couple days from grinding hammer station to this has made many players frustrated and leave the game. Whether you agree with them or not, they are this game’s biggest source of funding and when they quit we don’t get new raids/content and the game eventually shuts down.

  16. I was away from this game for quite awhile and just came back a couple of weeks ago (I go back and forth between this game and WoW, but was gone even longer than usual this time when I also gave FFXIV a try for awhile) and didn't realize the change to how appearances worked now. Hopefully the 318 vendor that will appear in 7.1 (currently on the PTS) will have stuff for me to buy because all 16 of my guys have hit 80 and finished the new storyline and ALL of them deconstructed every single piece of 318 gear they were given. Heh. So their gear currently ranges from around 295 to 306.

     

    I think the 318 vendor is just leftover from the 7.0 pts and won’t be in live. There’s a 320 vendor anyway. It’s the conquest vendor in the supplies section, it costs 200 conquest commendations for a full set and you get 200 conquest commendations for completing conquest with a level 76+ character.

  17. Not true, I have 16 80s and the highest ilevel is 306 on any of them. I worked too hard over the years to get all 16 geared EXACTLY the way I want appearance-wise, and I refuse to wear random ugly gear just because it's a higher ilevel. I keep waiting for higher ilevel mods to show up either by crafting or from vendors, but no luck so far. If they really are done making new mods for this game, I guess I'm finally done. (I'm a founder btw)

     

    Outfitter.

  18. There’s not really any dps checks in sm, you could honestly do it in 320. The only difficulty you might have is on the first boss, it does a long cast in burn and if you don’t kill it in time you wipe. Other than that though the whole operation is just mechanics in sm.

     

    I wouldn’t really advise pugging it period, at least not on fleet or in public channels. It’s similar to Gods in that it’s just very mechanic heavy and it’s just not a good time with most fleet pugs who don’t have a clue what they’re doing. In watchdog specifically, if you have even one person who doesn’t know what they’re doing, they can wipe the whole group

  19. The identity and reputation of someone adds little to nothing to the conversation, but since you started big guy: I promise you I've killed more bosses in 7.0 than you, but it adds nothing to the conversation at hand.

     

    The issue is that either you don't understand alacrity, which wouldn't surprise me due to your active posting on theorycrafters, why ever they still call it that, or you simply got offended by me saying that if you can't handle that you're bad.

     

    The solutions you should be doing are: Flame your merc healer that didn't use raidbuffs for fuel CD, cuz you gonna have PTs and you admit to yourself that you could've played around his mistake so it's also your fault, you could do that by simply not doing anything for 0.3s just saying, clicking it of or fillering around it. The other solution would be to stop throwing at all and just log PT.

     

    I don't feel like reading this whole thread, but when this whole alac messing up proc timing thing was first mentioned, it was described as a QoL fix. It's just dumb that a class has to actively avoid extra alac so that they don't mess up their procs. Yes, clicking off raidbuff or waiting 0.3s would fix it, but that's annoying and no other class has to worry about that, hence it being a QoL fix. Yes the IO rotation is already easy enough that clicking off raidbuff or waiting 0.3s is not difficult, but that doesn't matter. It's also semi-annoying that IO has to gear specifically so that their procs don't fail.

     

    Also, you mentioned earlier that you don't want it fixed because it would "take away resources from more important things" or something along the lines. It's literally changing a decimal point on the proc timing. How many resources could it take?

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