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joshrva

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Posts posted by joshrva

  1. For aoe/multitarget healing: operative >>>>>>>>> merc >>>> sorc

     

    For single target healing: sorc >>>>> merc > op

     

    For survivability: this category depends on how well the player can kite on said heal class, but if can kite well: sorc >>> merc > op. If can't kite as well: merc >> sorc >>>>>> op.

  2.  

    - There should be no penalty for unchecking specific maps

    There should be a penalty, ie. group finder penalty, for players not checking all maps. If this system was rolled out, and that was the case, people would be queued for whatever they personally preferred and organised groups of players could cast majority votes on specific maps. So it wouldn't be map selection as much as it would be playing whatever most players wanted to play.

    Most players play unranked for the weekly rewards. If the group finder penalty existed for map selection and players wouldn't be able to finish the weekly if they used map selection, no one would use it and it would be a waste. "People would be queued for whatever they personally preferred" that is exactly what the system would be designed to do lol. Players should be able to play what they want to play. The only problem I could see with this would possibly be slower queue time, if that's the case, then make it like a vote before the match starts where the players who will be in that match vote on the map.

     

    - The arena Queue would Help New Players

    We don't "need" a specific 4v4s queue - that's what group challenges are for. The system already exists it just takes two groups of players. Its an MMO after all.

    Literally no one uses group challenges outside of maybe some guilds and some ranked players who already know each other. Good luck telling a new player "oh, just go do some group challenges" - there are so few people that even want to 'learn ranked' and even fewer who would agree to do group challenges over regs which they get rewarded for. Besides the logistical mess of a new player trying to get into a group challenge, it doesn't really teach what solo ranked is about. They don't teach how to face a variety of players and classes (unless you do A LOT of them), and they don't teach how to work with random players on your team.

     

    - As it stands, regular unranked warzones don't do much to prepare players for ranked.

    Regular warzones are supposed to be live action parsing grounds. If a player is focusing on, as a DPS, doing the most damage, as a healer doing the most heals etc. Then they are learning what it takes to play ranked, the rest is just survivabilty and cooldowns which doesn't span more than 10 abilities on any class. The problem with regs players is, they think the objective is solely to play the game - and they then moan when they're fighting the people who do play to parse. Its honestly a skill issue here, and again, solved, by playing the game like an MMO and reaching out to skilled players who have info that can help.

    Regular warzones are in fact not supposed to be live-action parsing grounds. Even if they were, I do not see how that correlates with ranked at all. I can sort of see what you mean by "If a player is focusing on, as a DPS, doing the most damage, as a healer doing the most heals etc. Then they are learning what it takes to play ranked," but there's still the problem that they are not forced to CC, they are not forced to peal, they are not forced to chase, they are not forced to possibly kite others who are focusing you while simultaneously doing damage to the target. (edit: nvm, I misread what you said. You said that if a player is focusing on doing the most damage they are learning what it takes to play ranked, I thought you meant focusing on the player doing the most damage. This is entirely wrong, ranked is not about doing the most damage and number farming, ranked is about doing enough damage to a specific target in critical moments in order to kill them while also pealing for teammates.) "the rest is just survivabilty and cooldowns which doesn't span more than 10 abilities on any class," you're right in that there aren't very many dcds in the game, but the more important part is learning when to use which ones when, when to kite when you don't have any up, etc. Regs don't teach you that.

  3. 1) Map selection for unranked. I feel like this is something that has been wanted for a while now. I think it should look something like this https://imgur.com/a/H97k66B, with the ability to check specific maps or check/uncheck all maps of a certain type. One important thing is that there should be no punishment for unchecking any maps (i.e., like in group finder) because then hardly anyone would use it. The arena queue here specifically I feel would really help players who may want to get into ranked learn in an environment that is more similar to ranked. As it stands, regular unranked warzones don't do much to prepare players for ranked.

     

    2) Different-sized Ranked arena matches. I'm not suggesting getting rid of 4v4, but instead adding 3v3, 2v2, and 1v1 matches. There should be a selector for each type (https://imgur.com/a/pFDDLxN like so) and separate elo attached to each type. Players should be able to queue for all types at the same time or only for specific ones, like the unranked map selector. For the leaderboards, there should no longer be different lists for each advanced class, instead, there should be different leaderboards for each arena size. Top 3s should be awarded for each arena size for solo and team ranked, and they could possibly be expanded to top 6 or something similar. Once again, it's important that players are not punished for selecting what they want to play. The main benefit to this (besides the change of pace that I feel would be nice) is that the ranked queue will pop with fewer players in queue which means there will be more matches when there are not enough people in queue for a full 4v4 arena.

