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Inncarnate

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  1. I agree with you both but feel a complete rework of the class is needed, After playing all other classes assassin/shadow feels the most hastily thrown together classes in game. For instance its a melee light armor class yet for madness/balance both feel more like a casters tree not melee. Id think it would be more ur melee abilities applying dots not a chance to cast mindcrush/crushing darkness even if it becomes an instant cast. As for the deception/infiltration trees its flashy but completely lacks the single target dmg that it should have, has practically no force regen compared to other classes and then like u stated, a minimal cooldown for overcharged saber that technically can only average 5hits for its 20sec activation time:( In all honestly assassins/shadow should have similar abilities to the operatives/scoundrels minus the healing of corse and not so much poisons as force related internal dmg dots caused by the force's corruption plus the tactical advantage would have been nice on them aswell. BW if u read this why oh why did u make assassins/shadow so weak?
  2. both specs are decent for hm's but my personal preference is deception using the 7/31/3 build. I have tried the chain shock spec but found it doesn't produce as much dps but feel free to decide for urself
  3. Where do u get the information and statistics from in regards to character balancing/buffs/nerfs ? pvp/pve or from complaints from ppl on forums? I have played almost every class use have created and im confused at the moment with the direction some classes have gone (assassins,marauders/juggs,operatives and there republic versions being the main ones. So far everything that's been changed has come from a pvp viewpoint if this is true why? adjusting classes based off just one usually has big negative results on the other.
  4. Im starting to think that massive budget use had for this game has been spent at a hooters bar rather than on the development of the game what was it again 100+ million if i recall and what have u provided...... yes some very nice story based quests which has been a complete masterpiece and then it all falls apart. Server population should be ur main focus and no its not a hard process though moving alot of players might take a few days not months to sort out issues ¿ Pvp would be next with ttk and full premades that keep u grped after a warzone. i meen seriously u have all the foundation work there what sort of technical issues could possibly take so long. Also u need to give ppl the option to choose which warzone they want to participate in not everyone enjoys huttball 10times in a row of corse this meen nothing until server pop is addressed. I can't believe use are talking cross server pvp when u can't even ranked warzones and transfers sorted, mabey months down the track lmao. Im not even going into crafting im completely dumbfounded with the direction use are trying to take there. Onto end game content its alright though alot more needs to be done considering some guilds could probably 1 nighter ever op how bout a nice big op something with 10 -15 bosses? As for pvp end game and open world u need to make 2-3 planets that are all pvp areas where u can have events every 4-6hrs to fight to capture/defend a citadel or where destroying the opposing factions base gets extra rewards or just dailies that bring u into contact with opposite faction. hell could do something similar to wow where there is an op that is only available to the holders of a planet. I expected so much more when i started playing this game and although i have enjoyed it alot it could have had more. My final topic i want to bring up is the legacy, i can't see how use can justify the price of the unlock i think u have something wrong with ur heads!
  5. You need to reread my last line im talking lvl 50 pvp against well geared ppl battlemaster/war hero gear with 1100 expertise not 1-49 pvp where very few have expertise gear. Once u pvp/pve at 50 u will see 4k takes some decent gear pvp is alot harder to hit 4k unless there a fresh 50
  6. I run a 7/31/3 build have mostly columi/rakata gear I've replaced certain mods from gear to keep my crit at 30% accuracy at 99% surge is currently at 73% and unsure what my power is as im posting at work lol with this build though i have little issues hitting 4.2 - 5k shock/discharge crits and if i run the 2/31/8 build have seen primary shock crit at 4.6 with the second one hitting 2.6 (7.4k) doesn't happen all the time but it is nice to see. I think all u need to do is increase ur surge and u will probably start seeing some nice numbers. If ur talking pvp though u have to take the other persons gear into account as it is hard to hit 4k against well geared ppl.
  7. I run a 7/31/3 build have mostly columi/rakata gear I've replaced certain mods from gear to keep my crit at 30% accuracy at 99% surge is currently at 73% and unsure what my power is as im posting at work lol with this build though i have little issues hitting 4.2 - 5k shock/discharge crits and if i run the 2/31/8 build have seen primary shock crit at 4.6 with the second one hitting 2.6 (7.4k) doesn't happen all the time but it is nice to see. I think all u need to do is increase ur surge and u will probably start seeing some nice numbers. If ur talking pvp though u have to take the other persons gear into account as it is hard to hit 4k against well geared ppl.