    Side note: there shouldn't be a map selector for ranked if it is added for unranked. The reason for this is that different maps favor different classes, and randomized maps will be fairer. Additionally, if players could queue for specific maps to gain a competitive advantage, but others could unselect those maps, there will simply be fewer pops which is really not what this game mode needs.

  4. Fourthed.

     

    While on the topic of balancing, merc (and also operative) struggle heavily with dcds. Mercenary's dcds are all on a very long cd, and they are comparatively weak when looking at other classes (cough-marauder-cough-pt-cough-sniper-cough), and even if their damage was on par there really wouldn't a good reason to bring them in harder content. Same thing with operative only its damage actually is on par, it just has next to zero dcds and brings nothing to the table compared to marauder.

  5. The mercenary and engi buffs are very welcome, but the mercenary buffs still leave the class very lacking. I will talk about IO because that is the spec that I have numbers for, but the same is true for Arsenal.

     

    The IO buffs are only a slightly less than 500 dps increase (or about 1.8%). This is not enough to bring IO in line with other specs, or even other ranged specs (ranged specs as a whole are underperforming right now - except for viru - but mercenary is by far the worst of the bunch). To bring IO in line and have it be viable in high-end content such as NiM raids, the spec needs about a 10% damage increase from where it currently stands. Here are my suggestions to make that happen:

     

    Level 23 tier choice - Incendiary Ignition - instead of removing the 50% chance for incendiary missile to proc combustion gas cylinder, keep it in addition to the damage increase to combustion gas cylinder to targets affected by incendiary missile. In addition, raise the damage increase of combustion gas cylinder from 35% to 50%. These changes would buff IO from where it currently stands (before the changes) by approximately 5%. For comparison, the current damage increase to incendiary ignition would be less than 1% (about 0.7%).

     

    Instead of increasing the periodic damage of Serrated Shot by 16%, increase the periodic damage of Serrated Shot, Incendiary Missile, Combustion Gas Cylinder, and Supercharged Burn all by 8%. All of these together would increase the damage output of IO by approximately 3.5% from where it currently stands. For comparison, the current 16% increase to Serrated Shot's periodic damage would be about a 1.1% damage increase.

     

    Level 73 Tier choice - Afterburners - replace the "Missile Blast immobilizes the target for X seconds. Direct damage caused after 2 seconds ends the effect. This effect can only occur once every 8 seconds." part and replace it with "Jet boost grants 2 supercharge stacks." This would help with supercharge stack generation and increase damage, and it would bring back a utility option from 6.0 that is missed by many players, including myself.

     

    If all of these suggestions are implemented, the overall damage increase would be close to 10%, which would bring IO in line with other classes.

  6. I am admittedly making this post because I am a lethality operative main, and I want to be able to play that class in master mode operations without taking almost twice as much damage per second as I would on any other class. I know I speak for the majority of the end game raiding community that taking away AOE dr from certain classes was not a great idea.

     

    Bringing back AOE dr won't solve all of the class balance issues right now, but please, please consider adding it back to at the very least operative. Operative is a melee class, which means it takes a lot of AOE damage. Operative has a whole... 1 defensive cooldown. Shield probe, which protects you from maybe one tick of AOE damage if you're lucky. There is currently no reason right now to take an Operative DPS right now over Powertech, Marauder, Juggernaut, Assassin, or Sniper. Those classes simply do more damage and they take less damage, and they all have some form of AOE dr.

     

    The other classes that currently don't have any form of AOE dr are Sorcerer and Mercenary. They don't suffer from it quite as much because they are ranged, but they could certainly use it too.

     

    Thank you for reading this, I hope you consider it,

    - A loyal player since launch

  7. I think vanguard is definitely the class you're looking for. Both of its dps specs have a very easy and fun rotation/priority system, and they both have some of the highest damage outputs in the game right now. The only thing that makes the class more challenging is the fact that it is pretty squishy due to the lack of dcds, but that's mainly just a problem in pvp. Vanguard tank is also considered the most beginner-friendly tank, while scoundrel is considered the most difficult healer, so there's that.

     

    Scrapper is the easier of the two dps specs for the scoundrel. I can't speak from experience, but I heard that it has a pretty simple rotation. You should give it a try since you already have scoundrel, but I'd definitely go vanguard a go.

     

    Hope this helped :)

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