  8. I don't have so much of a question but more an imbalance with the assassin/shadow compaired to other classes id like the development team to have a quick look at. Firstly in the darkness/kinetic combat thrashing blades/applied force would be better switched with recirculation/security breach from the deception/infiltration tree. Lightning reflexes/doublebladed saber defence should be a 3 point talent with a final 3% force return and 6% defence and charge mastery/technique mastery should be a 2point talent with final stats at 4% and 4seconds and 10%,10%. The deception/infiltration tree needs the cooldown of saber conduit/confundity to be reduced to at least 4.5seconds compaired to other classes ammo/energy regen and heat dissipation and finally the madness/balance tree the skill sith defence/jedi resistance needs to be removed and replaced with the same skill the sorcerer/sage have in this tree which is sith blood/will of the jedi. Hope this could help use have done a great job with classes so far and this.was the only class i could find that was slightly out of balance compaired to all others
  9. How do you define a class as op? Everytime u meet one u get whooped? No matter what class u play there's nothing u can do to win? If i were to call it Yeh no matter what i do or what class i played even in full bm gear and couldn't take more than 50% health before i died then id think they could do with a slight tweak. Mara/sents are strong but there far from op lmao to call one op u need to learn more about ur classes depending on gear and what class i play whether range or melee determines how i deal with them and from personal experience comes down to the player not the class! Instead of crying for nerfs (which is no help at all) how bout u give an idea of what things could happen to help balance them with other classes?? For most u wouldn't have a clue cause u havnt played one, so until u have or have a more constructive point quit crying for nerfs honestly its like im dealing with children! And just for the ppl that say i must have a mara yes at lvl 10 lol i have no plans on pvpin him as i have far to much fun pwning Mata/sents on my operative
  10. Ok i can see why alot of ppl think there are only 3viable classes, it might have something to do with 80% of the player base rolling these classes, but considering i play a merc,commando,operative,assassin and a sorc i honestly don't think anyone of these classes is op! Everyone of them has there strengths and weaknesses and most times its pretty close if its 1v1 depending on gear/playerskill and so on. What pvp comes down to in the end is team work and team composition aswell as an individuals skill and knowledge of there class (eg sorc running solo into a grp of 3 enemies) and after getting stomped complaining that sorcs are weak in pvp....***! Don't laugh either its happened more than once. I've even seen a grp of 5dps attack a mara with 2 healers healing him and after he kills all 5 crys of op going out instead of focusing on the healers. I know your talking about the best verse the best and i agree but how do u determine who they are when so many roll the same toons. Personaly i love my operative and like the smuggler they pwn everything when played right. Hopefully when they allow full premades things will be nicer for all and then will truly see if there is an overall op class
  11. Just wondering if something is finally going to be done to fix the issues with the now obsolete merc and champ comms? Mabey being able to trade them back for there original price so i don't feel ripped off eg 10 merc for 30 warzone not 10 for 10how it is at the moment.
  12. Gha stupid predictive text ment to be (pages not posts) and (im not important)
  13. Firstly if there is a similar post out there im sorry i couldn't find it after looking at about 65 posts Okies now im not having a winge or asking for an upgrade for the assassin but I've found a few areas where compaired to other classes the assassins are slightly lacking and some balancing could be done to bring them up to the standards of other classes. Saber conduit grants 10force when surging strike deal dmg but only returns that once every 10sec now other classes like trooper and bounty hunter that kind of proc happens once every 3 seconds for a similar sort of time frame when u consider surging charge only has a 25% chance of hitting so i feel reducing that 10sec cooldown to a more balanced 4.5 sec would help ease the stress of force management. Also some skills in the trees could be better of in other trees example, Recirculataion and thrashing blades would be better swapped with each other in the skill trees and lightning reflexes should be a 3 point talent increasing force return and defence to 3% and 6% and changing charge mastery to a 2point talent with a final 4% and 4sec and 10% 10% on resistance and armor penetration. Now feel free to comment on my thoughts but don't be asses if u think what important asking is to much it would only bring them closer to the same level of playability as other dps classes.
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